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Practice Routines & Suggestions -come contribute!

firexemblemxpryde

Smash Lord
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Hello, fellow Marth players.


It is on a day like today, when I should be studying for my 3 tests tomorrow, that I often wonder what a Marth player should be doing to practice at home. A lot of people will shrug you off, and tell you that as long as you have the basic technical down, Marth is all about mindgames so you cannot really practice at home.

BUT IS THIS TRUE?

Surely practicing at home doesn't limit you to a character like Fox/Falco/Peach/Yoshi? After all, it's not like Marth can go into training mode, pick PPC or Onett and practice their infinites or select the opponent as jigglypuff to practice uthrow-uair. I'm TIRED of trying to find decent threads in the Marth forums, I'm TIRED of asking people better than me how I can get better, I'm TIRED of having to change the font of crap to keep you guys entertained.

It follows logically that I pose the fundamental question:

What, if anything, do (pro) Marth players do to practice at home?!!11one!?

I hope that each of you will contribute by leaving ideas that a Marth player might want to practice and perfect so as to assist the integration and development of "mindgames". As well, a (somewhat) detailed explanation of what needs to be done to practice this "technique" would be helpful. Both challenging and beginner-level practice techniques are appreciated. Eventually, I hope that players will be able to see this thread, find a technique, and learn to get it down via the instructions given.

I'll start us off.
__________________________________________________
Jump Cancelling Grabs
Often you will hear that a Marth must JC his grabs or get pwned wtf bbq. When I was trying to make JCing grabs a second nature, I went into training mode, chose my opponent as Mewtwo and the stage FD. I started fthrow-chainthrowing the mewtwo across the stage until about 150%. I found that this worked quite well and in a while, I was JCing without even thinking about it.
__________________________________________________
Retreating SH Double Fairs
This is really useful against aggressive space animals. I would suggest choosing a large stage like FD or DL, setting the game type to "time" and the time limit to "0" or infinity. This is most easily (and apparently efficiently) done with cstick. The idea is to shorthop backwards while double-fairing, thus giving you range -and- spacing.
__________________________________________________
Wall/Edge/Ledge Teching
In "an endless KO fest" (Time gametype, "None" time limit), choose a slow character like Peach or Ganon lvl1 as your opponent. Set items to "High" with Motion Sensor Bombs as the only item selected. Choose FD as the stage, and as you get more comfortable, other stages.

Once the match starts, pick up a motion sensor bomb, run off the stage and as you do so, chuck the MSB at the edge of the stage. This will turn you around. As you fall, Up+B, press L/R around 20 frames before making contact with the bomb (this is harder with Marth) and you will tech. Didn't get it the first time? Well, that's why we're practicing it. Get another MSB and do it again.

Another thing which is nice to know - Marth isn't supposed to walltech jump (done by holding up after wallteching). In the even that you DO, though, by accident, contrary to popular belief, YOU ARE NOT DEAD. If you are fast enough, you can bair immediately to stop your momentum and fall and recover. Another trixxy thing is to let Marth finish his jumping motion, and as he starts falling, fwd+b towards the stage, and angle your up+b. This actually works, and some people might assume you're dead and not edgehog you. Ideally, Marth is supposed to walltech (no jump), fast fall, and try for a sweetspot.

Something that I found out that I haven't seen used with Marth is similar to one of Fox/Falco's recovery strats. If Marth hasn't used his initial fwd+b, he can use it IMMEDIATELY after the walltech to grab the edge while still in invincibility frames. Imagine that!

The reason you chose ganon/peach is because they walk slowly at lvl1. The reason you chose "endless KO fest" instead of training mode is because you cannot use the C-stick to ASDI in training mode.

__________________________________________________
"Spacing"
In layman's terms, spacing is what a character does to create the proper amount of distance between itself and its enemy, such that he can land hits, but is out-of-range from retaliatory attacks. In marth's case, this is very crucial. Marth makes use of his disjointed hitbox (see a definition under Melee Discussion forum) usually keeping at a tipper range.

But how to practice it at home? It's quite hard, but some ideas are:
  • Playing against a LVL1 and killing them using only tipper fairs
  • Get used to C-sticking aerials for added control
  • Examine Marth's hitboxes, get familiar with them (AR?)
  • Face several mid-level CPUs (friendly fire off) and set a maximum damage goal
  • Dashdance -> grab/fair small characters like Pichu
  • Go to Yoshi's story and try to tipper fair/fsmash the shyguys
__________________________________________________
IASA Knowledge
To improve capability of general combos, it is important that the player knows when a move has officially ended and a succeeding move may be inputted. "Interruptable As Soon As" knowledge is important. One can get a better feel for when a move is ending by immediately shielding after the move is finished. Go to any stage, perform a ground attack (including grab, sidestep dodge, etc) , and hold L during the move. As soon as the move finishes, Marth will shield. Now you know that as soon as Marth can shield, Marth can do other crap. Knowledge of this timing is important to be "fast".

I've not yet figured out a way for figure out when air attacks are initially completed. Spamming the "A" button would work in result in a nair, but I don't think that's accurate enough, unless you're Silentwolf and can hit the A button on every frame.
__________________________________________________
Ledge Cancels
This technique is usually used for flashier purposes, but I have seen it used strategically during matches as well. The gist of it is this: Marth does an aerial attack, lands on the corner of a platform/edge, and he slides off immediately, "cancelling" the lag and animation of the previous move. Another aerial can be executed immediately, and the result is a 2-move motion which acts faster than an Lcancel.

I found this quite easy to practice in Mushroom Kingdom II. You'll notice immediately that there are 2 gaps in the middle of the stage. There are 2 areas of higher ground. Just before each higher ground ends and reaches the gap, there is an orange weed a short distance away from the edge (about half a Marth). If Marth does an aerial and his feet land in between the edge and the weed, the move will cancel. This provides a visual for what you should be aiming to hit when ledge cancelling. Another nice thing about this stage is that if you DO miss the ground completely, there is often a bridge of some sort that catches you by the waterfall and saves you from the abyss. Basically, the weed and each edge provide a visual goal for where you should be aiming to hit your primary move. Later, you won't be needing the weed and you'll be able to do it more consistently in other stages. I suggest picking Ness as your opponent because he's an idiot and kills himself all the time here, without bothering you.
__________________________________________________
Up+B Out of Shield
Lately, this has been getting lots of attention. It's pretty useful when laggy moves hit your shield, when you're feeling shield pressure, or just plain old mindgames.

How to learn/practice it: Choose Corneria and a slow lvl1 CPU character on endless melee. Go over to the right part of the stage, and down near the rear of the ship. On this lower level, you'll notice the colour (yes, colour, I'm canadian) changes where the gray (yet again) thing that spurts fire is. Stand there, hold shield, and jump-cancel the shield into an up+b. Now, you're probably saying "wtf you made me come to corneria to do that?". No, guys, I don't have an obsession with Corneria. Up+B onto the wing of the ship, the edge, and your up+b animation will finish much faster. Shield->up+b, grab the edge, fastfall back down, repeat. Wayyy more efficient, that edge is nice.
__________________________________________________

Make sense? What I want is an accumulation of practice tips/ strategies for reference... so that when we're bored and we don't want to flatland infinite Peach any longer with Fox, we turn to Marth and practice.


=] Thanks in advance for your input!
 

FrostByte

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Spacing and IASA timing.

One of the most annoying aspects of Marth's game is the fact that he doesn't have the mobility of Fox or Falco to escape combo Breakers and must always be either the correct distance away from his opponents (doesn't apply to dittos) or his last attack must have enough stun for him to get in another before getting hit. These usually refer to Fair, his standard combo attack and the Dtilt, the attack with the earliest IASA frame.
 

Patooty

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IASA

Interruptible as soon as. Some moves are interruptible before the animation ends, and are therefore referred to as "IASA *insert frame number here*"
 

Fortress | Sveet

▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
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its IASA, Interupt as soon as. basically, knowing when a move ends.

to practice spacing, just set a lvl 1 char and fair and only hit sweetspots.
 

ArcNatural

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An example of IASA is Marth's dtilt. Since I don't know the frames, the easiest way to explain it is you can move right after Marth brings his hand back from the dtilt rather than waiting for the whole animation to finish.
 

firexemblemxpryde

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Thanks for the clarification, and Sveet, I'll add a paragraph about spacing and people can contribute as it comes.

Are there any specific situations/ techniques that Marth can practice in a controlled environment?
 

UMBC Super Smasher

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An example of IASA is Marth's dtilt. Since I don't know the frames, the easiest way to explain it is you can move right after Marth brings his hand back from the dtilt rather than waiting for the whole animation to finish.
heh, an example of IASA is ChuDat and Chillin in teams with pika and fox on corneria; Chu does pika's down B, then Chillin cancels it with a jab, and they continue it in that fashion so that they can't be approached.
 

RaynEX

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^ lmao, i need to see that one day.

I didn't know what IASA was called, but I sort of did i already. Its pretty strange, I must admit.

What I'd like to know is the IASA data for Marth's throws. i want to know the perfect time to Dash, WD, or shorthop for maximum follow-up options. The bthrow seems too slow, and so does the dthrow. I wonder what the IASA frames are?
 

dieslow

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what i do when i want to practice is
www.youtube.com
watch good marth players.
drill the stuff they were doing right in my head, by practising it on a level 1 cpu.

practising by urself will only get u so far though..

u can't tell when ur making mistakes, because the CPU wont punish u for it. u also cant gay CPU's, cause they recover in the same way every time.

EXP is what makes good practice. preferably STDs where u can play for hours and hours
 

firexemblemxpryde

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practising by urself will only get u so far though..
A lot of people will shrug you off, and tell you that as long as you have the basic technical down, Marth is all about mindgames so you cannot really practice at home.
what i do when i want to practice is
www.youtube.com
watch good marth players.
Quoted and noted.
drill the stuff they were doing right in my head, by practising it on a level 1 cpu.
Precisely. What kind of things were they doing right? How do you practice them? Specifics, it's what this thread is about.

And as I recall, lvl1cpu mario's recovery is [arguably] closest to the way a human would, he's probably the ideal candidate for practicing Marth stuff.
 

RaynEX

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The point of the Marth forum is to stop Marth n00bs from spamming fmash. :p

Funny how everyone skipped over my question on the previous page about IASA frames for his bthrow and dthrow.
 

FrostByte

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Throws don't have any IASA frames. If you want to check out which attacks do, use an A attack after the move you want to check (this can be from jabs and smashes to aerials) then use a B move after the attack with the same timing. If the B attack doesn't come out, then there are frames in the attack that are interruptable.
 

MARIOWNAGE

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The point of this thread is for people to post their practice strategies with marth. That way, when we're bored, we go to the thread, find a technique to practice, and do it.
 

Aiko

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well you can always go to DL64, pick which ever characters physics you want, eg fastfaller, floaty, regular, and practice aerial comboing up onto platforms and finishing with tippers. Heres a list of common aerial combos:

1. Repeated fairs. These may be shffl'd or doubles and you should use them to move characters accross stages, onto platforms and end in tipped or strong fsmashes.

2. Bair to fair (and fair combos).

3. Fairs from platforms to past the edge, leading to dair (ken combo) or fair which knocks them out of reaech, or shield breaker.

4. dropping from platforms into fair combos.

Some more complicated aerial combos

5. Fair to uair from the base, to a lower platform, switch direction, and continue fairing up to the higher platform, to tipper.

6. Fairs to nair, chase (wavedash to catch up) and tipper. (this works well on regular weights eg doc, mario)


These exercises are meant to help you learn to control whether you want to tip aerial to send someone up, or to center your aerial, to have little knockback, usually allowing another aerial.

I know theres tons more of combos and obviously, aerials aren't the only way to combo, uptilt is essential too. Just experiment, but i know these ones work.
 

Pou

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That was the thread that i was needing =]
I'm used to play without wavedashes, l-canceling, shuffling and those kind of stuff until 1 week ago that i started to look for cool battles in the internet. I usually play with the stuff that the "How to play" video shows ( using only rolls, smashes, air combos, and air/ground dodges xP ). Now that i know how to do a lot of different techniques i'm going to start my training, and as a marth player i'll start training wavedashes,shuffling and i need to get used to that tipping stuff.
But the thing that is driving me mad recently, is the fact that short hop is the hardest stuff to do xP
I can easily do the air attack, then fast fall, then l-cancel part of the SHFFLC, but only when my short hop comes right ><
And short hop praticing is so annoying ( I pratice fighting agaisnt a level 1 mario killing him only using Fair shuffles =P )

Thanks for the post anyway
...
and sorry for the little text i wrote, it's my first post =D
 

firexemblemxpryde

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well you can always go to DL64, pick which ever characters physics you want, eg fastfaller, floaty, regular, and practice aerial comboing up onto platforms and finishing with tippers. I know theres tons more of combos and obviously, aerials aren't the only way to combo, uptilt is essential too. Just experiment, but i know these ones work.
Mmm, yeah, a lot of those combos work on human players [although some are DI dependant]. The CPU probably won't DI well enough for some of those to work, and you'll rarely get a techchase -> tipper. Do you suggest maybe adding a "basic combos" heading?

I also know the ken-combo percentages against most characters... should I include those?

By the way, thanks to those who are contributing and you're welcome to those who are benefiting =]

edit://=> ledge cancel/up+b out of shield/ practice strategies added.
 

Salaad

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SHFFL'ing on a shield is hard so I put in another controller and keep the shield button down to practice SHFFL'ing against shields.
 

firexemblemxpryde

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SHFFL'ing on a shield is hard so I put in another controller and keep the shield button down to practice SHFFL'ing against shields.
Hehe with Marth? I guess I haven't discovered the usefulness.

Even so, I have a trick that a friend taught me instead of your odd second controller business.

Trick: Play against a LVL CPU with Starmen only on very high. When you hit someone who is "invincible" via starmen, it acts as if they have their shield up. Shieldstun. It's super useful, especially if you're fox or falco and you have to deal with that crap. FD is usually best because starmen jump around the stage, and fat characters like DK are nice because... well, they're a bigger target. =D

btw your sig is now out-dated. (sorry for the pun)
 

FrostByte

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One problem there is that it's hitlag since you are hitting your opponent and not their shield. Shieldstun can vary depending on how hard the shield is, though I guess the starmen will help you out anyway since the window shouldn't vary much.
 

firexemblemxpryde

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Have you tried it out? I see very little difference, if any, between hitting a shielding opponent and hitting a starman opponent. Perhaps I'm not good at the observing thing.

Does anyone have any practice techniques when you're practicing double-stick teching?
 

ArcNatural

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You can always just use AR to make infinite shields and use an elastic band or such to hold the shield button. I've tried this out and it works fine, can even do light shields as well. While this will help you learn the timing of l-canceling off shields I still don't think it will help the majority be better at l-canceling IMO. It's not the timing really that throws people off, it is reacting quickly IF they shield or not. It's also important to hit late and low if you know they are shielding to give yourself more time.

As for practicing in general, I think after a certain point it's useless. The only time practice is applicable is if you want to warm up, check your timing, or to get the feel for something new. Once you know these things you need to USE them against your friends and at tourneys. And use them alot until you know where to and where not to try them.

You suck at techchasing? Stop trying to Wavedash to Fsmash randomly, aerial combo, edgegaurd low percentages and focus on grabbing and tech chasing for a while. You'll find that if you force yourself to techchase to a fsmash to get a KO or techchasing to a shffl fair to whatever you will focus much more on trying to get it, sooner or later your tech chasing should improve to a point where your just not completely guessing anymore.

I think this is a roadblock for a lot of players (myself included). We do too many tactics and strategies without really knowing why. So now they are all jumbled around and we just use them all. A majority of us use most of them WRONG or, at the least, not as effective as they should be. Have you ever tried to just dashdance to grab and wavedash back to counterattack for a whole match? Did you see how it changes your opponent or how it changes what you have to do to keep it working even when they know what your doing?

I personally think (and this happens everywhere not just smash) that everyone just tries to skip all the training and goes right to the advanced stage too fast once you know how to do all the tricks and tactics. So now you just don't have the true understanding of what your doing. So your only scratching the surface. This happens all the time in school, you get a massive problem in math class... etc. then after all the work and you get an answer the teacher shows you a shortcut formula that solves the problem much faster. They make you do the work to get the answer first because they hope you will understand why the formula works.

my ( [ ( ½ + ¾ + ¼ + ½ ) ¹ ] º + 1) ¢ (u c wut i thid thar?)
 

FrostByte

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Arcnatural hit the nail right on it's head and created a wooden masterpiece. This applies a lot to Marth, though I think Marth players may realise it earlier than character mains who may rely on being very technical say, Fox players.
 

3GOD

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Practice pivoting - it's the most underused tactic, and one of Marth's best tools when mastered.
 

Ja

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Gah, I'm having lots of trouble ledgeteching. I think after an hours practice I only ledgeteched once or twice. It's hard for me to tell with the explosion graphic if I ledgeteched or not. Could someone please post a slowmo video, and mark the parts during Marth's upB where if you press L ledgeteching will work? Oh and I found out a trick to always mine the edge, roll backwards as far as it will let you then throw it down and it will stick to the ledge's edge.
 

ArcNatural

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Gah, I'm having lots of trouble ledgeteching. I think after an hours practice I only ledgeteched once or twice. It's hard for me to tell with the explosion graphic if I ledgeteched or not. Could someone please post a slowmo video, and mark the parts during Marth's upB where if you press L ledgeteching will work? Oh and I found out a trick to always mine the edge, roll backwards as far as it will let you then throw it down and it will stick to the ledge's edge.
Marth's upB is incredibly fast, so you can just press L or R immediately after you upB and it should work. You'll find that it's easier to tech using the mine method with other characters. Since Marth's sword will most likely hit the mine before your body reaches the wall you need to be DIing towards the stage and already be close to the stage to begin with.
 

firexemblemxpryde

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I would disagree that after a certain point it's useless. I would argue that practice builds consistency, and consistency is always nice. Nothing is worse than getting landing an anti-spike dair and missing an lcancel that could have allowed for an fsmash tipper.

Also, it's more about practicing a few techniques in specific. I'll give you the example of my friend spacefalcon (used to post under robyextreme). Apparently, he got bored one day and decided he'd practice ledgecancelling. So a couple of weeks later when I played him, I was like "Wow." . You see, I'd never been dair->uair->naired before in a fox ditto. The integration of that one technique into his gameplay served quite a bit to help him out. Now, of course most people don't practice ledgecancelling to make it that good, but that's exactly why it was beneficial for him to practice and learn it.

Many people regard M2K as the best Marth player in the world. Do you think M2K sits at home and twiddles his thumbs all day? I've talked to him, of course he doesn't (although if he did, he'd probably be the best thumb-twiddler in the world).

Consistency is good, really good. Set combos and preconcieved approach strategies simply help you win matches. Now, I'm not really one to sit at home and practice, but I wish I were.

I would agree strongly, however, that you gotta know why you're doing things... this game is really complex in that it really is "mano vs mano" . It integrates your ability to outwit, out-perform, and out-speed your opponent. It allows you to apply your knowledge and test new things out. Some characters give you a lot of "artistic freedom" into how you're going to play them, and often personality shines through in this. My Falcon, for example, taunts at any possible opportunity.

0.5+0.75+0.25+0.5 = 2
2^1 = 2
2^0 = 1
1+1 = 2 = your 2 cents, duhhh :p
 

ArcNatural

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I would disagree that after a certain point it's useless. I would argue that practice builds consistency, and consistency is always nice.
The only time practice is applicable is if you want to warm up, check your timing, or to get the feel for something new.
Your post imo just agrees with mine fully. I never said after a certain point you should just stop practicing completely. Once you have learned a tactic (which is get the feel for something new) and you can do it consistently the only other times you should have to go back to it is if you feel rusty and want to warm it up, or to make sure your mechanics are still good.

I personally think that abusing what you have learned recently in matches is the better practice tactic than trying to do them on lvl one cpus over and over again. You get better reactions, so you learn how to actually start and follow up your tactic properly. Plus there is more going on in a match so you gain the familiarity of doing such tactics in a stressful situation. Once you can actually do these tactics consistently in matches that's when you have learned how to use them.

I guess what I'm really trying to say is that practicing new tactics in matches and in friendlies >>>>>>>>>>>>>>>>>>> practicing them alone. As I said before I do not mean using the tactic once or twice in a match. I mean abusing it as much as you can, even if you lose a majority of the matches. If your learning when to uptilt Falcon? Every time your friend plays Falcon you should be trying to do empty shffls or purposefully miss spaced shffl attacks and try to time the uptilt to hit his approach. This should be done as many time as possible during the match. Just remember your trying to learn when and how you can get uptilts off on Falcon, and most important WHEN NOT TO. Learning when not to use a move is much more important than learning when to use it. YOU CAN'T LEARN THAT ON CPUs!!!
 

knightpraetor

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I personally think that abusing what you have learned recently in matches is the better practice tactic than trying to do them on lvl one cpus over and over again. You get better reactions, so you learn how to actually start and follow up your tactic properly. Plus there is more going on in a match so you gain the familiarity of doing such tactics in a stressful situation. Once you can actually do these tactics consistently in matches that's when you have learned how to use them.

quoted for truth..

anyways, i'll just post what i'm practicing currently and what i've practiced...

though i want to disclaim first that for me the greatest practice is reading good threads here and then applying them in matches so i memorize in this matchup you can abuse such and such.

ok, right now i'm practicing fastfall to edgehog cause idon't do it on my WD enough..but honestly i'm consistent with that..what bothers me is that is throws off my timing to an immediate wd in invuln. frames..which i've been practicing lately..

i also practice WD offs to fastfall bair or charge b to edgeguard...as well as chaingrab of course...mainly with marth i practice movement...i practice every type of feint i can think of...empty short hops to dash dances to random short hopped fastfall dair to catch the random sheik that thinks i'm coming in with fair etc..you just need to have everything 100% consistent with marth..mainly though you need to practice thinking on how to punish and recognize tactics..so in my opinion you should find a weaker player than you and just study how they play and make sure you can punish it...don't be content without at least 3stock
 
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