TKD
Smash Lord
Warning: If you haven't been buffering your actions for awhile, this'll be very difficult to learn. People that are used to buffering their dash will get it down quickly.
A short time ago, I found out that grab release spike can be connected consistently on MK.
These are the requirements:
- A dash must be buffered from grab release.
- You must be hold all the way forward since before Marth is able to move, so he dashes full speed from the start.
- You must hold forward all the way through, so Marth maintains all dash momentum possible and jumps forward. This means you must input the spike with jump button + C-stick down while holding forward.
Tips:
- The buffer window begins very slightly before MK reaches the top of his release loop (the "n" path he follows when released), so as soon as MK's at the top of the loop, I like to tap forward twice as quickly as possible. Learning to time the buffer so soon allows you to hold forward the second time in time for Marth to dash fullspeed.
Buffering the dash and holding forward soon enough for Marth to dash fullspeed and reach MK is the difficult part. Master this and the timing for the spike is easy. As long as Marth dashes full speed from the start, he will reach mk in time to spike him.
- If you have regular controls, change your finger position so can buffer your dair. I use my middle finger to press "Y", and my index finger to press the c-stick downwards. MikeHaze calls this "clawing" it. You can also roll your hand a bit to press "X" with the lower part of your index finger, and press c-stick down with your thumb. I dropped this latter technique because it requires more concentration for me. If you have L, R, or Z set as "Jump", then you don't need to change your finger position for the spike.
WAYS TO PRACTICE:
- Control MK with a turbo controller. Set "grab" to turbo. This will make MK buffer his air-dodge and stand up quickly with a wake-up attack so you can try again.
- Have a practice partner that buffers his air-dodge (least recommended. it's a waste of time for your partner, and you'll probably need awhile and more than one session to get this down 100%).
- Without turbo controller and while alone, either buffer MK's air-dodge using your feet, or go buy a turbo controller. Any piece of garbage will do: you won't use it to play.
Summary (without covering the technical aspect or giving tips):
- Prepare to react to the release.
- Buffer your dash as soon as possible and hold all the way forward since before Marth can move.
- Input your buffered dair without while holding forward so Marth jumps forward.
To spike MK onto offstage: Marth slides forward a bit during jump start-up. You need enough running space (have grabbed MK far away enough from the ledge) to have room for this slide to happen. [Don't worry: Marth's tippers can't be SDIed anyway.] (Note: turns out they can, and there's probably more time to do it. SDI's effect is smaller on tippers though)
So yeah; Marth kills MK at 50 now. Do it if it's a given (if you grab him at the right spots). Maybe force it with a pivot grab, but that's it: don't let the idea of doing it split your concentration. The very fact that your opponent has to avoid these spots will limit him. And remember: it can be done consistently. It's all in the dash.
A short time ago, I found out that grab release spike can be connected consistently on MK.
These are the requirements:
- A dash must be buffered from grab release.
- You must be hold all the way forward since before Marth is able to move, so he dashes full speed from the start.
- You must hold forward all the way through, so Marth maintains all dash momentum possible and jumps forward. This means you must input the spike with jump button + C-stick down while holding forward.
Tips:
- The buffer window begins very slightly before MK reaches the top of his release loop (the "n" path he follows when released), so as soon as MK's at the top of the loop, I like to tap forward twice as quickly as possible. Learning to time the buffer so soon allows you to hold forward the second time in time for Marth to dash fullspeed.
Buffering the dash and holding forward soon enough for Marth to dash fullspeed and reach MK is the difficult part. Master this and the timing for the spike is easy. As long as Marth dashes full speed from the start, he will reach mk in time to spike him.
- If you have regular controls, change your finger position so can buffer your dair. I use my middle finger to press "Y", and my index finger to press the c-stick downwards. MikeHaze calls this "clawing" it. You can also roll your hand a bit to press "X" with the lower part of your index finger, and press c-stick down with your thumb. I dropped this latter technique because it requires more concentration for me. If you have L, R, or Z set as "Jump", then you don't need to change your finger position for the spike.
WAYS TO PRACTICE:
- Control MK with a turbo controller. Set "grab" to turbo. This will make MK buffer his air-dodge and stand up quickly with a wake-up attack so you can try again.
- Have a practice partner that buffers his air-dodge (least recommended. it's a waste of time for your partner, and you'll probably need awhile and more than one session to get this down 100%).
- Without turbo controller and while alone, either buffer MK's air-dodge using your feet, or go buy a turbo controller. Any piece of garbage will do: you won't use it to play.
Summary (without covering the technical aspect or giving tips):
- Prepare to react to the release.
- Buffer your dash as soon as possible and hold all the way forward since before Marth can move.
- Input your buffered dair without while holding forward so Marth jumps forward.
To spike MK onto offstage: Marth slides forward a bit during jump start-up. You need enough running space (have grabbed MK far away enough from the ledge) to have room for this slide to happen. [Don't worry: Marth's tippers can't be SDIed anyway.] (Note: turns out they can, and there's probably more time to do it. SDI's effect is smaller on tippers though)
So yeah; Marth kills MK at 50 now. Do it if it's a given (if you grab him at the right spots). Maybe force it with a pivot grab, but that's it: don't let the idea of doing it split your concentration. The very fact that your opponent has to avoid these spots will limit him. And remember: it can be done consistently. It's all in the dash.