Dark Sonic
Smash Hero
I should be going (unless Raistlin decides not to go, he's typically my ride to tournaments)Btw, you going to FL gaming? (I can't go to gigs)
Jigglpuff has a higher fall speed acceleration than Samus, as well as a larger ledgegrab range and less overall distance to fall (due to being shorter).i can do it pretty consistently with jpuff so i think samus could it too. I dont have any frame date or anything to back me up so i could be wrong though.
Light shield edgehogging is the result of many factors comming together. Only 2 characters can do it without fast falling (if the Marth sweetspots frame perfectly <_<), and there are undoubtedly some that can't do it even WITH fast falling. I believe that Samus may be such a case because of her height and not so fast fast fall. Feel free to prove me wrong though.
Marth should always be trying to tech when recovering (there's no reason NOT to <_<). Stage spikes are not reliable edgeguards against any decent player because unfortunately, teching is just as easy for Marth as timing the nair is for Samus.Samus can ledgehop nair while marth is recovering if timed right (it's not that hard) and hit him in the middle of the up-b. Walltech can screw it over though.
He can DI the dair to not get baired back off the stage (charge beam will work anyway though).You can also let him go on the stage and d-air -> charge beam / b-air. I'm sure after knocking marth off the stage, you will have enough time to charge the beam.
And I can't help but notice that all of these examples are only applicable if Marth if Marth is at the very edge of recovery range. With good DI and with the shear distance covered with Marth's full recovery (second jump, side B stall, and up B), that simply should not be happening that often.
Perhaps I'm over simplifying things. People do get hit out of second jumps, but still. Every time Marth makes it back onto the stage he gets all of his options back, and he's quite a few good mixups for recovering.