DGMavn
Smash Apprentice
There was a list in the Marth boards for Melee enumerating Marth's many (broken) approaches, which I found very helpful. The purpose of this thread is to replicate that one.
If you have anything to add, post and I'll put it up. I'll also be adding pros/cons as people come up with them.
1. SH Fair - A bread-and-butter approach. Decent priority and allows for spacing after the attack if you end up smacking a shield by DIing backwards after c-sticking forward. Can be done with forward momentum or from a single spot.
2. Hyphen-usmash - Frighteningly quick and launches an opponent for juggling. Can be done several times in succession during early percentages; later will set up multiple uairs.
3. RAR Bair - Haven't tried this one out much - I'm not the greatest at RARing yet. If anyone has used this to any sort of effectiveness, please add your thoughts.
4. Dash attack - Gets your hitboxes from here to there in a pretty good hurry. Punishable, especially via shield grabbing. I've seen it used on falling opponents to a good degree of success, since there's one frame between an airdodge and the soonest possible shield where any character is vulnerable.
5. Dash-spotdodge-dsmash - for when your opponent figures out the dash attack approach and tries to punish you for it. A little mindgamey but the dsmash has a small amount of lag coming out of the dodge.
6. SH Purple Pikmin Throw (SHPPT?) - when engaged in a campfest vs. a Toon Link or Lucas (or any other camper), I always find that finding a purple pikmin on deck is a signal to change gears from keepaway to rushdown. Given the short range of a thrown purple pikmin, you can either move forward to move into throwing range for the purple pikmin or whistle to the next color. I find that SHPPTing forces the opponent to respond to a different kind of projectile and is followed up nicely by a standard approach.
7. Dash grab - Use often enough to suggest to your opponent that shielding is not always the best idea. A healthy game of rock-paper-scissors never hurt anyone.
8. Dashing shield grab (credit: Fino) - Ranged approach to projectile spammers. (Like that one scrubby Pit who you play with all the time. You know, that guy in your circle of friends. Everyone knows that guy. That guy exists everywhere. He just spams B. Spammity spam. Like, always.)
NOTE: I do not include regular Pikmin throws as an approach. I consider his side B more of a zoning technique - many opponents will gladly trade two Pikmin ticks for a free invitation to fair directly into his face.
Again, additions/corrections/thoughts greatly appreciated.
If you have anything to add, post and I'll put it up. I'll also be adding pros/cons as people come up with them.
1. SH Fair - A bread-and-butter approach. Decent priority and allows for spacing after the attack if you end up smacking a shield by DIing backwards after c-sticking forward. Can be done with forward momentum or from a single spot.
2. Hyphen-usmash - Frighteningly quick and launches an opponent for juggling. Can be done several times in succession during early percentages; later will set up multiple uairs.
3. RAR Bair - Haven't tried this one out much - I'm not the greatest at RARing yet. If anyone has used this to any sort of effectiveness, please add your thoughts.
4. Dash attack - Gets your hitboxes from here to there in a pretty good hurry. Punishable, especially via shield grabbing. I've seen it used on falling opponents to a good degree of success, since there's one frame between an airdodge and the soonest possible shield where any character is vulnerable.
5. Dash-spotdodge-dsmash - for when your opponent figures out the dash attack approach and tries to punish you for it. A little mindgamey but the dsmash has a small amount of lag coming out of the dodge.
6. SH Purple Pikmin Throw (SHPPT?) - when engaged in a campfest vs. a Toon Link or Lucas (or any other camper), I always find that finding a purple pikmin on deck is a signal to change gears from keepaway to rushdown. Given the short range of a thrown purple pikmin, you can either move forward to move into throwing range for the purple pikmin or whistle to the next color. I find that SHPPTing forces the opponent to respond to a different kind of projectile and is followed up nicely by a standard approach.
7. Dash grab - Use often enough to suggest to your opponent that shielding is not always the best idea. A healthy game of rock-paper-scissors never hurt anyone.
8. Dashing shield grab (credit: Fino) - Ranged approach to projectile spammers. (Like that one scrubby Pit who you play with all the time. You know, that guy in your circle of friends. Everyone knows that guy. That guy exists everywhere. He just spams B. Spammity spam. Like, always.)
NOTE: I do not include regular Pikmin throws as an approach. I consider his side B more of a zoning technique - many opponents will gladly trade two Pikmin ticks for a free invitation to fair directly into his face.
Again, additions/corrections/thoughts greatly appreciated.