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need a marth side b combo guide!!!

metroid1117

Smash Master
Joined
Sep 1, 2005
Messages
3,786
Location
Chester, IL
What do you need it on, HOW to do it, or WHAT the different attacks are?

Anyway, I took this off of yc's Marth guide on GameFAQ's. Everything from the dashed line down is from his guide.

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Here's a nice fancy move. Marth takes his sword, starts up his flashing
colour generator, and does a one to four-hit combo that starts off fairly
weakly but gets pretty strong by the end. The Dancing Blade can hit hard if
executed well, and opponents often forget about it, which is very handy
indeed. It's always pretty cool to see a nice combo that does 30% damage to
an opponent and shows 'em Marth's true colours (pun intended).

You start off the Dancing Blade by pressing Forward+B. Each hit after that is
executed by pressing B right when Marth's blade has stopped after the
previous hit; the gap between hits can be between .3-.5 seconds
approximately, and is controlled by you. The faster you tap B, the faster
Marth executes the next stroke.

If you tap B too quickly or too slowly, and the game won't register your
input and the Dancing Blade will just stop, which is annoying. If you're
having trouble executing the move, just close your eyes, hold forward and tap
B four times, making sure that the space between each tap is around a third
of a second. See? It's that easy. Just don't be tempted into pressing B too
fast.

Anyway, each of the Dancing Blade's last three hits can be customised using
the control stick; just tilt it either upwards or downwards as you press B,
to use an alternate stroke. The second hit only has two possible variations
(forward and up) while the third and fourth hit have three variations
(forward, up and down). If you don't tilt in any direction or tilt it in some
weird direction like backwards, then the game will just act as if you had
tilted forwards. Here's a rundown of all possible strokes for each hit:

FIRST HIT (Red)
Forward: a quick forward swipe, 4% damage

SECOND HIT (Green)
Forward: a quick forward poke, 4%
Up: a quick upward swipe, 4%

THIRD HIT (Blue)
Forward: a quick, good-priority, powerful forward slash, 8%
Up: a whirling, high-to-low slash, 5%
Down: a powerful downward thrust that can act as a fairly good spike in
the air or near the edge of a stage, 10%

FOURTH HIT (Red)
Forward: overhead smash, 11%
Up: overhead smash (slightly higher than the forward stroke), 8%
Down: multiple low pokes, 12% (five pokes; 3, 2, 2, 2, 3% damage
respectively)

NOTES: with the third and fourth hits, the damage given may vary slightly,
depending on how quickly the hits follow one another. Also, all damages
given assume that you have connected with the previous hits. If this is
not so, then the damage for the later hits may be increased - for example,
if you hit with only the overhead smash stroke (4th hit, forward) after
missing with your first three hits, then you will inflict 14% instead of
11% damage.

It's easy to see how many possible stroke variations there are. Add to this
all the timing variations that you can pull off, and you get a useful move
that's ever-changing. Don't worry about particular strokes being awkward; all
the strokes fit nicely into the combo and none will disrupt the flow too much
(except the downward thrust, 3rd hit (down), but even that isn't too bad).
Hence, you have lots of freedom to do what you like. My favourite combos are
Fwd-Up-Up-Up (quick, good juggling, good finish), Fwd-Up-Fwd-Up (powerful,
ranged, and good for clearing out), and Fwd-Fwd (or Up)-Down-Down
(unexpected, annoying, high damage). The third combination is especially
useful near the edge since the second stroke sets your opponent up for a
spike on the third stroke, and if you miss you can tack on a last hit just to
annoy your opponent or get him off your back. Another good combination is
Fwd-Fwd-Fwd-Fwd (or Up) - high-priority and powerful, and more effective
against slower characters.

Beware, though, that the Dancing Blade can be tricky in that opponents at
high damage will not be caught in the combo, and the minute variations in
stroke timing mean that no DB will ever be the same - hence you must often
think stroke-by-stroke when doing the Dancing Blade. Practice in training
mode to get yourself acquainted with the strokes and the timing.

The Dancing Blade isn't as useful in melees as it is in one-on-one, simply
because someone will always be able to hit you out of the attack if you're
taking on multiple peeps at once. Even in one-on-one, fast or strong (high-
priority) opponents can disrupt your Dancing Blade. Because of this you
shouldn't overuse the DB - just once in a while to surprise your opponent and
show off a little bit. The main strengths of the DB are edge-guarding/edge-
spiking, and surprising opponents who are expecting other, more common moves.

ONE FINAL NOTE...if you need some extra horizontal distance in the air, then
you can repeatedly press Forward+B to do the first red stroke of the Dancing
Blade. Don't press Fwd+B too fast, because if you start to do the other hits
as well, Marth will lose his horizontal momentum. Just keep executing the
first red hit and you'll get some extra distance, after which you can Dolphin
Slash your way back onto the stage.
 

balladechina212

Smash Ace
Joined
Aug 28, 2006
Messages
680
Location
Chicago, IL
let me give all the marth players or anyone who wants to use marth some special and important advice on marths Foward B since im such a nice guy.

1st of all you can use it against your Foe at any %, it works as a stun only of they do not crouch cancel.

However, 2ndly if they do crouch cancel you have to work on your timing with it's speed, once you get the 3rd slash out, it's as strong as a foward tilt but does not have to hit your opponent at the tip to be strong.

3rdly, on the 2nd foward tilt always do a nuetral B, never do or hold up, because if you do then you cannot link it into the 3rd hit

4th, for the 3rd hit, if you want to combo hold up and up again or, just up then pause and air jump F-air

furthermore, if you want to send them flying if they are at high percents use the foward or nuetral B,

use down if you notice the person is crouch canceling or if they are sheilding, because this is a very powerful move which gives knock back therefore if you are at the right space you can avoid their sheild grab

now for the 4th hit, it's very simple....

if they are above, use Up B/A

if they are where you cannot reach then use foward or nuetral B/A

and if they are sheilding or on the ground/crouch canceling ur best bet is down since it is numerous attacks but you can still get sheild grabbed, however sometimes they don't notice how many attacks marth does for the final down so it throws them off...

sword dancing on air-

ehhhh? another discussion :)
Hope that helps.

Btw, I believe there was a thread like this before and B-Will responded in the exact same way I just did and closed the thread. Please use the search function.
 
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