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!
It appears that you are using ad block :'(
Hey, we get it. However this website is run by and for the community... and it needs ads in order to keep running.
Please disable your adblock on Smashboards, or go premium to hide all advertisements and this notice. Alternatively, this ad may have just failed to load. Woops!
Marth controls the platforms, why do you think Battlefield is such a great stage for Marth? The edges can be troublesome, but not to the extent that you are exaggerating it to be.
I wasn't necessarily exagerating that point, but I do understand how problematic Marth can be at Battlefield, however the platforms are different and its a longer stage. I was just looking for some advantages Marth has is all. I find that the odd shape and the stage movement just gives Sonic a slight advantage because of the spindash boosts and the space.
Marth controls the platforms, why do you think Battlefield is such a great stage for Marth? The edges can be troublesome, but not to the extent that you are exaggerating it to be.
Out of the 5 neutral stages, Lylat seems to be the worst for him. Or FD. It's that third platform in the middle that makes it hard to get down. But that can also be a plus for Marth I guess (cause it's also harder for other characters to get down, and Marth is loving that idea).
I mean, if you had to ban something, what would you ban. Most people ban their least favorite neutral (so that you don't get counterpicked on the very first match), or a stage that's known to be really, really bad for their character. Since Marth doesn't really have the latter, I'd go with the former.
And I'd rather talk about Code Geass, but then there would be too many spoilers
Hopefully soon.
Greenstreet hasn't got the proper format up for the Marth bit yet. And it's not like we can start discussion on the next character or it'd get really unorganised.
First we got dat original hubba bubba!(original kirby)
Then we got that mystery flava!!!(white one)
Then we got dat spearmint!(green one)
Then dat winterfresh!(blue one)
Then dat Juicyfriut!!(yellow one)
And last WE GOT DAT BA-BA-BA! BIGGG REDDD!!(>_> the red one...)
The main issue with Kirby is that being a small character, he's a bit tough to hit with Sonic. From my perspective, force him into ground combat (He's no slouch on the ground, but you're still in better standings than if you took him on in the air) and restrict his movements with grabs and dthrows. Easier said than done when he's in the air. In the air, I view Kirby somewhat like a view Peach: at the beginning of their jump, knock them back down with a Fair or Nair. Like with D3, you should be able to counter Inhale with hyphen smash (I haven't tried it, but it would seem applicable here). In general DAC/Boost Smash should work well in nullifying aerial approaches from mid distance.
If you mix up your Spin Charges with Spin Dashes, I don't recommend using the latter that much for the most part. For some reason it seems to easily run into Kirby's Fsmash.
Yea Umby basically smashed it. Lets get a kirby to erm help with there out look. Someone go scout!
I'll be glad to help you guys when u get to T.Link and Snake even tho its kinda far away.
Hmmm...nice well Terios they probally pick it to attack u from under the stage. Its kinda smart IDK if this is the reason though.
But stages like BF, FD, and SV seem good in this matchup to me.
Hmmm good point Terios idk maybe the platforms or the moving of the stage resulting in more aerial combat which i believe kirby out ranks Sonic in aerial game.
Oh, you mean that 65-35? I would say 60-40 Marth myself, but on paper, it's 65-35. I second Marth, so I know the advantages and disadvantages of using Marth, as does nearly every other competent Sonic main, so it seems like the match is easier than it looks.
But on paper, it's 65:35.
As for Kirby, he has this nice little combo that can get you from 0-30 in a matter of moments... please, don't get grabbed by Kirby in your opening moments. His recovery is serious.
not to DJBrowny though, lol
Any tips on how to effectively take care of that?
One more thing, he's a real lightweight. In the event I lose and they didn't ban said stages, I like to take Kirbys to places with small ceilings, such as Green Greens and Melee Yoshi Island. Uairs, Uthrows, and Utilts are too dangerous.
Hmmm...his recovery?
Kirby having multiple jumps is certinly not easy to gimp.
Then on top of that Sonic < Kirby in the air so...I say just drop some springs if hes below or if hes high up HA him? Maybe...
Kirby off stage is weird. Get him low and you can probably bair/dair him, obviously, but chances are that won't happen. I haven't really done much to try and challenge Kirby off stage, but I suppose high up you can Side B way out then Spring -> aerial. Homing Attack most likely won't work.
Also, if you want to work in a Spring -> Uair kill above the stage, I suggest using VSJ first. It gives you that extra height you may need if he goes into the magnifying glass, not to mention Kirby will probably try and stone on sight. With VSJ you have some time to avoid that.
kirby can get get any middle weight character or heavier from 0 to 40 damage faster than just about anyone in the game. and kirby is heavier than he looks because hammer kills all horizontal movement, making it way harder to kill him off the sides, its also possible to stone and prevent vert kills though it wont happen often. also if kirby trys to rock on you there is a moment of transformation time, so you can possibly predict it and hit with up air first
the kirby i play with always tries to camp the ledge for a kirbicide if he is a stock up. so avoid that, although if he misses, he is very easy back air stage spike bait.
down air also can set up for grabs and forward smash very easily. they will approach with back forward and down airs, none really have enough lag to punish effectively. they will also space and punish with forward smash because its fast and has way range for a character as small as kirby.
because of his overhead approaches, early up smashes can do really good damage.
http://www.smashboards.com/showthread.php?t=152360
So uh, I know this is a bit off topic, but apparently on the bridge of Elden it takes Sonic exactly 100 frames to run from his starting point to the death zone. Now if we could find some unit of measurement to divide that up we can accurately account for Sonic's running speed when discussing matchups.