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Marths foward-b plz help

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TheKneeOfJustice

Smash Lord
Joined
Sep 26, 2006
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Assuming you are referring to the whole string of potential combos with the move itself... Finishing with the third swing is a common choice. Up and Forward options both have a decent knock back, and when spaced well, prove to be a semi-effective KO method and high damage. The Down finish is much more situation, and requires a set-up, as it is a meteor smash. When finishing on the fourth swing, down is the best choice, as it goes into a string of hits, which can pressure those who shielded the combo and missed their grab.

It has a few uses in other areas. Recovery is its primary use. I and others use it occasionally as an aerial stall, so we don't have to jump again to continue combos. It also helps to mess with your opponent, they go to perform a move, and you are hovering just out of reach. You can also use it for edge guard, or even for a low damage mock pivot of sorts. Hope all that helps.
 

The Brawler

Smash Apprentice
Joined
Aug 5, 2007
Messages
102
Location
Atlanta Ga
I dont really use his over for attcks.. i use it for comming back in the air it pushes u sideways wich helps ALOT.
 

ArcNatural

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Only thing's it is good for really is fastfallers. As the 3 hit ->b if the first one hits typically will connect all three. It's also good against spotdodgers. If someone repeatedly spotdodges your grab attempts replace the grab with this and you will get a few hits in. If they shield I believe, ->b, ->b, down b is the best since I think the third down b pushes them away.
 

Ijuka

Smash Ace
Joined
Aug 16, 2004
Messages
673
yeah. Finish with the 3rd hit forward if you want to kill. At low %'s make the 3rd hit down to avoid crouch-canceling. At low %'s against fastfallers fthrow off the stage -> forward B 3 hits tends to be really good. If they try to Di away, the third hit might actually kill them. At least the edgeguard will. If they Di towards you, try making the 3rd hit down, or do 3rd hit up and 4th hit up or forward to kill them or at least deal damage.

I honestly don't think the 4th hit down is the best option, not at all. The knockback is minor and it doesn't really break through shields all that well. I think that 4th hit forward(really strong, kills to the side) or up(really strong as well, kills up, and hits through shield if it's not completely full... and if the opponent is not Sheik). But as a basic rule, forward forward forward at lower %'s, forward up forward at higher %'s(so they don't fly too high of the second hit forward).
 

cmin

Smash Ace
Joined
May 13, 2007
Messages
509
Location
Oregon
also against iceclimbers, you can use single forward b's to keep popo just hovering there, i've seen ken do it to chu. then you just fmsmash or whatever you wanna do
 

damage incorperated

Smash Apprentice
Joined
Jul 19, 2007
Messages
83
forward->up, trip forward, dub forward->dub up, trip forward->down, are all great. edge guarding with it is pointless. you can get off some serious **** that you just *shouldnt* with forward b, its a great tool

a little trick for consistency, button mash the first two hits as fast as you can then lay off on the last two, you catch more often, especially those who di up
 

Dylan_Tnga

Smash Master
Joined
Feb 19, 2007
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4,644
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Montreal Canada
I like using the first hit of forward b like a ''jab'' setting up into something else, like maybe a reverse up b kill if I can manage it, or just a simple uptilt or fair.
 

gongbomb

Smash Cadet
Joined
Feb 26, 2007
Messages
64
Location
San Jose/Davis, CA
Some things you can think about if you want to perform the forward-B string. If the person is shielding, finish with down so you can poke the shield. If you want to send the person above you to continue a combo, finish with up (or is it the third up I can't remember off the top of my head) The third forward, as said before, is good for killing at higher percentages.

Some other things you can do: Side-B out of a dash dance to stop a foe who's too close, then continue with a up tilt or something. As said by Dylan this can set up for a reverse dolphin slash. If you can catch someone in the air with the first Side-B, then jump again and spike. That last one is risky and there are probably way better options, but it's not impossible.

Helpful I hope.
 

ArcNatural

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Another thing about side B is you can do it out of a full dash animation in either direction. I don't really know how it's possible and it is a little tricky to time, but you can be running full speed then overB in the opposite direction. Activating the oveB in the opposite direction before you get caught in the sliding animation is what makes it a little hard.
 

StickyChopstix

Smash Rookie
Joined
Jan 14, 2007
Messages
24
yeah the one thing I love about marth's forward b atk is that I don't have to wait for the dash to finish before I can pull it out like a smash attack which I'd have to wavesmash to get out of a dash.
 
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