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Ledge Stall Options ("new")

∫unk

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Basically these are the normally used ones when Marth is on the ledge right now:
  • f-air Stall - originally done by Haze, just let go of the edge then f-air (for fastest possible use c-stick) then up b. A stall used by a lot of marths because it's almost impossible for the opponent to punish without putting themselves in a terrible position.
  • b-air Stall - heard about it from Steel a while back but he probably took it from Neo so I'll give credit to Neo here. Let go of the edge and immediately db1 away from the stage then double jump and b-air through the stage. This b-air pokes through the stage much farther then the f-air but it takes longer to do.
  • Ledge drop regrab - Pretty basic just let go of the ledge by fastfalling or just hitting back on the analog then jumping again.

Now, recently the AT by 3xSwords the DS Ledge Grab (http://www.smashboards.com/showthread.php?t=216620) was discovered. Basically this lets you let go and regrab faster. This should replace a ledge drop regrab most of the time but obviously sometimes you need it to be slower as a mixup or when you're timing a edge hog.

However, there's a very simple yet just as effective ledge stall that a lot of Marth's have gotten away from (or maybe never did). This is just dropping down and using a horizontal Dolphin Slash.

Normally ds doesn't poke very far (a little more than the f-air stall) but if you use the more horizontal version of dolphin slash (by hitting the analog on the upper diagonals) you can poke as far as the b-air stall but way faster.

The timing isn't that hard really but it will a few minutes in training mode so you aren't killing yourself ever and you're doing it correctly. If you're not grabbing the edge you're doing it too early if you're not poking very far you're doing it too late.

Basically you know you're doing it when you can hit someone a little before the circles on the ground in battlefield. If you know the b-air stall its the same place.

So in execution all you're doing is: Hit down on the analog (fastfall), time an horizontal dolphin slash (analog is diagonal up) it's way faster than a b-air stall and hits just as far.

If I'm wrong on anything lmk. Obviously don't use my method every time.
 

GPEternity

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i've been doing this as a recovery tactic when my opponent camps near the edge. i try to recover to the edge with ds while poking through it at the same time
 

DJMirror

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hmm sound interesting is there a video for this junk? i would like to see it
 

Atria

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Can't you also stall with Marth's >B by using it at the highest point of his midair jump or wouldn't you recommend it/use it at all?

All of this sounds useful BTW.
 

feardragon64

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Horizontal? I think you meant vertical junk.
Horizontal = ---
Vertical = |

But nice. I hadn't heard of the bair stall before. Another one I like to do is just a simple drop down, double jump uair if they're too close. It has less range but if they're stupid enough to get that close then it tips so you get more damage in than with the other methods I believe.

Last one I would say is noteworthy is ledge drop, double jump, rising nair, regrab edge against someone shielding all your attacks right next to the edge. This is a great way to chip away at their shield. If they're stupid enough to not move when it gets low, shield breaker that foo.

Good stuff junk.
 

En.Ee.Oh

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that back air thing steel didn't get off of me, he got off of eazy.i knew about it but i don't use it because i don't use my back air until kill %
 

Inle~Orichas

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Bair method could be particularly devastating, because the time it takes you to DB1 away from the edge, your opponent may attempt to chase you off, which could result in a gimp if your opponent is confident enough.
 

∫unk

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Whoever asked about Dancing Blade stall... usually not recommended.

Horizontal? I think you meant vertical junk.
Horizontal = ---
Vertical = |

But nice. I hadn't heard of the bair stall before. Another one I like to do is just a simple drop down, double jump uair if they're too close. It has less range but if they're stupid enough to get that close then it tips so you get more damage in than with the other methods I believe.

Last one I would say is noteworthy is ledge drop, double jump, rising nair, regrab edge against someone shielding all your attacks right next to the edge. This is a great way to chip away at their shield. If they're stupid enough to not move when it gets low, shield breaker that foo.

Good stuff junk.
You should have noticed Steel doing the b-air stall in his video. This is what I was talking about in the "how to get way better with Marth" thread you have to really pay attention.

I say Horizontal Dolphin Slash because it has way more range horizontally and pokes through the stage way more. There's different versions of Dolphin Slash.

It's not completely horizontal or you'd be doing a Dancing Blade.

Those other ledge stalls you mentioned are matchup specific and more dangerous than the other ones so usually not recommended unless you know what you're doing or you pick up a pattern of theirs but it puts you in a pretty unsafe position of no invincibility and right above the stage off the edge. People with a lot of range can **** you in the butt if you try that.

that back air thing steel didn't get off of me, he got off of eazy.i knew about it but i don't use it because i don't use my back air until kill %
Good **** I do that too so this helps a lot gets *****es off you and keeps the b-air fresh.

Plus it's just faster to do cause some ppl just don't stand in the same spot for very long.
 

Pr0phetic

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Good read Junk, and I always wondered if DS goes a little more horizontal by holding it in a diagonal.
 

∫unk

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Bair method could be particularly devastating, because the time it takes you to DB1 away from the edge, your opponent may attempt to chase you off, which could result in a gimp if your opponent is confident enough.
The point is to get back on the stage safely.

If they do that just air dodge jump back on after the DB. Now you have stage control and are doing the edge trap.
 

•Col•

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Aw crap. I started doing the fast fall, Dolphin Slash back up the other day. I noticed how far it reaches onto the stage, and how fast it can be, whenever I was practicing the DS ledge grab thing. o_O I didn't post it anywhere though, cuz I thought it would be considered old or useless info or something like that. xD Meh, oh well.

I didn't know about that Ledgedrop, Reverse DB to bair though... It sounds like it'd take a much longer time... o_o
 

∫unk

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Someone told me that they get edgehogged and die when they try this. This shouldn't happen because:
1) you shouldn't be repeatedly doing this. i listed out your other options for a reason mix it up.
2) in general as marth you should never go so low that if you get edge hogged you die. plus if you're doing this right you get maximum range poking through the stage and if you happen to get edge hogged you can land on the stage
 

AzNsAnTaGiN

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Actually, I often do throw in UAir stalls (it's unsafe, but a nice mixup). UAir has pretty decent range, and if you land a tipper (and that thing tips like nothing else), you're clear to return to the stage. Mostly. Is there anything particularly dangerous with a DS stall? You can get edgehogged pretty easily, right?
 

takeurlife2

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you know that if you upB the stage you can be dtilted for an easy kill right?

ask xisin, i just dtilted the part of the upB that pokes through and it was death.

this fact is detrimental to all marth stalling tactics, just figured i would share the knowledge.
 

∫unk

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you know that if you upB the stage you can be dtilted for an easy kill right?

ask xisin, i just dtilted the part of the upB that pokes through and it was death.

this fact is detrimental to all marth stalling tactics, just figured i would share the knowledge.
yup i think i made clear every stall tactic can and will be punished if you're obvious

and you can mix the f-air stall with the horizontal dolphin slash stall. instead of holding away just tap away from the stage then c-stick forward fall then diagonal up b

maybe this second way will cover the d-tilt? doubt it but who knows i'll test tomorrow
 

DJMirror

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Ohh i kinda understand this junk but i really need to see some video to understand this more but thanks for clearing it up for me tho. good read btw
 

takeurlife2

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yup i think i made clear every stall tactic can and will be punished if you're obvious

and you can mix the f-air stall with the horizontal dolphin slash stall. instead of holding away just tap away from the stage then c-stick forward fall then diagonal up b

maybe this second way will cover the d-tilt? doubt it but who knows i'll test tomorrow
i use that tactic to get back on stage(stall). you lightly push away and fair through the stage then upB to the sweetspot.

this one stops dtilt to an extent, BUT if they shield the fair or even worse powershield it, you can still get dtilted and hella gimped.

but like you said, this is when you mix it up
 

Pierce7d

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Eh, jump to B-reversal counter should be added on this list. I believe Hype takes credit for that.

Also, HMMMM, I wonder where EAZY got that Bair ledge-guard from?

Also, you can poke from under the stage with uair. (I know, it's like "no ****" but it's still worth mentioning)
 
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