Zano
Smash Master
that sounds like a great way to get super punished
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3rd fthrow into dair is HARD, 1st/2nd are easy though. You don't go for a footstool dair afterwards. You fight him below the stage. Your goal is to use ledge invincibility to hit him under the stage (still at low %s so he can't tech) or snatch his jump w/ bair and then DS regrab trick to VICTORY!Because ike's fair and aether outrange olimars grabs and smashes.
There is no video that I know of but I can make one if youre interested, C.J. showed this to me at a tournament in winter haven back in early march.
Edit: The fthrow(up to 3 fthrows total)->dair combo may result in a kill if you get a footstool->dair, but that is really risky.
Why should Marth have trouble getting back onstage against Olimar? And why does Ike have an easier time getting back stage control? I thought it's Olimar's defense that should give trouble more than anything else. Too bad Marth's moves don't hit hard enough against DDD's recovery, but we can still rack up a lot of damage on DDD when we get him offstage. Is there any vids of a Marth using that grab release on DDD that is "kinda" an infinite? Could it break the MU by suddenly us having a way of killing him below 160%?
I like landing by just moving away from DDD because DDD's mobility is really slow which makes it hard for him to chase us when we decide to run away. BTW I've noticed that sometimes he can shield between DBs. Am I too slow with DB or should he actually be able to have time to shield between them?
"Really good" is like Marth vs Ness or Pika vs Falco. Really good means you win and Ike/D3 is even at best (it's super slight Ike advantage so it could be understood as a 0).Ike is actually really good against D3. Your main tool is backthrow->dash attack then steal the ledge and force to them recover with upB. Then punish him with Uair/Fair/Fsmash/Upsmash you name it.
That's basically it. It's the perfect MU to practice fundamentals since that's the ENTIRE EIGHT MINUTES.Speaking of D3, just what does Marth do in that matchup? I feel like I just get completely destroyed if I mess up a forwards air.
It's "best" use is as a cross-up tbh. Get behind him, they're usually holding shield (throw the banana up when you GT please) and then grab them.i was messing around with marth's glide toss and i'm curious as to if the forward glide toss is useful.
Item things going on here?Marth has a short forward toss and a long one.
They're as useful as you using them properly are.
Comfortability and experience is key here. Using all your item-related tech (being able to aerial with items / z drop/ buffering things etc) together can have great results.
Nope- you never GT into Diddy with an attack. Shield beats every "normal" option Marth has in that situation. It's also the safest to use as a reaction since Marth's GT is so fast. Grab, spotdodge, retreating aerial, etc are all better options.Forward glide toss is amazing for spacing. Try forward glide tossing a banana at diddy then fsmash him. Unless they catch it, then you just cry.
The idea of footstool to spike working on so many characters is amazing. Does Marth have much in the way of possible setups for a footstool, or is it something you just have to hope happens? And while I'm at it, what can/can't you footstool an opponent out of?Oh and someone asked something about footstooling or something
http://www.smashboards.com/threads/...en-it-comes-to-marths-footstool-spike.217053/
Wow I never really though about that. Shields actually do increase the area where you can hit.Stuff
Yep.Wow I never really though about that. Shields actually do increase the area where you can hit.
I'm wondering if CJ ever made a post about this. If he did or such a post/thread exists, if someone could link it I'd also highly appreciate it.Can someone tell me marth's best grab release combos? I know there's a probably lot of character specific set ups but I don't have a wii atm to try them out.