MP8
Smash Journeyman
I see. I will utilize this information to the best of my abilities. Thanks. And also, is it possible to SDI out of TL's up-b? It seems to act as some kind of a vortex that pulls me in when I'm relatively close.
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I agree, but depending on where he is when he uses nado, you can use other options such as FLUDD and cape.Up-B out of shield is the best option to Mk's tornado.
I think.
I have punished nado with UpB OOS against people fairly consistently, but there are times that I try to UpB them and I get hit. Not 100% sure why.Except it doesn't work when the tornado is hitting your shield, so it's still not too good of an option when you're likely to have more chance of a punish just by shielding it.
On a scale of 1 to 10, it's a$$.Can anyone chat about the marth match-up?
I wanna know how to play/win well against him. Like approaching, spacing, baiting, etc....
I guess angling your shield helps but you make it much more crucial than it really is. It's really not going to be the reason you win.You will lose against Marth if you cannot angle shield correctly. The first thing you need to learn in this matchup above anything else is angling shield correctly. Also get rid of any spotdodge habits you have. They most likely will get you killed in this matchup if you commit to them.
You're gonna zone and play defensive against Marth? Have fun with that. I know this sounds dumb and you will call me an idiot, but you have to approach him. To beat Marth, you need to make reads, punish with both UpB and Fsmash well, and have him make mistakes. If you camp, zone, and play defensively Marth has a much less chance of making a mistake. Marth spaces much better than Mario and outranges him significantly. Those OOS options will whiff Marth's well spaced fair.You don't really need to do anything special against Marth. You want to zone him with fireballs and see how he reacts. Be ready to B-air or U-air oos against his approaches, and fireball oos here and there when Marth isn't in range to be punished by those moves. When you get close, hit confirming a Jab cancel combo on Marth is incredibly easy and should be done whenever possible (be aware of his Up-B though. You can opt to Jab cancel into Up-B on Marth and I'm pretty sure this will beat his Up-B if you both buffer). Whenever Marth does something that looks punishable, you also have to make a judgement call as to whether or not your execution will actually let you punish him before he Up-Bs, and if you have any doubt in your execution, you should play it safe with fireballs.
Once again, insignificant.If you grab him at 0, U-throw instead of D-throw. This is much better against him if he is accustomed to DIing away. If he doesn't DI at all though, you can D-throw -> U-smash him at 0 (he can airdodge it, but this will cover his other options).
Don't take edgeguarding Marth for granted. Especially with Mario. He doesn't have the options to put Marth at bay.When you get Marth offstage, this is where you have the most options to really screw him over. Harass his recovery with fireballs, FLUDD, aerials, and most importantly if he has to recover low, GRAB THE EDGE. Your goal is to either edgehog him (and potentially punish him for landing on stage) or to invincible edgedrop N-air/U-air him out of his Up-B for a gimp.
Idk if you wanted someone else to help you so sorry butI hate the Falco MU too.... I always get ***** by him but I didn't realize I should be camping him. Lol
Thanks for the advice!! I will keep those tips in mind man!Idk if you wanted someone else to help you so sorry but
It can be fairly easy if you avoid chaingrabs but if you do get caught in one
try to not double jump because if the falco
realizes this he will dair you off the edge and puts you at risk of not
being able to recover (Most likely at around 30-39%) but really if he is grab happy
just stay in the air and throw fireballs once in a while to mix it up. And if you are having troubles with campy falco Cape and crouching is the way to go
.
Like I said cape his lasers, Crouch and shield, predict his spotdoges and gimp his up b with cape and Back air. Edgegrab if needed Oh and if he likes to illusion, Fireballz. Hope this helpedHow exactly do you gimp Falco? Cape works like crap on the illusion. Also, if you do get in there, what beats his insane spot dodge? How can you beat a Falco that just does double lasers->illusion constantly?
Gimping: Generally, forcing your opponent into a corner (ledge) is the primary goal. Reason: Less amount of space to maneuver around (less options to choose from). Falco is one of the few characters in the game that is forced to recover with his up special (vertical/or slightly horizontal) when pressured offstage. N-air (until proven otherwise) works more when covering his phantasm (& maintaining pressure). Fire ball Falco when it's offstage because you're forcing it to either reflector, air dodge or position itself to your advantage. You can't react to phantasm by cape, you have to read (or force-if you're going to force a high phantasm, fludd Falco instead so you have ample enough time to punish) it out.How exactly do you gimp Falco? Cape works like crap on the illusion. Also, if you do get in there, what beats his insane spot dodge? How can you beat a Falco that just does double lasers->illusion constantly?