smasher1001
Smash Journeyman
downsmash is also a potential punish for when you think they'll roll from ledge, though i agree overusing it is a bad idea as it leaves you pretty open.
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You go for the kill as soon as the opportunity presents itself.Hey guys I wanted to talk a little bit about what percent you guys start going for the kill for. I know this sounds stupid because really were always on the lookout for a kill, but I'm more so referencing where do you guys start forgoing guaranteed damage for potential kills
depends on how confident you are with your offstage/gimp game, and how good or bad they are at it. I try to get em off the stage asap because even if i dont get the gimp i'll more than likely tag on some good damage edgeguarding. Its also situational. if theyre by the edge and a throw will get them off then of course im going for it. the ONLY time I wouldnt is if I knew there was a guaranteed KO following the dthrow instead of the backthrow. otherwise being on the stage always trumps being offDang I knew I could of phrased it better.
My main point where I've been confused lately is should I downthrow and get the guaranteed damage to make the kill easier via higher percent on the enemy, or should I be trying to throw them off the stage no matter what to try and gimp (my gimp game needs a lot of work)
@Dang I knew I could of phrased it better.
My main point where I've been confused lately is should I downthrow and get the guaranteed damage to make the kill easier via higher percent on the enemy, or should I be trying to throw them off the stage no matter what to try and gimp (my gimp game needs a lot of work)
It's not so much of a follow-up as it is making a read. You don't want to immediately follow-up with something, you want to predict what they are going to do and then end their stock by predicting correctly.But how are you going to really follow up on that bad di for the fthrow? Like what specifically. I have done fthrow to fair a couple times but I don't trust that if the game is close. And Bair seems easier to do if they are recovering high fthrow dosnt put them very high
When people know the matchup, they never airdodge out of a down throw at those percents since Mario doesn't have any reliable aerial kill moves. This can work near the ledge though, because if they DI out you can follow up with a f-air spike. On stages with low ceiling or with higher platforms, this setup is more reliable due to the higher chance of d-air KOing off the top. In this situation your opponent will either jump away or airdodge, so it's just a matter of reading it.Here's another potential kill set-up Mario mains can utilize. Try landing a down-throw once your opponent has at around at least 100% damage. You can bait out an air dodge from them, since your opponent will most likely expect you to go for an aerial attack (up-air, down-air, etc.) If you predict the air dodge correctly, you can charge either an up-smash or a f-smash (up-smash is probably a safer option, considering DI) to catch the air dodge and land the kill.
Don't do this all the time, though. Doing so can make this a predictable kill option, and your opponent will adjust to it by jumping out more often, which will make this set-up less effective over time.