¯\_S.(ツ).L.I.D._/¯
Smash Legend
Hiya everybody, SOLID here.
OK, for those of you that don't know, or perhaps know and don't care, Nair is my favorite move.
It's really good for gimping, it can kill, it has good range, and it does 18% damage when both hits are tipped.
I'm here to tell all of you Marth Board go-ers some handy things to use Nair for.
Here we go:
GIMPING:
Nair is Marth's best aerial killer off the side when tipped, and that helps off the stage when you are closer to the boundaries. It outlasts airdodges, and then hit opponents during the lab of the end of the airdodge, or cooldown for damage when they aren't expecting it. All your opponent can reallt do to avoid this is DI away, and if you bait that and then Nair as they are DI'ing away, that can kill them as well. Mix it up with Fair and Nair offstage, and throw in some Bair to throw off enemies as well.
SUBSTITUTION:
Bair Substitution: When going for a gimp, or just during a match, and you are in the air facing away from your opponent, your opponent will most likely expect a Bair, right? They can then just airdodge your Bair and land safely, and then attack you. If you use Nair, you'll notice that the back-swings on both hits hit on a diagonal up and away from Marth's head (at about a 10 on a clock if Marth's head is the middle). This also happens to be the same general direction as your Bair hits, and if you substitute Nair for Bair after you've gotten your opponent into the habit of airdodging your Bairs, then you can hit them after their airdodge finishes, as I stated in the gimping section.
Fair Substitution: This is the same general idea as the section above, except you substitute your Nair for a Fair instead of a Bair. If you are playing an opponent that likes to Airdodge (when in the air obviously) or spotdodge (when on the ground obviously) your Fairs, then substituting Nair for Fair works like a charm. Just use lots of Fairs against this opponent (as you should be no mater who you are playing) and if they like to spotdodge or airdodge your Fairs, then just throw in some Nairs to get some damage and possibly kill the opponent at high percentages. (NOTE: I'm pretty sure some characters may be able to spotdodge your whole Nair [like ROB possibly] but I'm not sure, if someone could test that then you'd have my thanks, but my Wii is currently dysfunctional so I can't.) NOTE: Nair isn't that great for approaches, and if you are mixing it up with Fairs and Nairs, you should probably retreat most of your Nairs, they're better that wat since you can avoid getting shieldgrabbed if your opponent starts shielding your Nairs. A good thing with retreating them is that you can hit a shield, weaken it, DI away, and still be a safe distance away to not get punished/shield-grabbed too easily.
MK Grab Release:
OK, as some of you probably already know, if you are often active here that is, Marth can use an air release->to tipper Fair on a Meta Knight, and it will tip if you use it at the right time, with the right spacing. It was recently confirmed that you can tip a Nair after this grab release as well, which is very helpful. MK is a light character, and a tipped Nair can spell death near the edge at ~115%. To be more accurate, tipper Nair can kill MK in the CENTER of stages at around 115%. At the edge you're looking at anywhere from 85-100% (that's if you hit with the 19th frame). This is very helpful in the matchup, and can be implemented any time after you shield-grab MK (or just regular grab him) during the match. This is a great kill set up at higher percents, and can help out Marth a lot in the matchup.
Ledge Get Up Possibilities:
Unfortunately, Marth is pretty darn horrible while on the ledge. A couple months ago, Steel2nd posted a thread about Marth's ledge options, found here discussing your options as Marth on the Ledge. I want to go into some detail about one of the things he listed, using Nair. This involves dropping form the ledge, jumping, using Nair, and DI'ing back onto the stage. You cannot overuse this option, or you'll get shield grabbed. That being said, even if the first hit gets shielded, you have the ability to DI back on the ledge, after weakening your opponent's shield first, but be careful to DI back safely and not get punished for it. If you use it sparingly, it can be very good. It can obviously do damage, but if it isn't shielded, it can also push the opponent back far enough for you to be able to get back on safely. Do not overuse this option from the ledge, but it's there when you need it.
FRAME DATA: (Thanks Steel!)
ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - END (or IASA)
Nair:
Hit: 6, 15, 17 (behind), 19
End: 48
First Hit Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE (SHFF): -4
First Hit Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: (SHFF): -6
First Hit Regular Stun: 25
~Hit Lag: 4
ADVANTAGE (SHFF): +14
First Hit Regular Tipper Stun: 34
~Hit Lag: 8
ADVANTAGE (SHFF): +19
Strong Hit Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
ADVANTAGE (SHFF): -4
Strong Hit Tipper Shield Stun: 12
~Shield Hit Lag: 12
ADVANTAGE: -33
ADVANTAGE (SHFF): -8
SHFF Nair Lag: 8
First hit nair lag: 8
SH Nair Fast Falled Lag: 3
Thanks for posting people, and thank you Steel for your ledge options thread and frame data!
Big thanks to Shaya for kill %'s!
Feel free to discuss or post your own Nair tactics/mindgames, or revise mine, and I'll add your posts in here.
:bandit:
OK, for those of you that don't know, or perhaps know and don't care, Nair is my favorite move.
It's really good for gimping, it can kill, it has good range, and it does 18% damage when both hits are tipped.
I'm here to tell all of you Marth Board go-ers some handy things to use Nair for.
Here we go:
GIMPING:
Nair is Marth's best aerial killer off the side when tipped, and that helps off the stage when you are closer to the boundaries. It outlasts airdodges, and then hit opponents during the lab of the end of the airdodge, or cooldown for damage when they aren't expecting it. All your opponent can reallt do to avoid this is DI away, and if you bait that and then Nair as they are DI'ing away, that can kill them as well. Mix it up with Fair and Nair offstage, and throw in some Bair to throw off enemies as well.
SUBSTITUTION:
Bair Substitution: When going for a gimp, or just during a match, and you are in the air facing away from your opponent, your opponent will most likely expect a Bair, right? They can then just airdodge your Bair and land safely, and then attack you. If you use Nair, you'll notice that the back-swings on both hits hit on a diagonal up and away from Marth's head (at about a 10 on a clock if Marth's head is the middle). This also happens to be the same general direction as your Bair hits, and if you substitute Nair for Bair after you've gotten your opponent into the habit of airdodging your Bairs, then you can hit them after their airdodge finishes, as I stated in the gimping section.
Fair Substitution: This is the same general idea as the section above, except you substitute your Nair for a Fair instead of a Bair. If you are playing an opponent that likes to Airdodge (when in the air obviously) or spotdodge (when on the ground obviously) your Fairs, then substituting Nair for Fair works like a charm. Just use lots of Fairs against this opponent (as you should be no mater who you are playing) and if they like to spotdodge or airdodge your Fairs, then just throw in some Nairs to get some damage and possibly kill the opponent at high percentages. (NOTE: I'm pretty sure some characters may be able to spotdodge your whole Nair [like ROB possibly] but I'm not sure, if someone could test that then you'd have my thanks, but my Wii is currently dysfunctional so I can't.) NOTE: Nair isn't that great for approaches, and if you are mixing it up with Fairs and Nairs, you should probably retreat most of your Nairs, they're better that wat since you can avoid getting shieldgrabbed if your opponent starts shielding your Nairs. A good thing with retreating them is that you can hit a shield, weaken it, DI away, and still be a safe distance away to not get punished/shield-grabbed too easily.
MK Grab Release:
OK, as some of you probably already know, if you are often active here that is, Marth can use an air release->to tipper Fair on a Meta Knight, and it will tip if you use it at the right time, with the right spacing. It was recently confirmed that you can tip a Nair after this grab release as well, which is very helpful. MK is a light character, and a tipped Nair can spell death near the edge at ~115%. To be more accurate, tipper Nair can kill MK in the CENTER of stages at around 115%. At the edge you're looking at anywhere from 85-100% (that's if you hit with the 19th frame). This is very helpful in the matchup, and can be implemented any time after you shield-grab MK (or just regular grab him) during the match. This is a great kill set up at higher percents, and can help out Marth a lot in the matchup.
Ledge Get Up Possibilities:
Unfortunately, Marth is pretty darn horrible while on the ledge. A couple months ago, Steel2nd posted a thread about Marth's ledge options, found here discussing your options as Marth on the Ledge. I want to go into some detail about one of the things he listed, using Nair. This involves dropping form the ledge, jumping, using Nair, and DI'ing back onto the stage. You cannot overuse this option, or you'll get shield grabbed. That being said, even if the first hit gets shielded, you have the ability to DI back on the ledge, after weakening your opponent's shield first, but be careful to DI back safely and not get punished for it. If you use it sparingly, it can be very good. It can obviously do damage, but if it isn't shielded, it can also push the opponent back far enough for you to be able to get back on safely. Do not overuse this option from the ledge, but it's there when you need it.
FRAME DATA: (Thanks Steel!)
ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - END (or IASA)
Nair:
Hit: 6, 15, 17 (behind), 19
End: 48
First Hit Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE (SHFF): -4
First Hit Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: (SHFF): -6
First Hit Regular Stun: 25
~Hit Lag: 4
ADVANTAGE (SHFF): +14
First Hit Regular Tipper Stun: 34
~Hit Lag: 8
ADVANTAGE (SHFF): +19
Strong Hit Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
ADVANTAGE (SHFF): -4
Strong Hit Tipper Shield Stun: 12
~Shield Hit Lag: 12
ADVANTAGE: -33
ADVANTAGE (SHFF): -8
SHFF Nair Lag: 8
First hit nair lag: 8
SH Nair Fast Falled Lag: 3
Thanks for posting people, and thank you Steel for your ledge options thread and frame data!
Big thanks to Shaya for kill %'s!
Feel free to discuss or post your own Nair tactics/mindgames, or revise mine, and I'll add your posts in here.
:bandit: