AceDudeyeah
Smash Ace
After looking at hitboxes, I may have stumbled onto something.
Marth's aerial neuB looks superior to the fair when going against a Falco's lasers(even on-stage ones) because it keeps his hurtbox high and his hitbox low. I do not know whether it hits lower totally than the fair(in the case of an edgeguard but that is not the topic of this thread) or not but one thing is certain: the fair's hitbox does not extend lower than Marth's hurtbox.
Look at how his extended leg hurtbox reaches down most, if not all the vertical height of the last frames of the hitbox. This explains why it seems impossible to hit a Falco that just drew his blaster without eating the laser, even if you hit him.
Now look at an aerial neuB(yes, the still frame is of Marth in an aerial state):
http://www.youtube.com/watch?v=B9uzuFbJgvY#t=7m50s
Marth keeps his legs high as if on a surface in mid-air while swinging the sword below. This attribute should shut out ledgehop lasers if you vertically dodged them as well as make it a good repellant when you are falling back to the stage and a Falco is approaching looking to laser to aerial/ftilt/fsmash you on your descent.
So far this is all just theory, but I'm going to try incorporate this in my Falco matchups.
Y'all should try it and see if it works for you too!
Update: I have been able to use in my recent smashings and it's been working out great!
Once you know the timing, you can hit Falco out of his ledgehop lasers w/o committing to a counter, sealing his fate with only his up-B left to recover.
The move does last long as it isn't l-cancel-able so it can be baited and punished by a Falco staying back and not chasing after you.
But hey, if you instill fear in your opponent and make him think twice about going after you, that's a win for Marth in my book. Just don't toss it out and land back onto the stage to do whatever you please.
Marth's aerial neuB looks superior to the fair when going against a Falco's lasers(even on-stage ones) because it keeps his hurtbox high and his hitbox low. I do not know whether it hits lower totally than the fair(in the case of an edgeguard but that is not the topic of this thread) or not but one thing is certain: the fair's hitbox does not extend lower than Marth's hurtbox.
Look at how his extended leg hurtbox reaches down most, if not all the vertical height of the last frames of the hitbox. This explains why it seems impossible to hit a Falco that just drew his blaster without eating the laser, even if you hit him.
Now look at an aerial neuB(yes, the still frame is of Marth in an aerial state):
http://www.youtube.com/watch?v=B9uzuFbJgvY#t=7m50s
Marth keeps his legs high as if on a surface in mid-air while swinging the sword below. This attribute should shut out ledgehop lasers if you vertically dodged them as well as make it a good repellant when you are falling back to the stage and a Falco is approaching looking to laser to aerial/ftilt/fsmash you on your descent.
So far this is all just theory, but I'm going to try incorporate this in my Falco matchups.
Y'all should try it and see if it works for you too!
Update: I have been able to use in my recent smashings and it's been working out great!
Once you know the timing, you can hit Falco out of his ledgehop lasers w/o committing to a counter, sealing his fate with only his up-B left to recover.
The move does last long as it isn't l-cancel-able so it can be baited and punished by a Falco staying back and not chasing after you.
But hey, if you instill fear in your opponent and make him think twice about going after you, that's a win for Marth in my book. Just don't toss it out and land back onto the stage to do whatever you please.