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New Marth Technique?? (maybe)

X1-12

Smash Champion
Joined
Oct 18, 2009
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Southampton, UK
Okay guys, before I start I just wanna say maybe this has been invented before but I cant find anything about it anywhere, and I think it could be pretty awesome

Anyways here it is... Three F-airs without landing, all of which are at the right height to hit a character standing on the ground

Basically what you do is short hop F-air, Then WAIT for a bit until marth is nearly touching the ground on only then double jump and instantly F-air again then fast fall and pull off the third F-air then L cancel. You can make the F-airs a bit closer together by waiting before doing the first F-air, then you should finish just in time to double jump before landing, this way leaves your opponent less time to do anything.


Also note that if you do the double jump when you are not almost touching the ground then you will probably be too high to hit with the second hit. Also you can replace the final F-air with a D-air.

I'd like to call it the X1 Jump =] or maybe its just a SHDJFFL?

Oh and as soon as i figure out how, I'll upload a vid
 

ArcNatural

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It was in a Kizzu combo video. This has the same issues that double fairing has, it's viable during a combo if you don't think they will jump out of the 2nd fair (since you would have to wait before double jumping and fairing to keep it even). But as an approach it's very risky, as they can hit you after the first or second fair if the initial fair never hits (even if they shield the first one it's punishable).
 

X1-12

Smash Champion
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Oct 18, 2009
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It was in a Kizzu combo video. This has the same issues that double fairing has, it's viable during a combo if you don't think they will jump out of the 2nd fair (since you would have to wait before double jumping and fairing to keep it even). But as an approach it's very risky, as they can hit you after the first or second fair if the initial fair never hits (even if they shield the first one it's punishable).
Surely if its spaced correctly, its hard to punish? due to marth's long range even if the first one misses, the other character has got to cover a fair bit of ground to get a hit in on you in which time you should be able to get out the second F-air? and if they double jump out of the second hit then you can not fastfall and even switch to a Up-air if they're too high
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
There's a fair amount of lag between fairs. Anyway, they can CC the first fair, then run up and grab you. Or smash you or something. Or if you space yourself for just the tipper, they could just... move out of the way.
 

X1-12

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There's a fair amount of lag between fairs. Anyway, they can CC the first fair, then run up and grab you. Or smash you or something. Or if you space yourself for just the tipper, they could just... move out of the way.

Fair point about the CC , but if they move out of the way then you can make sure you DI towards them to hit with the second and third hits, and even if they WD back or something every time its still a good pressure.
 

ArcNatural

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Fair point about the CC , but if they move out of the way then you can make sure you DI towards them to hit with the second and third hits, and even if they WD back or something every time its still a good pressure.
sh double fair is horrible for pressure, this would be worse. Marth doesn't move fast enough in the air or get the second fair out fast enough to cause issues with most characters.

The way I look at it, for stuff like this (sh double fair/sh fair something) are only good if your di'ing away if you are just doing it for zoning and spacing. The only other situations that they are not risky are when your opponent is in a helpless situation (ie during a combo, catching them with the first fair).

Marth's sh double fair just isn't fast enough to be viable for pressure since he can easily be punished from it, since your technique is a slower version it's susceptible to the same issues.
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
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You can put pressure without committing to attacks, too. That's what dash dancing is for. 'Smuch better.
 
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