RisingVexx
Smash Cadet
In the most recent patch, Marth got a reduction of the Landing Lag of his aerial moves.
This allows new follow-ups and combos that weren't possible before.
Recently the user Slickfate posted a list of possible kill setups after a D-air on the ground:
http://smashboards.com/threads/marth-combos-out-of-d-air.412502/
The problem is, there was no way to set it up... until now.
If you manage to connect a fast falling Up-air, you can follow up with a footstool and follow their DI into a D-air. This is the tricky part, yes they can tech the D-air, but they can't tech the footstool tumble animation. If they try to tech it (even if they can't) they won't be able to tech the D-air because of the 40 frames they have to wait before trying to tech again and you will hopefully land the kill.
A few patches ago we lost the ability to use our jab to lock our opponents. But did you know that Marth can still lock with other moves?
Here is a list of the moves you can use to lock your opponent.
Shieldbreaker: until 12%
Down Air Spike Hitbox: until 33%
F-tilt sourspot: until 20%
F-air sourspot: until 3%
The % may vary a little bit between characters. For example, those ones work for Sheik. But for mario:
Shieldbreaker: 13%
Down Air: 36%
Ftilt: 22 %
Fair: 3%
After knowing this, we can apply the same combo at lower percents to get a 43% damage true combo, that can't be tech'd
You can also do some tricky stuff at low percent in stages with platforms like battlefield.
Some setups to get the falling up air are:
Short hop airdodge - Up-Air
First hit of Air Dancing blade - Up-Air (not true combo)
Be creative and lets see how we can push this into the Marth metagame.
Cheers!
This allows new follow-ups and combos that weren't possible before.
Recently the user Slickfate posted a list of possible kill setups after a D-air on the ground:
http://smashboards.com/threads/marth-combos-out-of-d-air.412502/
The problem is, there was no way to set it up... until now.
If you manage to connect a fast falling Up-air, you can follow up with a footstool and follow their DI into a D-air. This is the tricky part, yes they can tech the D-air, but they can't tech the footstool tumble animation. If they try to tech it (even if they can't) they won't be able to tech the D-air because of the 40 frames they have to wait before trying to tech again and you will hopefully land the kill.
A few patches ago we lost the ability to use our jab to lock our opponents. But did you know that Marth can still lock with other moves?
Here is a list of the moves you can use to lock your opponent.
Shieldbreaker: until 12%
Down Air Spike Hitbox: until 33%
F-tilt sourspot: until 20%
F-air sourspot: until 3%
The % may vary a little bit between characters. For example, those ones work for Sheik. But for mario:
Shieldbreaker: 13%
Down Air: 36%
Ftilt: 22 %
Fair: 3%
After knowing this, we can apply the same combo at lower percents to get a 43% damage true combo, that can't be tech'd
You can also do some tricky stuff at low percent in stages with platforms like battlefield.
Some setups to get the falling up air are:
Short hop airdodge - Up-Air
First hit of Air Dancing blade - Up-Air (not true combo)
Be creative and lets see how we can push this into the Marth metagame.
Cheers!