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Reverie's Neutral Notes

A_Reverie

Smash Apprentice
Joined
Aug 26, 2015
Messages
175
This is mostly just a thread for me to put some ideas on paper that I'll be adding to over time, but any input or comments are welcome either way.

Various terms used throughout the notes and their definitions.
Interaction - A series of actions performed by both players. See also: Result

Contested Neutral - Technical term for the state of neutral during which both players are still interacting but have not completed their proceeding actions and have yet to reach the end result.

Initiation - Action performed by a player to begin an interaction. AKA: Approach

Response - Action performed by a player in response to an initiation.

Bait - An action performed by a player to bait the other into a reactive initiation.

Proactive(P) - When an action or movement is done dynamically in order to set pace or establish threat.

Reactive(R) - When an action or movement is performed in reaction to another. Not to be confused with: Response

Offensive(O) - An action, usually an attack move, made with the intent to deal damage or knockback. Can also describe movements.

Defensive(D) - An action made with the intent to prevent or mitigate damage or knockback from being taken.

Clash - An event when both players initiate on one another within a very small window of time.

Result - The end result of an interaction. Includes returning to neutral, converting into stocks, etc.

1st Tier Action - Actions that are prioritized above others in favor of neutral control.

Proceeding Action - Actions that are done proceeding the first tier. Can be chosen proactively or reactively after analyzing the result of the 1st tier action.

Footsies - A series of poking moves exchanged between both players. See also: Boxing

Boxing - When a character repeatedly inputs a series of attacks in quick succession, usually jabs and tilts. Marth is known for his lack of ability to do this.

Section I: Initiating with Marth: Notes on options for initiating interactions with Marth
Wavedash forward D-tilt - (P, R, O) - Marth's gold standard for threatening the ground. The wavedash angle can be adjusted for different spacings. Has a tendency to clash with other ground initiations if wavedash angle is not adjusted properly. Can be done reactively by pushing in during an opponents retreating movement, or proactively in anticipation of a forward movement.

Running D-tilt (P, O) Can be used as a way to traverse a large amount of stage but has less flexibility that Wavedash forward D-tilt. A good mixup.

SHFFL F-air (P, O)

Rising F-air (R, O, D)

Section II: Responding with Marth

Section III: Proceeding Actions: Options to use after common first-tier actions.
D-tilt

Proceeding Action | Properties | Notes
D-tilt | P, R, O | Repeating the move can catch dash dances that avoid the first, or be done reactively on-hit to deal more damage or for brief shield pressure. Can be done using crouch walk to inch slightly forward.
Dash Away | R, D | A quick escape option if spaced well but the player chooses to resume stage control. Be ready to cover your back!
Dash Through | R, D | Can be used from the corner, if spacing is bad, and to cross up shields. Be ready to cover your back!
Dash Forward On-hit | R, O | Used mainly to take stage after hitting a high % opponent or to chase down with something like running D-tilt. A common bad habit is to dash forward and go for grab on hit too frequently.
Wavedash Away | P, R, D | Less effective for escaping, but can be done if anticipating your opponent moving in to challenge you or to punish someone landing. Usually proceeded by D-tilt, grab, or an anti-air.
Wavedash Forward | R, O | Used to pursue on-hit. Superior to pursuing with dash in that it leaves you with more options but is silghtly slower.
Shield, Spotdodge, Roll | D | Can prevent damage being taken if whiffed or badly spaced. You must interrupt D-tilt by holding forward and shield. Buffer rolls and spotdodges with the C-stick.
 
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