Bones0
Smash Legend
How you want to DI utilt is heavily dependent on a ton of random factors like stage, percent, stock count, positioning, etc. At lower percents, you can't do anything to get out of utilt combos aside from SDIing wonky to mess them up. I'd focus more on the actual strategy of your DI. By that I mean, instead of worrying about getting out of the combo, worry about how the combo will continue. I often DI away from the direction Marth is facing when he utilts because even though I'll go straight up and get utilted 2-3 more times, it can keep me in the center of the stage instead of at the ledge or give me an escape route via the top plat way sooner than if I am above side plats. Marth's combos get way worse when you figure out how to avoid getting sent off stage because Marth sucks at KOing. I'll survival DI upward moves at 50% even if it means taking 60% more because I will eventually get out, and when I do Marth no longer has grab followups, which is a HUGE DEAL. By contrast, you could combo DI at 50% so you only take 20%, but then you're off stage and likely to get edgeguarded, and even if you get back, you're at a percent where they can still get a grab followup to knock you back off stage.
Obviously, I'm not suggesting that you NEVER DI towards the ledge. Sometimes it's fine if you can slide off or if you are at a good height/position to recover, but more often than not it's what Marth's expect and want. When you start DIing to keep yourself in the center of the stage, Marth has to start using more fair/nair to knock you off instead of utilt/uair, and once he has to start using those moves, you introduce all kinds of DI mixups that give you escape opportunities where there were previously none. You should just be able to feel it in your gut, but let's say the Marth you are playing keeps utilting. When he realizes you've DIed to center stage on three utilts in a row, he has a tendency to choose the next move as one to knock you off stage. If you know when he commits to that move, you can DI it away and live.
Oh, and that reminds me, never jump during Marth combos. You NEED that DJ to have any hope of getting back in even the most generous edgeguard scenarios. Please, please, please don't be that Falco that jumps out after the second or third move of a combo and the Marth simply uses his giant sword to restart the combo. Even when there's a platform you think you can jump to or something, it's still really risky.
But to go back to the actual utilt combo in the beginning, the most important thing is to not do NO DI. Neutral DI on utilt is terribad and is basically the worst of both worlds. If you DI in you get comboed more and aren't by the ledge, and if you DI away you get comboed less but are stuck at the ledge, but no DI at all just means they can continue the combo and you are closer to the ledge. It also leads to super frustrating utilt-dair gimps at 50% or so where you feel like your stock was robbed because he landed a lucky utilt when you weren't ready for it.
Obviously, I'm not suggesting that you NEVER DI towards the ledge. Sometimes it's fine if you can slide off or if you are at a good height/position to recover, but more often than not it's what Marth's expect and want. When you start DIing to keep yourself in the center of the stage, Marth has to start using more fair/nair to knock you off instead of utilt/uair, and once he has to start using those moves, you introduce all kinds of DI mixups that give you escape opportunities where there were previously none. You should just be able to feel it in your gut, but let's say the Marth you are playing keeps utilting. When he realizes you've DIed to center stage on three utilts in a row, he has a tendency to choose the next move as one to knock you off stage. If you know when he commits to that move, you can DI it away and live.
Oh, and that reminds me, never jump during Marth combos. You NEED that DJ to have any hope of getting back in even the most generous edgeguard scenarios. Please, please, please don't be that Falco that jumps out after the second or third move of a combo and the Marth simply uses his giant sword to restart the combo. Even when there's a platform you think you can jump to or something, it's still really risky.
But to go back to the actual utilt combo in the beginning, the most important thing is to not do NO DI. Neutral DI on utilt is terribad and is basically the worst of both worlds. If you DI in you get comboed more and aren't by the ledge, and if you DI away you get comboed less but are stuck at the ledge, but no DI at all just means they can continue the combo and you are closer to the ledge. It also leads to super frustrating utilt-dair gimps at 50% or so where you feel like your stock was robbed because he landed a lucky utilt when you weren't ready for it.
Magus compiled all the tech frame data HERE. Here's the data that applies to Falco directly ('cause I'm such a cool guy, though not nearly as cool as Magus):Okay thanks xyzz. Second question, when I get knocked down and I'm going to tech (whether it be roll left, roll right, getupattack or just get up) I seem to be eating the tipper of a fsmash. It seems whenever I get up, I can't block right away (i.e. free opening for a hit). Is there a timing to this? What am i doing wrong? Am I doing something wrong, or is the game just like that (where you have a brief period of openness after recovering from a knockdown).
Techs & Getups Frame Data
Mostly self-explanatory. The "Horizontal Movement At" number is my best judgement of the frame you'd be reading and reacting to for the roll in that direction when techchasing. The higher the number is the less time you'll have after reading it to punish before the roll ends.
In general, the ones with high distance and movement values will be more difficult to punish by reaction, though the size and position of the character matters as well like for Bowser his size effectively negates a fair amount of the distance it covers.
Universal and Shared Data
Tech-Neutral
Total: 26
Invincible:
1-20 - [Everyone Else]
1-24 - Pichu, Pikachu
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Tech-Wall
Total:
25 - Ice Climbers
30 - Donkey Kong
31 - [Everyone Else]
IASA: 6 (Input an upwards direction anywhere on 1-4 for walljump tech on 6)
Invincible:
1-14 - [Everyone Else]
1-19 - Ganondorf (Walljump teching or performing any action will cancel his extra invincibility to the normal 14)
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Tech-Wall Jump
Total: 40
IASA: 1
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Tech-Ceiling
Total:
26 - [Everyone Else]
25 - Donkey Kong, Jigglypuff, Kirby
Invincible:
1-18 - Bowser
1-17 - Dr Mario, Game & Watch, Ice Climbers, Jigglypuff, Kirby, Luigi, Mario, Mewtwo, Ness, Sheik
1-15 - Donkey Kong
1-14 - Falco, Fox, Yoshi
1-13 - Link, Marth, Pichu, Pikachu, Roy, Young Link
1-12 - Samus
1-11 - Captain Falcon, Ganondorf
NONE - Peach, Zelda
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Non-Teched Floor (Back & Stomach)
Total: 26
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Non-Teched Ceiling/Wall
Invincible: 1-15
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Getup-Neutral (Back)
Total: 30
Invincible:
1-24 - Donkey Kong
1-23 - [Everyone Else]
1-22 - Marth, Roy
1-20 - Ice Climbers, Peach, Sheik, Zelda
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Getup-Neutral (Stomach)
Total: 30
Invincible:
1-23 - [Everyone Else]
1-22 - Marth, Roy
1-20 - Ice Climbers, Peach, Sheik, Zelda
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Falco
Tech-Roll Forward
Total: 40
Horizontal Movement At: 9
Distance: 14.4 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 6
Distance: 14.4 ft
Invincible: 1-20
Getup-Attack (Back)
Total: 49
Hit: 17-19 (Front), 24-26 (Behind)
Invincible: 1-26
Getup-Attack (Stomach)
Total: 49
Hit: 19-20 (Behind), 25-26 (Front)
Invincible: 1-26
Getup-Roll Forward (Back)
Total: 35
Horizontal Movement At: 6
Distance: 12.4 ft
Invincible: 1-19
Getup-Roll Forward (Stomach)
Total: 35
Horizontal Movement At: 8
Distance: 12.6 ft
Invincible: 1-19
Getup-Roll Backward (Back)
Total: 35
Horizontal Movement At: 12
Distance: 12.8 ft
Invincible: 12-29 (Not a typo. If the roll takes you to an edge you will slip off unless an attack is timed on that exact frame)
Getup-Roll Backward (Stomach)
Total: 35
Horizontal Movement At: 5
Distance: 12.6 ft
Invincible: 1-24