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Implementing Marth's Neutral B?

sh1nebl1nd

Smash Rookie
Joined
Dec 17, 2007
Messages
11
I'm one of those players who try to be the best, and part of that is expanding my arsenal of attacks for unpredictability and more priority for counters in fighting, ect.

I easily implement most of Marth's moves in regular brawls.

SideB - Since it comes out fast it can be used to interrupt. Also easily combo'd into other attacks other than the rest of this move. Can also help gain vertical distance if used at the peak of a jump.

UpB: Quick finisher, of course a great recovery, especially with auto-sweet spot.

DownB: Great move to keep your opponent at bay, and making them think twice before they attack, also encourages opponent hesitation which is an easy opening for you. Great move.

NeutralB: I can't really seem to find casual uses for this. Of course, it obliterates shields, even when not charged. You can gain horizontal distance if you use it when you are high in the air, but that is easily dodged and punishable, and recovering with jumps + Fairs is overall better as an approach to the edge. This move comes out too slow and has too much lag after you complete the attack, leaving you wide open... Can't be used very well in short hops due to it's oddly placed hitbox. The only good use is to use this when your opponent is just out of reach of your smash sword attacks, but again it comes out too slow and isn't worth the risk.


Does anyone find a good use for this move? Thanks in advance.
 

Nixis

Smash Cadet
Joined
Mar 14, 2008
Messages
27
Location
Fayetteville, NC
well.. not trying to be funny or anything... but use it when someone shields. many ppl roll in brawl now, so try to predict when they will roll. they have to shield first, so use that split second to attack.

I guess it could also be an edge guarder, but there are definitly better choices than it.
 

CorruptoR

Smash Rookie
Joined
Mar 16, 2008
Messages
18
Location
Mtl, Qc
When my side B gets blocked I like to use neutral B to break the shield.

I broke a couple shields like that.

I think this was mentioned in M2K's sticky.
 

Nixis

Smash Cadet
Joined
Mar 14, 2008
Messages
27
Location
Fayetteville, NC
ok got it. use it for the soccer ball! the ball flies directly in front of you, making it easier to aim.

too bad i almost never use items...
 

BananaTrooper

Smash Journeyman
Joined
Feb 19, 2008
Messages
420
Location
U of T
I personally use it sometimes to get back up onto the stage (you're hanging off the ledge, let go, midair jump, then atk while jumping). Its a nice variation for ppl who expect fairs n nairs when you come back on, cause its possible to charge it for a slight moment.. If your opponents shield + grab when trying to edgeguard you, all the better.
 

Megavitamins

Smash Champion
Joined
Jul 22, 2007
Messages
2,418
Location
Flaming Europe.
I use it when I figure out when the opponent usually shields... Example, if they shield when I'm coming in for a sh double fair, instead of the second fair I use it. Doesn't always work, but when it does it's like a guarannteed kill, unless they have less than 20% lol.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Can't you use it to pressure your opponent? Because that work s pretty well for me.

Sure, they can projectile spam you if they're at a safe distance, but if you happened to get them in the air, you can try to chase them to a ledge by doing a full jump'd neutral-B DI'd toward the opponent. If you're in tipper range, chances are that your opponent will try to DI away from it instead of toward it/behind you. Although you shouldn't spam this (because neutral B is more of a high-risk, high-reward sort of move), but use it to diversify your pressure tactics from time to time.

Applying this correctly could allow you to get some KOs in, as near the edge (specifically edgeguarding) is where Marth is known to excel in.
 

TechnoMonster

Smash Ace
Joined
Mar 9, 2008
Messages
836
If they like to airdodge out of your aircombos just charge it for a half second and easy pwn.
 

blueriku

Smash Journeyman
Joined
Nov 16, 2005
Messages
312
Location
Riverside, CA
the shield breaker is an excellent move i use it for pressure.

i dont spam this move like its going out of style though, if i do that smart opponents will predict and punish.
it can be easily spot dodged or avoided, however if you use it and a decent rate u can mind game it in various ways like: jab jab sb or dancing blade and cancel what ever hit (as long as you dont hit with the last hit) and then sb thier tons of mix ups with this move.
also i like to wear down there shield enough to where i can brake thier shield with i slightly charged or uncharded sb and take a free kill.

there are a couple of draw backs though one is if its power shield it will not eat/brake and the shield. the reason the a power shield acts just like a parry.two this move can be seen a mile away unless u mind game it in to use.
three decent start up but horrid lag time could be easily punished.



also i did some research (probably doesnt matter much though) about percentage this is a rough percent and im still researching this
a fully charged tipper sb will kill floaties like jiggs, sqiurtle, ect at 55% no matter how they DI
anyone in low mid wieght range will ko at a range from 60%-70% high mid weight 70%-73% and heavy characters 74%-76% this is a rough draft to know when you can kill so if you manage to brake a shiel but your opponent is is low of percent to die i.e link is at 63 percent a tipper fully charged can kill him how ever (eventhough its insignificant) link would die from a sb fully charged at 60% yea just three more damage but in some cases it can be the difference from winning of losing. the sb is slightly(3%) more powerful than the tipper in knock back but two percent less powerful than the tipper.

final work on this either way you go if you manage to brake a shield you cant lose but the sb can be a nice finisher after a broken shield

Note: the all ko's were done from one side of FD to the opposite end
 

spinseffingcool

Smash Rookie
Joined
Feb 19, 2008
Messages
24
the way i normally see it being used is when you get launched and are in the far corner after DIing you fully charge it to safely fling you back on stage
 
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