Marth's Nair contends with angles tilts and Bair as well. It's two quick consecutive hitboxes that's let Marth penetrate safely. It can beat DK's Bair and his angled tilts. It's also a solid approach when DK is on the ground due to his height although DK can crouch to make things tougher on Marth.
no, angle ftilt will beat nair every time, i've done this to mike, bardull, and a bunch of other marths who have tried it. it isn't hard.
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Originally Posted by itsthebigfoot View Post
let me get this straight, you believe that the game and watch should always be perfectly spaced to avoid any and all punishment, but then brush off dk's juggles because it takes decent spacing and timing (not even that hard).
Ok first off juggling really doesn't exist in Brawl like it did in Melee. Lack of any usuable hitstun + multiple airdodges means it's extremely easy to break out of many juggle attempts if you have good aerial mobility and/or a good Dair to bail yourself out. Oh yeah... there's also the whole floaty gravity thing.
theres also the whole, get right below them, then either punish their dair with our 6 frame uair, or wait for their airdodge to end to punish them with the uair. which is why you can still juggle, don't believe me? play a good wario and try to get back on the ground
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you also think that while dk's quick ko moves with gigantic range are completely unlandable against a decent opponent, game and watch will be able to juggle and land a CHARGED usmash with no problem whatsoever
Frame data on DK kill moves:
Fsmash: 22
Usmash: 14
Dsmash: 11
Neutral B: 18
Side B (technically a setup move but leads to kills): 20
Compared to GW:
Fsmash: 17
Dsmash: 15
Usmash: 24
Fair: 10
GW's kill moves are not really that fast. It's actually tough to land kill moves with GW if your opponent knows what they're doing. I really don't know what your definition of "quick" is. The frame data speaks for itself.
our dsmash is frame 10 buddy
and honestly, 20 frames is what i consider quick enough for its range. he keeps saying that landing one of our moves, with their ridiculous range and set ups, was impossible. then he says that his smash, which is slower than all of ours, should land, CHARGED. the entire point was to point out how much of a hypocrit he was being.
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gdubs is also apparently better at starting juggles, because you said so, even though dk has uthrow, utilt (which combos out of bair and has huge range and priority)
GW's Uair actually is a true juggler because it forces your opponent in the air making them have to airdodge out of it. Compare this to other juggles where characters can a lot of times escape with an attack from above. GW can also pop foes into the air with Nair/Utilt/Uthrow so that's kind of a moot point.
I said better juggle STARTER, and i went on to mention nair and uthrow (utilt either doesn't set up or combos into itself.)
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downb (entirely disjointed, huge range, punishes anything)
Ego much? You might want to check the vadility on that statement.
ok, let me check on that
lets see here, still entirely disjointed
oh wait, it still out ranges all snake and mks ground moves
and, wait, it still punishes attacks, spotdodges, rolls, and shields
whats this, I was right? Who da thunk it?
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and you wonder why people ignore you.
I pretty much ignore both of you when you just do nothing but feud against each other. I was going to try and discuss other matchups against DK here but you and a2 keep butting heads... nothing new
the difference being I run this thread and actually play the character i argue for, and have matchup experience. he admits to not playing many dks, which tells me he is just pulling stuff out of his ***
good job reading and keeping in context before replying, you definitely didn't reply to stuff i never said, seriously /sarcasm
btw, sorry i replied to a2 on a board where the discussion was relevant, instead of spamming the rob thread with dk vs gdubs arguments. clearly i was completely out of line
EDIT: cause that took a while
Hence why I said, USUALLY it will be just a hit. Not always.
You seem to put more emphasis on DK's killing power. I think safety overall has a greater affect on a match-up since it more or less determines how often you will get your face rearranged.
I also feel that Marth's speed evens out with DK's range.
Basically each of their advantages and disadvantages are evened out when they face each other.
dk doesn't have to be unsafe though, he can just poke your shield with well spaced downbs/retreating bairs and force you to approach. if you get inside, our upb wiill either get us back on the outside, or shield poke you and knock you away. all of dk's specials are pretty safe, because they either poke/get out of range, our knock you too far away for you to respond.
basically smart dks won't be that unsafe, since we are mostly unsafe with kos, or set ups to ko's, but in this matchup we can kill with grabs (which are very safe on block, it's almost like they're unblockable, who would've guessed?), kill with a punish, and kill with a counter attack (donkey punch)
Off stage Marth can counter to stuff up b if DK used his jump. Pretty much no way DK can deal with this.
Remember the momentum? Marth is fast so if he gets his hit in it's easy or him to keep pressure on. Since he is safer as well if DK gets his footing back Marth doesn't risk much.
If DK gets a hit in that's it. It's usually just a hit due to his knockback.
for stuffing the upb, he has to lose his jump first, which probably won't happen if he DI's well. i usually just fall with fair, double jump, then use upb for the invincibility frames/auto snap on.
also, bair - bair - tilt - something else works pretty well for dk, he can get some 0-40ish combos in, and it puts you in a bad position.
dk can do damage just as well as marth
Marth is a better juggler due to his speed and it's easier for him to keep DK in that position. Dair can beat Marth's Uair if DK does it late, but usually that's not wise since DK would lag as he hit the ground.
Side B just stalls DK. But it keeps him in the air which is still a bad position to be in. It just messes with the opponent's timing. It's not a great answer.
And DK is still overall far more punishable then Marth is. And punishment from Marth will end up with DK usually in the air which is bad for him or the ledge which is still bad.
dk should be downbing from a distance, dtilting/upbing up close (upb for defensive options, downb for offensive options) and ftilting to go through your aerials, and again, you have to approach him, so him being unsafe isn't as big of a deal, since you'll have the disadvantage of approaching.
also, i know you're trying to downplay it by saying better punishment options, but you kill dk in the 140+ range, and he kills you in the 70+ range, it is a significant difference.
now, if the dk plays largely with bairs, maybe a few tilts/dsmash/a punch (A.K.A. new to dk), he will get ***** in this matchup
if he relies on tilts, with a few bair combos finishing fsmashes/punches(a.k.a. decent dk), it's pretty even
if he pokes with specials, and then mixes in bairs and tilts to beat marths offensive options, then finishing with pretty much anything(good dks), he has the advantage
it's not much of an advantage, but dk has range, power, priority, weight, and the ability to camp
marth has speed, safety, and punishment but he has to approach, which puts him at a slight disadvantage
6-4 dk