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the bad news is that lucario's roll happens to be very good. the good news is, marth is very good at punishing rolls. walk toward him and shield (try to space yourself out of potential grab range). if he rolls behind you, step forward and db behind you. if he rolls away, dash and db him. if you're coming in w/ a sh ff fair and he rolls behind you then grabs you, then the next time, do a sh ff u-air/bair to punish him. and if he's frustrating you with the rolls, stop approaching and overcommitting, which you probably are doing. back off, be patient, do the mikehaze, then wait for another opening.I'm a total beginner in brawl- I went to a local fling today and I did well until the final match (the finals were only one match- I'm working on getting the tournament professionalism up a bit). It was against a lucario who, from all my watching of his matches, was definitely very scrubby- just a random guy who plays the game every other weekend for an hour or so.
But I was just destroyed because I could not predict that lucario's rolling. It was his only form of transportation. Roll, roll, roll, some random attack,- there really wasn't a pattern- but when there was and I guessed correctly, I missed because the time between lucario's rolls is so **** small. So I ended up losing and it leads me to ask, what do you guys do against players who play in a similar fashion? I only got one match against him and of course if I had another match I just would have switched to a projectile character and spammed him until I was blue in the face. Or swiped at him once and then just ran away. I guess I'm just complaining cause I'm a whiny *****. Yeah, that's probably it.
I'm still curious what you guys would have done.
If you're outside of his grab range, shielding, you won't really be able to shield drop and punish all of his options like that. Shielding messes up your ability to react.the bad news is that lucario's roll happens to be very good. the good news is, marth is very good at punishing rolls. walk toward him and shield (try to space yourself out of potential grab range). if he rolls behind you, step forward and db behind you. if he rolls away, dash and db him. if you're coming in w/ a sh ff fair and he rolls behind you then grabs you, then the next time, do a sh ff u-air/bair to punish him. and if he's frustrating you with the rolls, stop approaching and overcommitting, which you probably are doing. back off, be patient, do the mikehaze, then wait for another opening.
Go into training mode and try to understand the ranges of all his moves. Every single one. You can't learn how to space well if you have no idea what his hitboxes are like.i need help with spacing, how do i space with marth?
To add to this, don't fall into the habit of always approaching with short hop fairs. A lot of low level Marths after first learning how good his fair is try spamming it this way and they become super predictable and easy to beat. Do not fall into this trap.You always want to mix it up.okay well it's good that you asked that question because it's really important. The basic idea of spacing is to attack at a safe distance where your opponent cannot immediately reach you and counterattack. If you're using fair, then there are a few ways to space. You could run up and do an sh retreating fair to shut down approaches, you could do a full hop fair if your opponent is tall enough (it would probably be a bad idea to do this against Kirby), or if you want to land with fair then drift slightly away from your opponent as you do the aerial. If you're using ground attacks like Dancing Blades (DB), then you could start the attack when you are at tipper distance from your opponent. This way it deals more damage if it connects or it would protect you from a shieldgrab if you're fighting a character with a particularly short grab range.
So basically try and space with fair by retreating while swinging your sword. In general you should try to attack from tipper range.
so basically i need to try to keep a good distance while attacking.It's pretty obvious perhaps to you and I, but to someone who hasn't played Smash (or any Fighting game) competitively before, it might not be so obvious.
I've told people before to use X move/approach because it's really good only to face them next time and have them ONLY do that approach over and over lol. So I wanted to make it clear that's not what we mean this time.
retreating fair, fh fair are also good ground options. ICs can't grab this on shield. fall with nair or u-air (good shield push). wavebounced db and sb in mid-air can get you out of bad juggle situations that may lead to grabs@Nicholas - Apparently I need to add you as a contact before I can add you to the group. I sent an invite, and if you accept then I'll add you.
The safest way to space against ICs in the air is to only retreat aerials- all of your aerials reach further than theirs, so it's not difficult. Spacing on the ground is a bit tougher, and I've found it's best to just abuse platforms rather than staying on the ground. If that isn't an option, spaced Dtilt is very powerful.
Is GR to tippered Nair2 guaranteed on G&W? If so it could really help us to kill in the MU.
sdi? I think he means if you do grab release to second hit of nair only.Thanks to SDI it's not.
I Agree and I tested this. no way its GuaranteedI can almost guarantee you can't. fair is a fairly tight window as is because of his upB. no way you can purposefully whiff the fast part of the attack