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You're right about the 2nd part of the stage, but I still think the missing ledge is more of a problem for us. It forces us to recover either high or onstage. Recovering high puts us right into a juggle trap from Marth, and recovering onstage gets us hit back out of Phantasm by pretty much any of Marth's moves, possibly grab released out of it for a free kill closer to the edge.If the second part of frigate was a stage on its own I'd use it as a counterpick. And on the first part, the lack of a ledge on the right is just as bad for marth as it is for us.
his upB?You can f smash Marth out of his b before he can sweet spot the ledge on Yoshi's
Try to be as close as possiblehis upB?
how close to the edge should we be?
Awesome, thank you sir.Try to be as close as possible
So I've noticed.It always sweet spots when I do it, but it's pretty hard to land. You can also dair marth out of his up b before he can sweet spot the ledge on any stage, but you need amazing timing to do it.
If its perfectly spaced I've heard its unavoidable, but if the spacing allows a stage/tech tech its possible
Can we really SDI fthrow > fthrow > dair? I've never seen it happen.
If its perfectly spaced I've heard its unavoidable, but if the spacing allows a stage/tech tech its possible
You can UpSmash after the 3rd swing (like I mentioned earlier). Pretty sure you can Ftilt, Dash Attack, and shieldgrab to punish too. Hell you could probably Dtilt.I asked you this in another topic but it fits here better:
What is the best response to the Dancing Blade combo and its variations?
I know a shield grab is almost guaranteed after the 3rd swing, any more efficient ways to punish?
Throughout the beginning of a match vs Marth, simply play center-stage and you won't get zero death'd. Either that or platform camp. One Fair from Marth (13%) is all that's needed to get out of CG Spike percent really.
- Falco can UpSmash Marth after the 3rd hit of DB.
- Falco can really keep Marth away from the stage with good prediction. Marths tend to, either, ledgehop Nair, Fair, or Shieldbreaker (Neutral B). I usually just shieldgrab/BPG since Marth can't really space Nair/Fair perfectly when hopping from the ledge.
- Dash attack is a really good OOS punish against Fair when spaced, can lead to Gattling combo afterwards. Dair, Grab, and Ftilt are generally always useful.
- Avoid Delfino imo. I personally want all of the neutrals I can get, so I don't avoid BF against Marth. Just personal preference really. Also, I doubt Marth would take Falco to Brinstar... but again that's just me as I think Marth sucks on Brinstar. He's not bad on RC, so that's another option to ban.
You can f smash Marth out of his b before he can sweet spot the ledge on Yoshi's
It always sweet spots when I do it, but it's pretty hard to land. You can also dair marth out of his up b before he can sweet spot the ledge on any stage, but you need amazing timing to do it.
I'm looking forward to the sheik discussion since I keep getting wrecked by Light's sheikOh zelda. you so easy
those sheiks however. ;-;
ill hit youAre you guys really discussing zelda?
Just like.. hit her, LMAO.