Shockdrake
Smash Cadet
I felt that your critique didn't really do your video justice, so I'm going to review it too.I'd like you to check the following video. http://files.filefront.com/SinoKirby+vs+JumpmanMarth/;13379663;/fileinfo.html
I know I made some mistakes, but I'd appreciate some more general tips. My style is really defensive and flawed. So thanks in advance. By the way, this was a friendly and I just started playing Marth.
I'm more qualified as a ROB reviewer, and I have a decent reputation on the ROB boards, but I think I've seen enough Marth now (my second main) to say some worthwhile things here and review him accurately.
One thing before I start, I'm giving time stamps with the 7:00 timer because there's no timer in the filefront video.
Things to commend you for:
- Good spacing and weaving in at tipper fair range.
- Combobreaking Kirby grab combos. You look like you know the matchup.
- Effective short hop mindgames.
- Appropriate use of SHFFfairs, and fair > jab/ftilt for spacing.
- Capitalizing on platform weaknesses (SHFFfair > hyphen smash at 6:36 left).
- Good crossover at 6:30 left.
Small Things to correct/improve on:
- Dthrow not bthrow. Less lag. Are you bthrowing out of reflex from another character? It was only once, so I don't know if you usually do that.
- Don't chase off the right edge of Frigate Part 1 unless you can recover without UpB. Frigate is one of Marth's weak stages in this respect. Characters like ROB counterpick Frigate against him just for that right side of the stage (and also for the infinite lasering from the side platforms, but that's not relevant). I'm guessing that Kirby CP'ed this stage against you. (Ex. of a bad chase at 5:37 left)
- When chasing high offstage, bair has more reach. Approach with Bair only when he's high though (not as in intoxicated). Approach with fair when he's lower. Bair has almost no hitbox at marth's feet height. Example at 4:52 left, approach with fair instead. You probably approached with bair on instinct because you knew about my first line regarding bair's reach, I think.
- Dtilt after your SHFFfair instead of jabbing when you're the one on higher ground (like at 4:26 left). A jab would probably barely connect at that height.
Bigger Things to correct/improve on:
- Use Dtilt or Counter on Kirby (and other characters) where there's no ledge and he's underneath the stage. Example at 5:42 left. The lack of a ledge may be bad for you, but it can hurt him too. Kirby can only UpB or jump back on stage if he's below the platform. What he does depends on how many jumps he has left, and you can tell that by the sound. Nevertheless, what you did at that time was just as good, shielding the UpB and UpB'ing him out of his lag, so I can't really say anything bad about that. I can say, however, that if he moved his UpB back, your UpB might not have reached. Countering his definite UpB would have been safer.
- You follow up your connected fairs with jabs on instinct. Dtilt and DB are just as useful after a connected fair, and are probably better than jabs overall. I can understand using jabs against a small character like Kirby though, because fair may pop him up too high for dtilt to hit. But DB would hurt him pretty bad. DB isn't very much in your game at all. Your game is reflective of kadaj and neo's games. You rely very little on DB for punishment. There's an example of a time begging for a DB at 5:26 left. You used a dash attack there after your little combo because you weren't sure what to press, maybe. DB racks really good damage and usually gives you time and space to set up your zoning again.
Grabs aren't really in your game either. Well, actually they definitely are, but not in the case I'm about to describe. You do a lot of short-hop games. When you're doing your SH games, Kirby, and most other people, will shield on instinct. This happened at 3:04 left. You dash attacked there and it was almost definitely just a mistake and you knew it. But this is the only video I've seen of you... maybe you actually weren't sure what to do so you decided to just do "something"? I did think you were going to grab, but you didn't. If you weren't sure what to do, a grab after mindgaming their shield out is a very good development... of course.
After Kirby's first stock, be aware that he's aiming to even it up and hit you with a kill move (fsmash, hammer, bair) as soon as possible. After killing a stock, play as hit-and-run as you can. I believe you ledge-hopped an fair into his face.
Trying to stall with DB at 6:11 does not work. They say DB is good for stalling, but in most situations, it really just gives your opponent more time to hit you. It doesn't stall you in midair long enough, and even if your opponent whiffs his attack due to your stall, in many cases, he can still recover soon enough to capitalize on the weak spot beneath you. Even DB-stall-avoiding a DK Usmash gives the DK enough time to utilt you.
You said you just started playing Marth, but you must have played very well on your previous character. It's a very decent Marth.
That's all I have.
Oh, last thing. These are just stupid mistakes right?
- the fsmash within the first 10 seconds, probably meant as an fair?
- random UpB at 5:47 left with no chance of hitting him.
- usmash at 5:14 left
- dair at 4:38 left
- ledge grab at 4:28 left
- DB'ing the rock transformation at 4:02 left