Hey I'm pretty new to this game, just wanted to ask if there's a way to shine on a platform without falling through? It seems like shinegrabs on platforms are impossible, and even just waveshining on platforms is hard.
Whether you fall through or not is determined by whether you're still holding down on the 4th frame of shine. To not fall through, you have to allow the stick to reset to neutral before then. Tilting can help achieve this, but isn't necessary. It's important to note that if you hit the opponent or their shield with shine, you undergo hitlag which makes this much easier. Hitlag gives you extra frames to release the stick so you will notice shining on plats is much easier when you hit people.
If you aren't sure if you will hit the opponent or not and can't consistently release before frame 4, the best alternative is to hold down while you land on the platform. Whether it's lag from a waveland or attack, you can hold down before the lag ends and shining will not cause you to drop through. If you are trying to land without lag, you can shoot a laser (or fake one where the animation starts but the laser doesn't come out) or you can use the IASA frames at the beginning of uair to start an attack without a hitbox or additional landing lag.
Been having trouble vs Falcon (and by that I mean s2j and n0ne bop me).
I have a new theory about the matchup I figured I’d run by you and see what you think.
Here’s my old theory which I now think is wrong: basically it was just that running shine is really strong vs Falcon compared to sh aerials or approaching sh laser. MY thought was that it lets me stay grounded and therefore CC, it basically always confirms on his while sometimes I Dair and miss the shine followup, it’s good on hit or on shield while approaching aerials you gotta account for shield in different ways, it sets up roll baits between run up shine and run up wd back, it lets me space pretty close to them and still have threats and stuff.
The problems I’ve ran into is that they can kinda spam retreating Nair or stomp in place or even approaching stomp, I end up spacing close enough to where I feel like I always have to account for Nair which I end up trying to stuff with Utilt or Bair but since I’m always scared of the move I end up throwing out Bairs pre-emptively all the time which they can just wait for. I feel like my lasers don’t end up working great since laser running shine isn’t the most threatening thing and if I’m looking for running shine I’m spaced too close to laser and stuff.
So I rewatched mango vs s2j at shine and intend to do a bit more studying but I noticed mango actually backs off and spaces further than I expected, and dash dances further than I expected. This made s2j be the one pre-emptively throwing out things like Nairs which mango just punished with approaching laser or approaching Nair, even if neither directly punished they always led to s2j having to shield and mango getting good pressure. Since mango is spaced further his lasers protect him and threaten approaching and at any time he’s threatening to do approaching laser into approaching aerial which I’m starting to realize actually just beats so many options including powershield if you do low laser and jump asap over it with your aerial.
This also makes more sense why you’d do things like laser > jab quite a bit in that set with s2j since you end up doing approaching laser to punish stuff but you land at basically max jab spacing based on where you were spacing before the laser and stuff. I’m imagining now that at this range laser > jab is good if they hold shield or roll in and laser > instant aerial is good vs basically anything else.
I think I had similar problems Marth tbh of not realizing how powerful it is to space a bit further than was intuitive to me. This combined with how powerful low laser > instant approaching aerial is I think is making me understand the ground game quite a bit more. Thoughts?
Based on what I saw, Mango seems to space close enough that Falcon's dash SHFFL goes too far, but far enough that SHFFL in place/OoS is not far enough. In this range, he has more freedom to laser, and if S2J wants to commit to hitting the laser preemptively, he's at risk of getting his aerials stuff by bair/utilt. The weird thing is that after game 1, S2J seemed to become so uncomfortable in this range that he started playing more grounded/defensive, which allowed Mango to just approach continuously. He would start aerial shield pressure or chase his escapes with approaching lasers.
Watching Mango vs. Wizzy at Dreamhack Austin 2017, Wizzy seems to do a better jump in this range utilizing immediate DJs to get over lasers and quickly attacking. I've seen S2J do this too, so I'm curious why he basically never attempted it vs. Mango at Shine. He tried a couple things involving higher-than-SH height options, such as immediate DJs, FHs, and platform movement, but all-in-all he didn't seem to want to leave the ground. I feel like BF's platforms actually played a significant role in that factor as the plats make it hard/impossible for Falcon to come down with aerials without landing on the platform first. Idk if he can drop through and bair, but he can definitely uair.
I actually analyzed
one of your sets vs. S2J a while back for a local Falcon player, and the biggest thing I pointed out was how vertically he played, abusing jumps and plats to pick his spots. Falling down with uair reminds me a lot of Marth fair the way it utilizes range to open people up for grab opportunities, but the fact that it starts low instead of high makes it even better when running off of plats or coming down from FH/immediate DJ. Bair can be used similarly, but it more for KOing, knocking down, or setting up edgeguards. I think if S2J had done this style of mixup vs. Mango he would not have been able to abuse the "no man's land" range as much as he did, though it certain still seems like the best spot to be. If you expect Falcon to jump, I'd imagine you could replace your lasers with more waiting to anti air him, but it might be best to simply reposition. I personally dislike trying to fight Falcon straight up because of how much it hurts to trade or outright lose hitbox vs. hitbox interactions.
So I've been having a ton of trouble vs marth basically since always, and it's been a great source of frustration for me. I've started to really think hard about the matchup and how I feel I can change my play and I think I've found something I can run with but I wanna run it by here to see if i'm thinking along the right lines.
Basically way too much of my game right now in the matchup is reliant on whiff punishing, or at least trying to. Trying to catch marth throwing out aerials or going for bad grabs. However in doing this i've found that whiff punishing gives me mixed results, and It feels like this style of play benefits marth in risk reward in a lot of scenarios, especially with grab because unless im extremely close (where I don't want to be) punishing marth's missed grab on reaction seems extremely difficult to me. The end result is that I get grabbed a ton and im not punishing enough of the missed grabs to make it worth it. I also tend to get clipped by an exorbitant ammount of uptilts (and I don't consider uptilt to be an amazing neutral tool in this matchup for marth) and a number of fairs.
At first I thought this was just a spacing problem, i figured i was just the tinniest bit too close to marth, but as ive tried to improve my spacing, the need to get further away has mad these tight timing windows even harder to hit.
Today I realized that I think im following a flawed idea of the matchup, and that in my pursuit of trying to punish marth for throwing out moves, I was going about it in the wrong way. I think my main problem is that I don't control the pace of the match. I sit back and never feel like i'm applying any pressure to marth. I played a bit of netplay and while I olbviously havent been able to flesh out much of this new take on the matchup it already felt a lot better. Rather than trying to punish grabs and uptilts on reaction it seems much more practical to be punishing these moves based on timing mixups, and to try to put more pressure on marth to force bad reactions rather than expect him to commit into me just because I was lasering outside his range with much less threat of me coming in.
I know this extremely basic but I was just hoping to get some insight on if i'm following a good path in the matchup. I think I need to retool my marth matchup from the ground up as it is by far my worst one, and I want to make sure I at least start off going in the right direction. Thanks!
I sort of mentioned this recently in the thread, but from your description, it sounds like you could gain a lot from focusing on your laser game. Marth doesn't have any good options to immediately punish consecutive lasers if he isn't within range. He can't FH aerial like Fox or float over them like Peach. As a result, having lasers out automatically creates that pressure you feel you need. Once you've established that pressure, it's a matter of figuring out how to land your hits. One of the ways to do this is to whiff punish. If Marth expects an approach after a laser, he is likely to throw out a utilt or fair OoS to catch you, and it sounds like you're relatively well versed in this area. The catch is, of course, that Marth won't expect an approach if you never approach. This is where Marths that just spam run up grab, dash attack, or fsmash tend to get success,
especially if you're not lasering properly. You can approach with aerials (stuffs attacks OoS or initiates shield pressure) or lasers (catches backward movement and is also safe on shield), and if you think they might approach, don't be afraid to do defensive aerials. Fadeaway dair or dash back SH bair are great for catching those run up grabs that Marths fiend for. You can intentionally leave gaps in your lasering to bait these types of approaches, or you can catch them moving in between lasers by reacting to the fact that they approached and grabbing or dashing away. Grabbing is good because they're right in front of you with a laser in their face, but dash away can help if they are good at powershielding as it option selects SDI away, and Marth's usually go for grab after this type of forward movement anyway, which you should be able to whiff punish as long as you're expecting it since you will be pretty close.