∫unk
Smash Master
So I'm playing brawl again >< the soon-to-be-banned metaknight inspired me to crawl out of my 64 cave.
Since I stopped playing, not a whole lot has changed among the top Marth's other than more platform-cancelled aerials, which are actually very useful.
In this line of thinking, I was trying to find a way to go from the base of a stage to a platform while doing a aerial, then dropping to do another fast aerial, resulting in another form of a wall (or approach if they happen to be on the platform) which has much more options than the standard wall (because you're essentially stopping in mid-air).
The most basic setup is while standing under the platform (preferably near the edge of a platform), jump then immediately double jump while hitting A. This will result in a rising n-air. Fastfall the n-air and now you're on the platform ready to do something else (depending on the opponents position). Most often you will do a platform drop fast falled aerial.
The reason why you use the second jump to cancel out the first jump is because of the shorter height you get on the second jump, you get on the platform faster than just doing a full hop fast falled n-air.
The reason why I prefer n-air the most is because n-air lasts longer, so there is very little time where you don't have a hitbox out. F-air and u-air work as well and do get you on the platform faster with a quick double jump, but because f-air and u-air are so fast you will either have to wait a bit after the double jump to have a hitbox as you land, or you do it early and there's about 1/10 of a second where you're missing a hitbox while you land.
tl:dr version - cancelling your first jump immediately with your second jump will result in a better spaced jump for most platforms. This will result in faster attacks getting on and off platforms.
I have actually seen some marth's do this, but mostly on accident and never consistently... if it has been discussed before I apologize.
Since I stopped playing, not a whole lot has changed among the top Marth's other than more platform-cancelled aerials, which are actually very useful.
In this line of thinking, I was trying to find a way to go from the base of a stage to a platform while doing a aerial, then dropping to do another fast aerial, resulting in another form of a wall (or approach if they happen to be on the platform) which has much more options than the standard wall (because you're essentially stopping in mid-air).
The most basic setup is while standing under the platform (preferably near the edge of a platform), jump then immediately double jump while hitting A. This will result in a rising n-air. Fastfall the n-air and now you're on the platform ready to do something else (depending on the opponents position). Most often you will do a platform drop fast falled aerial.
The reason why you use the second jump to cancel out the first jump is because of the shorter height you get on the second jump, you get on the platform faster than just doing a full hop fast falled n-air.
The reason why I prefer n-air the most is because n-air lasts longer, so there is very little time where you don't have a hitbox out. F-air and u-air work as well and do get you on the platform faster with a quick double jump, but because f-air and u-air are so fast you will either have to wait a bit after the double jump to have a hitbox as you land, or you do it early and there's about 1/10 of a second where you're missing a hitbox while you land.
tl:dr version - cancelling your first jump immediately with your second jump will result in a better spaced jump for most platforms. This will result in faster attacks getting on and off platforms.
I have actually seen some marth's do this, but mostly on accident and never consistently... if it has been discussed before I apologize.