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lots of funYou dont do anything. Wait and react to what they do.
Having written so much on dancing blades as an approach, I think my position on the matter is clear xD No need to wall text here. SH Bairs ftw, though I don't use it as often as I should, as it wiffs more than hits for me.How do you guys feel about dancing blade as an approach? Due to system changes, opponents cant just roll away for free. Its not safe, but the threat of follow up attacks in the DB sequence makes opponents stay in shield or hesitate to attempt a punish. 45 frames of RECOVERY. Abysmal. Still rolling means Marth is usually safe since thats about 30 frames or more his opponent is stuck in animation or RECOVERY. Thoughts?
Also, SH Bair...****ing legit.
Do it. Do it alot.
It is as the Shaya and Emblem Lord put it, that spacing often requires that you wait for your opponent to make the first move usually and outrange them.What are my options to approach the opponent as Marth and what should I do when an opponent shields an Nair? I feel like i have to commit alot to everything; not sure if that's normal.
Emblem Lord's right for the most part, though let me add my two cents into the mix here.I'm new to smash and want to main Lucina/Marth. I have some problems I'm going to list:
Yesterday I faced a Yoshi who was very fast. I have troubles against fast characters in general, like sonic. When I SH Fair, they shield and usually grab. They shield-roll all around me and get a grab.
When they shieldroll, I try to grab, but they are just outside of my reach or have invincibility because they just started another shield roll.
1) My main problems are people who shield-roll and fast characters in general. I can't punish anything because they are so fast.
2) My other problem is that whenever I launch someone in the air and jump after them, they dodge my attack, or worse yet, they hit me before I can hit them. When I send someone flying off the side of the stage, I can't really do anything to keep them away. Even Fair seems unsafe compared to what people can do to me if I jump after them. So when I launch someone off the stage (or throw them straight up in the air), I just wait for them to come down. Which is a very bad thing.
please give me your adapterNow that I'm on Wii U, I can really start testing somethings. Expect a decent sized post very soon.
Lookin forward to it xDNow that I'm on Wii U, I can really start testing somethings. Expect a decent sized post very soon.
I actually wrote on this in my guide, but I'll give ya the nutshell version of it xDI've been playing a lot in the past few days. Thanks for the help so far. Found some NA players from forums so I can get non-laggy games going. The difference is astounding.
My self defence has improved a lot. I feel like mixing up shield, down-tilt, standing jab, and down-dodge allows me to keep the opponent guessing when they try to approach me. Jab seems like it beats almost all air approaches, and downtilt usually beats most ground approaches with the exception of really fast ones like Sonic.
I'm having most of my trouble against projectile spammers, and characters I rarely play against. For projectile spammers, I find that jumping in is almost always a death sentence since I am bound to get punished.
Some people I've talked to said that I should stay on the ground versus projectile spammers, and just spam dodge in and out of their range, just to see how they react. And then build a strategy from there. Could you guys expand on projectile spammers (especially Shiek players who just run away and throw knives?). The guide in here says short hop air dodge, but even that feels easy to get punished for.
Thanks in advance.
Following up on what the others have said, Dancing Blade (DB) is usually left for intercepting opponents when you know they will try to strike you first (as it has a higher priority than a number of moves), or as a punish for their roll/landing recovery. The air DB is slightly different, especially if you're following the DB setup, where it can be used as an approach for the property like the ground version and being able to select a number of options according to how your opponent reacts.I find all of Marth's approach options extremely unsafe. Dancing Blade, Air Dancing Blade, SH Fair, SHFF Nair... Freakin' Fair is unsafe ON HIT if you don't tipper (Since you can't land early). SH bair might have some hope if used at maximum range against some characters.
Also, after playing the WiiU CPU for a while... Is tipper Fsmash unsafe? The epic hitlag is longer than enemy shieldstun so they can nail you with Fsmash and other slow things, it hurts... Does this mean no Fsmash on the neutral game if you have the perfect spacing?
I realize Marth is not a rushdown character, but you are forced to attack anyone with a projectile. Usually I SH over the attack then uh.. Do an aerial and die because none are good on shield. Maybe if you use Fair like you were a crappy Jigglypuff? SH Shieldbreaker does well vs cornered players who aren't so good, but it's a scary slow aerial.
EDIT: Also, what's the point of that pivot roll grab? I don't think it offers more than forward RC grab (which can also be done while moving) and it's harder to do. Maybe I'm just a noob, but please explain the advantage nya.
I usually only use NAir for my SH DB setup, but it's original purpose was meant for bulldogging your opponents. It can also be used defensively, as it is a fast pace move and better used on opponents slightly below you.Is Nair supposed to have such strict landing lag? The only time I really use it is when I'm landing from a FH fair because it's such a commitment otherwise. Perhaps. I should start using it as an air-to-air interceptor but then I could just fair.
Drop a little knowledge for a Marth main trying to make the most use out of everything he has.
I found that the CPU will wait at least half a second before they actually try to dodge roll. I really want to face you both at some point too, since I'm sure I've got things to learn from the both of you in regards to the ditto (which alot of the setups I've wrote on suffer against ^^"). But I'll wait till exams are over before I actually go to challenge you both xDWe could do some with two player lab-work when it comes to DB2-Up at mid-high percent.
I seem to be able to get in the air at around the same point CPUs start attacking/airdodging (which they tend to do as fast as possible).
But yeah, pl0z based WiiU players/people with friends.
Go fourth.
Counter is great, pity I can't counter worth squat :/ I get it more with Lucina, and she wiffs due to her height/reach distance over Marth. It's a very strange thingI love the Counter its the reason my friend loses whenever I play marth