Conda
aka COBBS - Content Creator (Toronto region)
Skimmed this sub and couldn't find a topic dedicated to this.
Short hopped air dodges are fantastic for Marth, can't believe I never really noticed what it offers Marth.
Was chatting about this in the Comp. Forums briefly after Shaya shed some light on it. Here's my post from there:
SH airdodge -> nair lets Marth follow up with almost anything afterward upon landing. When you sh airdodge and use nair afterward, the first hit of the nair comes out and stuns the opponent, and Marth lands with no landing lag and can use anything to follow up.
So far I've found Fsmash and Usmash can be used, but can be clashed with many 3-4 frame moves (nairs) because they're a little slow. This is still awesome though because you usually still get your fsmash out. This is awesome because the reward on fsmash is huge.
If you calculate that you need a faster option, there are LOADS to choose from - utilt, dtilt, and dsmash work beautifully to follow up on hit confirm.
You can also use grab after landing to ensure a follow up as the grab is so quick, and it'll likely clash with nairs. This is probably one of the best followups you can do as it is safe on hit and block. So if your nair hits, your grab will land. If your nair hits a shield, you'll grab them out of shield if they don't first.
Not to mention how useful it is for using moves other than nair. Nair is for ground followups, but fair, uair, and shield breaker work beautifully too. And sh airdodge to side B is super fun.
Loving this, Marth actually feels so much better when using sh airdodges.
Basically - SH+AD and then NAIR before landing gets a hitbox out without any landing lag than can be followed up with on hit-confirm. If you don't hit, you can go for a grab, shield breaker, or some other mix-up. Grab is super dependable as a follow up.
You don't even have to use NAIR at all though after the AH AD - there are other options. You can use Side B, B, nothing, Fair, Uair, or double jump for a footstool (wee!).
Uair leads to followups due to low landing lag, fair is a solid hit, and side b can rack up damage really well. Doing nothing and grabbing upon landing makes this a basic SH AD approach, but marth's ability to use aerials after the airdodge give him so many good options.
Short hopped air dodges are fantastic for Marth, can't believe I never really noticed what it offers Marth.
Was chatting about this in the Comp. Forums briefly after Shaya shed some light on it. Here's my post from there:
Wow, didn't know this. Labbing it up, it's amazing.I think this may actually be helpful on Marth/Lucina, as their short hop air dodge is a legitimate approach option as they can use every aerial just before landing, perhaps it'd be rather feasible for them to implement footstool jumping into that "aggressive" option spread.
SH airdodge -> nair lets Marth follow up with almost anything afterward upon landing. When you sh airdodge and use nair afterward, the first hit of the nair comes out and stuns the opponent, and Marth lands with no landing lag and can use anything to follow up.
So far I've found Fsmash and Usmash can be used, but can be clashed with many 3-4 frame moves (nairs) because they're a little slow. This is still awesome though because you usually still get your fsmash out. This is awesome because the reward on fsmash is huge.
If you calculate that you need a faster option, there are LOADS to choose from - utilt, dtilt, and dsmash work beautifully to follow up on hit confirm.
You can also use grab after landing to ensure a follow up as the grab is so quick, and it'll likely clash with nairs. This is probably one of the best followups you can do as it is safe on hit and block. So if your nair hits, your grab will land. If your nair hits a shield, you'll grab them out of shield if they don't first.
Not to mention how useful it is for using moves other than nair. Nair is for ground followups, but fair, uair, and shield breaker work beautifully too. And sh airdodge to side B is super fun.
Loving this, Marth actually feels so much better when using sh airdodges.
Basically - SH+AD and then NAIR before landing gets a hitbox out without any landing lag than can be followed up with on hit-confirm. If you don't hit, you can go for a grab, shield breaker, or some other mix-up. Grab is super dependable as a follow up.
You don't even have to use NAIR at all though after the AH AD - there are other options. You can use Side B, B, nothing, Fair, Uair, or double jump for a footstool (wee!).
Uair leads to followups due to low landing lag, fair is a solid hit, and side b can rack up damage really well. Doing nothing and grabbing upon landing makes this a basic SH AD approach, but marth's ability to use aerials after the airdodge give him so many good options.
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