Yeah its horizontal knockback on the feet AND tipper now, vertical elsewhere.
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
i REALLY find it weird how it feels like marth and lucina have different speeds to things like there attacks when they don't have a difference.sorry i ramble alot
sounds rightThe difference in the tip hit lag modifier and slightly smaller/bigger frame might have something to do with it.
It's very likely to be her worst match up in the game tbh. I've already made my thoughts about this in the match up thread we had but it's just disgustingly bad for her in every way.Fought a Lucina in For Glory about 8 matches. I felt bad. Her spacing was good, but that only helped the Hero-King. I was getting f-smash/U-smash tippers at 100 and killing. Conversely I was living until 140ish or more because she could not seal the stock. I was definitely the stronger player, but wow risk vs reward is NEVER on her side.
One match she had me at about 130 and she was at 75. Caught her with the tipper.
Smh. I know he was salty.
Marth is hard to play when angry. He requires so much thought and precision. I can still play when mad though, which is the weird part. I've never got this bad before.This game relies greatly on one's mental state. If for some reason you lose focus you will go incredibly downhill from there. I guess the best example I can give is from my most recent Melee tournament. When I SD, I would get so mad at myself that I would usually just stop giving my all in the match. The reason? I would stay thinking about the stock I gave up to SD and what the match could have been if I had not done so. Turns out that does not matter because I did SD so no reason to get worked up because of that.
Regardless, on the first match of the tournament I mentioned, I SD'd not once but three times against a really good Shiek player. I took the spawn time to take a few deep breaths and calm down. After that, I wrecked the Shiek for the next four stocks. I did end up losing but not before letting him know that I am still pretty much dangerous.
So the point I'm making is that yea anger just destroys the ability of one to think straight throughout the match. So there is a high probability that it affected your ability to play.
I really have no match-up experience against Sonic
My deepest apologies!_! You don't need to get so uppity about itThis post will be slightly off topic, but you and your terminology Shaya. I tried to convince myself to not use "safeish" and now you add tippity top to the list. Yep I'm screwed, tippity top and safeish have been added to my vocabulary.
I've found that the most reliable part of this attack is behind Marth and slightly above or right at his head level. Can kill if you land a strong hit near the edge of a stage. It's best used for edgeguarding. Hang onto the ledge, drop down, jump and do a rising b-air. If you steal a ledge from someone and you're acting quickly, you can surprise them with a b-air as well.I noticed that Marth's Bair causes him to turn around mid-jump but looks identical to his Fair. Is there anything special about Marth's Bair?
From my short time maining Marth in Sm4sh, I can tell you from my newbish experience that this Marth is just not the Marth you grew with. His moves don't have that fluid motion to them so it's difficult to keep the offense. I think he's best played like little mac in that you play conservatively and wait until the opponent makes a mistake, then capitalize on it. Keep the opponent just out of tipper range until they make a mistake. For campers you'll just have to dance around their projectiles until an opportunity arises. For the rush-down orientated, keep your cool and predict where they are going to be. Use Marth's range to beat them out of their speed.Hey guys, I've mostly been lurking over the years, but with all the Smash I've been playing now it seems like a good time to jump into the discussion.
I've been playing marth since melee (not super competitively) but I've been struggling with him a lot in smash 4. Does anybody have any general advice for how I can press my advantage when I'm ahead? It just seems very difficult to continually apply pressure, be it against characters who can zone me with projectiles or characters who are simply more aggressive than I am (I.e. diddy, yoshi, ness). I understand that fair is not what it used to be, but I definitely feel a little lost trying to pressure with anything else.
Nair is sort of your new fair. Its lowish lag and the double hit is nice. What was once SHFF fair is now SHFF nair. Its a good move. Fair is still good though, don't get me wrong. Its still good for spacing and whatnot.Hey guys, I've mostly been lurking over the years, but with all the Smash I've been playing now it seems like a good time to jump into the discussion.
I've been playing marth since melee (not super competitively) but I've been struggling with him a lot in smash 4. Does anybody have any general advice for how I can press my advantage when I'm ahead? It just seems very difficult to continually apply pressure, be it against characters who can zone me with projectiles or characters who are simply more aggressive than I am (I.e. diddy, yoshi, ness). I understand that fair is not what it used to be, but I definitely feel a little lost trying to pressure with anything else.