why would marth want to go in the air against ICs?[Desynched Iceblocks and blizzard, unless he wants to fight it with throwing out a hitbox.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
why would marth want to go in the air against ICs?[Desynched Iceblocks and blizzard, unless he wants to fight it with throwing out a hitbox.
It's always good to learn the fundamentals and whatnot first. WDing with a shield up, WD OoS to stuff, long and short WDing, DDing and general movement stuff. Sheild drops are not the most useful thing for ICs, but it's definitely worth learning.I want to become a really technical Ice climber player, what should I learn?
They should just be able to slash through iceblocks, no clanging rebound, so the Popo will likely get hit if they try to approach on the ground, even with an iceblock.cant you just desycnh ice block and grab them during rebound.
if they dash back they either have to jump or shield, and if they dash forward they are still hit by the desynched ice block and you can grab them.
we don't have many local marth players around here so i'm not sure if it would work but wouldn't just doing that and dashing forward into grab be the best way to deal with it?
On a unrelated note, guard ftilt desynch can lead into a nanapult if you are (i think) frame perfect.
here is a example
http://gfycat.com/DetailedSecondHadrosaurus
popo is actionable as soon as you see him crouch, so it is basically a nanapult with full control of popo. so its a nanapult in neutral.
i think this could be huge for edguarding, the ftilt can catch a side-b on stage while the nanapult onto the platform would allow for nana to cover high options, meanwhile you can turn around and grab ledge as popo to cover if they up-b high and try to sweet spot the edge.
edit: this edgeguard is only viable on pokemon stadium, yoshis and some platform arrangements on fountain of dreams.
edit: what do you guys think of the uses of a z powershield considering that fact that it makes powershielding normal attacks easier and due to the fact that you can drop a powershield immediately into anything you want EG. jab or ftilt in the opposite direction, or perhaps simply drop shield into dash grab. how viable do you think this could be vs characters who can overshoot aerials on purpose sometimes and due to the fact that a z powershield sends you further, the dash out into grab could be a viable means of punishment due to you being closer to their landing position. could consistently z powershielding be a legitimate strategy.
nana is behind by 6 frames, jab 1 has a ISAI of 16, 16 + 6 = 22. ftilt has a ISAI of 28. 28-22 = 6Nanapult can be executed in around 4 frames, guard desync gives you around 10 frames to execute it
Eh, I was wrong about Nanapult, for some reason I was thinking Dash->Jump in one frame. Should be 5 frames instead of 4 like I said earlier.nana is behind by 6 frames, jab 1 has a ISAI of 16, 16 + 6 = 22. ftilt has a ISAI of 28. 28-22 = 6
jump squat is 4 frames, dash takes 1 frame to execute, blizzard takes 1 frame to input. 4+1+1 =6
total number of frames needed to execute = 6
total available frames = 6
its a frame perfect trick.
its super freaking hard, but well worth the effort it takes to learn.
edit: honestly i feel like the powershield drop to tilt meta can be expanded upon massaivly by using the z powershield.
i need proof, the frame data's math does not line up with what you are claiming.EDIT: You have an 11 frame window to execute the Nanapult from a guard desync.
Nana reads her input 6 frames in advance. Even though her jab is interruptible on frame 22, you can give her inputs anywhere during the window from 16-27 and she will respond 6 frames later.i need proof, the frame data's math does not line up with what you are claiming.
your # of frames is true if it was not for that fact that there is a 6 frame delay between both climbers.
if you hold a then nana grabs during the z power shield, there are ways to avoid this though, most notably desynched powershielding.
be sure to remember that if you dash out of nana jumping forward you can extend the maximum frames via preventing popo from blizzarding while in dash, though this is not part of the base frame data.
edit: after some testing it appears you are right, but i'm not sure why this is.
i see, basic messup on my math.Nana reads her input 6 frames in advance. Even though her jab is interruptible on frame 22, you can give her inputs anywhere during the window from 16-27 and she will respond 6 frames later.
Yes, you buffer A and then press Z + digital press at the same time. As long as you stop pressing A at least 6 frames before shield stun ends, Nana won't grab.Z-powershielding is... argh.
Can Nana Z-PS? Or does she just grab?
To execute a Z-PS it's hold A, press Z and DP R or L trigger right? There were threads saying that holding A isn't needed, so I'm unsure.
what about just dropping shield, dash forward JCgrabI experimented with it a bit when it was first discovered. It doesn't seem particularly useful for landing grabs, because you actually experience increased shield stun, and the typical advantage of being able to bypass the shield drop animation is moot because you can grab out of shield regardless. However, one application I found was Z-PS -> f-smash, which seemed to work pretty reliably for moves like Fox's n-air. It's cool because the initial hit pushes you out of range for any follow-up pressure, but it's still possible to counterattack as you're sliding away. Dash attack might also work (though I can't remember if I ever tried).
I don't think there's much of a point. You gain a 6 frame advantage from powershielding (due to hitlag induced by Nana), but you lose many more frames due to increased shield stun from the lightshield, plus however many frames you spend dashing forward to compensate for the pushback. It seems strictly worse than regular shieldgrabbing to me.what about just dropping shield, dash forward JCgrab
That's strange, what was the situation?Z-PS doesn't always improve the frame window for PSing. I've even observed an instance of it shrinking the window for PSing a Falco laser as Popo. I'm not generally a big enthusiast of the technique. It's neat against some slow-moving projectiles, though.
i imagine its due to the fact that the shield must fully encompass a hitbox of a projectile when expanding, but because the shield is so large it grows to a slightly less than normal shield then a longer one that does not properly powershield the attack as the attack already hit the less than larger one.That's strange, what was the situation?
I was standing in place on the left side of FD, facing right, PSing a laser coming in from the right. I no longer have the video or save state, though.That's strange, what was the situation?
Sopo clank with Marth D-tilt should give you 2-3 frame advantage. It will almost always give 2 frames of advantage though. You can get a 1 frame advantage, but this should only happen if you mess up your spacing horribly and if the Marth has really really staled his D-tilt from poking you a ton.dtilt clank with marth's dtilt gives you a 1 to 2 frame advanatge if you hit with popo, if you hit with nana and both climbers swing you get a 15 frame disadvantage. if both climbers hit you get a 1 frame advantage.
marth tippered dtilt does 10 damageSopo clank with Marth D-tilt should give you 2-3 frame advantage. It will almost always give 2 frames of advantage though. You can get a 1 frame advantage, but this should only happen if you mess up your spacing horribly and if the Marth has really really staled his D-tilt from poking you a ton.
Assuming you'll get 2 frames is pretty reliable.
I dunno, but the Missed Dash grab has WAY more lag than a normal or JC grab miss. Dash grab is probably good only in certain circumstances where you think you know where the opponent will be, or if you catch em in blizzard and cbf doing a JC grab.I'm a beginner learning ICs. I heard somewhere that the ICs' dash grab is safer than the JC grab but couldn't find the evidence behind it. Is it true and should I just dash grab only?
Uhmmmmm dang. I just realized I messed the math up as well in my earlier posts.marth tippered dtilt does 10 damage
marth untippered does 8
ice climber dtilt does 5
[6.6+10*0.558] - [6.6+5*0.558] = 3
[6.6+8*0.558] - [6.6+5*0.558] = 2
its a 3 to 2 frame advantage.
have no idea why i messed that math up
it can, hell even side-b can clank with dtilt if spaced right, it just doesn't reach farther due to facing the angle slightly lower.Can f-tilt clang with d-tilt or is the hitbox too high?
We have a sticky for this, if you cant get it the timing can be found ingame if you hold down and away from the direction you're facing and press a, if you jab hold that position, now try to do the first hit of jab consecutively as fast as you can, the fastest speed is the same tempo as a wobble.Guuys, can someone help me ? im trying to learn woobbles but, how dou you start the infinite, well i wait until nana finish her animation then A and inmidatly tilt down, but mostly missed the infinity, can someone explain me? :CC
gonna tell you the tip that helped me the most, just look for why you got hit, and look for your habits.Not 100% sure that this is the right place to be posting this, but how can I improve from this match? https://www.youtube.com/watch?v=qLRcn-zdx9U
Any help would be greatly appreciated!
I also played against a Falcon that beat me, but that VoD isn't up yet. This is the only recent recording of my play. :/
Well grab is the goal cause you know... tap tap tap tap tap tap tapWhat would be some of the better options to do after an ftilt/dtilt/squall hammer clanking with the Marth dtilt though?
Assuming after a spaced Marth dtilt clank, even with a +3 frame advantage, Marth could pretty much dash away and reestablish neutral after the clank to avoid a grab. A grab might be possible if they space horribly thoughWell grab is the goal cause you know... tap tap tap tap tap tap tap
The point is that you don't need to be right next to Marth to clank. You can pretty safely throw this out in neutral. If you're close enough to the Marth that they can shield the D-tilt you're doing it wrong =/i think i'm in the minority when i say that i think the marth dtilt clank is a bad option. it requires amazing spacing, is not safe vs WD forward dtilt, does not cover WD back dtilt, has a difficult timing, is not safe on shield, requires a hard read on their movement, and even then if you manage to land the clank you need a frame perfect input to get to marth and you cant even crouch cancel the jabs marth might do if you miss the frame advantage timing. i feel like its way too dangerous to do and is straight up bad IMO. if you are gonna make a commitment to a read like that you might as well just wd forward into dash back dash forward boost grab so nana doesn't fly off, into a wobble, i just don't see the point. the boost grab is roughly the same amount of frames of commitment and has a much higher reward. hell even dash attack seems like a better option, atleast then if they WD forward and dtilt they miss.
edit: if you still wanna crouch cancel and punish then i recommend holding the analog stick down and away at a specific angle where it does jab but your still crouch and doing that crouch cancel into jab.