DariusM27
Smash Ace
- Joined
- May 5, 2015
- Messages
- 518
The input is easy to understand -
1. Short hop
2. Fastfall
3. Instantly nair (nair1)
https://m.youtube.com/watch?v=Oefyd6XThNY
Watch this video to see it used. I uploaded as a highlight reel for simplicity.
The "problem" with this move is only that, in order to actually do the move, your have to input it all in the shortest window. You probably only have a 1 or 2 frame window to input the move correctly.
That basically means you have to be lightning fast. Your input is the same speed as Marth swinging his nair.
I knew about this move several months ago, but I didn't think it was practical, because of it's difficulty. I spent a lot of time working on it, since I do other things with marth that require frame perfect inputs, like instant pivot fsmashes. Anyway, going on with the reason for this move...
Another challenge to this move is, it doesn't attack as quickly as fair, so you are vulnerable for a brief moment right when you jump and before the fastfall, but the effect is exactly like Marth's shorthop, fair, then fastfall, so it's all a matter of reads, spacing, and timing. Again, it's a pretty fast move, so that helps a ton.
The "pros" to this move are very many.
-I can do them at least the same speed as normal sh nair, though it seems faster, so the move can be spammed quickly as a spacing tool. It took some work to get the timing, but once you get it, it sticks with you.
-It's the only form or nair1 that hits low enough to hit Olimar, Kirby, and Pikachu, even when they are crouching. (I tested, still sometimes misses crouching Kirby)
-The range is more than enough to be viable. As you saw in the video, I tipped Mario with nair, and then used dash cancel fsmash to land the tipper, so it's almost ideal spacing.
Edit: I just tested, it's range is only a small fraction less than fastfalling fair. Almost inperceptible.
(sh - fair - instant fastfall)
-It can be used as an approach pressuring option, or used without approaching, or used while retreating, depending on if you jump towards or away from the opponent. (although standard retreating nair is really good and obviously easier, the fastfall nair1 could punish a roll very effectively as a retreating option)
-Best of all, it reliably strings or true combos into all of Marth's killmoves - Fsmash, Usmash, DS (Upb) - and also strings into dancing blade, ftilt, grab, jab, ect. Basically if you land this move, you have a huge advantage.
-Random fact also, alot of people don't realize this, but while Nair1 has no hitboxes below the sword, it does have hitboxes well above the sword, so you will find it landing on any enemy closing in from above, if they get too close. A great walling move. Good to know for the second variant, which I'm about to talk about...
That input is the fastest way to land this move.
All that said, there is a much easier variant of this move.
Input -
1. Short Hop (wait till near top of jump, then...)
2. Nair1
3. instantly fastfall.
The problem with this variant is, if you do the move as fast as possible, the move hits so high that it even swings above Bowser's head, so the only way to get the nair1 to land is by waiting several precious frames after marth could have already fastfell.
Another way I land nair1, as you saw in the video, is right after an airdodge, so keep that in mind.
This move is situational, just as all of Marth's moves. A fast threat your opponent probably won't see coming. If you are serious about maining Marth, then push him to his absolute limit! Work hard to master this move and see if you don't freaking fall in love with it once you do. I bet you will.
1. Short hop
2. Fastfall
3. Instantly nair (nair1)
https://m.youtube.com/watch?v=Oefyd6XThNY
Watch this video to see it used. I uploaded as a highlight reel for simplicity.
The "problem" with this move is only that, in order to actually do the move, your have to input it all in the shortest window. You probably only have a 1 or 2 frame window to input the move correctly.
That basically means you have to be lightning fast. Your input is the same speed as Marth swinging his nair.
I knew about this move several months ago, but I didn't think it was practical, because of it's difficulty. I spent a lot of time working on it, since I do other things with marth that require frame perfect inputs, like instant pivot fsmashes. Anyway, going on with the reason for this move...
Another challenge to this move is, it doesn't attack as quickly as fair, so you are vulnerable for a brief moment right when you jump and before the fastfall, but the effect is exactly like Marth's shorthop, fair, then fastfall, so it's all a matter of reads, spacing, and timing. Again, it's a pretty fast move, so that helps a ton.
The "pros" to this move are very many.
-I can do them at least the same speed as normal sh nair, though it seems faster, so the move can be spammed quickly as a spacing tool. It took some work to get the timing, but once you get it, it sticks with you.
-It's the only form or nair1 that hits low enough to hit Olimar, Kirby, and Pikachu, even when they are crouching. (I tested, still sometimes misses crouching Kirby)
-The range is more than enough to be viable. As you saw in the video, I tipped Mario with nair, and then used dash cancel fsmash to land the tipper, so it's almost ideal spacing.
Edit: I just tested, it's range is only a small fraction less than fastfalling fair. Almost inperceptible.
(sh - fair - instant fastfall)
-It can be used as an approach pressuring option, or used without approaching, or used while retreating, depending on if you jump towards or away from the opponent. (although standard retreating nair is really good and obviously easier, the fastfall nair1 could punish a roll very effectively as a retreating option)
-Best of all, it reliably strings or true combos into all of Marth's killmoves - Fsmash, Usmash, DS (Upb) - and also strings into dancing blade, ftilt, grab, jab, ect. Basically if you land this move, you have a huge advantage.
-Random fact also, alot of people don't realize this, but while Nair1 has no hitboxes below the sword, it does have hitboxes well above the sword, so you will find it landing on any enemy closing in from above, if they get too close. A great walling move. Good to know for the second variant, which I'm about to talk about...
That input is the fastest way to land this move.
All that said, there is a much easier variant of this move.
Input -
1. Short Hop (wait till near top of jump, then...)
2. Nair1
3. instantly fastfall.
The problem with this variant is, if you do the move as fast as possible, the move hits so high that it even swings above Bowser's head, so the only way to get the nair1 to land is by waiting several precious frames after marth could have already fastfell.
Another way I land nair1, as you saw in the video, is right after an airdodge, so keep that in mind.
This move is situational, just as all of Marth's moves. A fast threat your opponent probably won't see coming. If you are serious about maining Marth, then push him to his absolute limit! Work hard to master this move and see if you don't freaking fall in love with it once you do. I bet you will.
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