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Marth training notes

May 11th, 2015
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  1. vids
  2.  
  3. Marth trials
  4. https://www.youtube.com/watch?v=_IACW5mltqY
  5.  
  6. www.tinyurl.com/meleelibrary
  7.  
  8. ledge guards with marth
  9. https://www.youtube.com/watch?v=s63pPeyWasw
  10.  
  11. Ken tutorial
  12. https://www.youtube.com/watch?v=PFCQIAnYUMM
  13.  
  14. basic ken tutorial
  15. https://www.youtube.com/watch?v=cmcfXVQvE9E
  16.  
  17. The Moon tutorial
  18. https://www.youtube.com/watch?v=O-dqZ93qG44
  19.  
  20. chaingrab breakdown
  21. https://www.youtube.com/watch?v=HnDRxZiTP-M
  22.  
  23. PewPewU
  24. https://www.youtube.com/channel/UCeYF2Hikh9LhQAZhrcXGNUg/videos
  25.  
  26. http://smashboards.com/threads/kadano%E2%80%99s-perfect-marth-class%E2%80%94advanced-frame-data-application.337035/
  27.  
  28. comprehensive marth info
  29. https://docs.google.com/document/d/1Daf_Dqod1HoMj7L26ITeUM-xKUKhfxh2vJLWOl2N0C8/edit
  30.  
  31. M2K's marth thing of beauty
  32. https://www.youtube.com/watch?v=n_ZHTA0LJdw
  33.  
  34. M2K combo video
  35. https://www.youtube.com/watch?v=-wE0q5Npa44
  36.  
  37. Sora combo video
  38. https://www.youtube.com/watch?v=DaWndFf95v8#t=37
  39.  
  40. M2K combo vid, one of a kind
  41. https://www.youtube.com/watch?v=wFl5GPvcVnM
  42.  
  43. Mango Marth
  44. https://www.youtube.com/watch?v=MpIUis8WgM8
  45.  
  46. Marth vs Sheik Guide
  47. http://www.meleeitonme.com/guest-article-marth-vs-sheik-guide/
  48.  
  49. The 20XX Counter (combo video)
  50. https://www.youtube.com/watch?v=QyNBrdKi5uk
  51.  
  52. Marth edgeguard fox basics
  53. https://www.youtube.com/watch?v=03V9XLEb-4k
  54. https://www.youtube.com/watch?v=7dAFCpnPx9A
  55.  
  56. dsmash setups
  57. https://www.youtube.com/watch?v=SysQNflZeas
  58.  
  59. http://www.meleeitonme.com/sharpening-your-sword-tais-marth-guide/
  60.  
  61. https://docs.google.com/document/d/1Daf_Dqod1HoMj7L26ITeUM-xKUKhfxh2vJLWOl2N0C8/edit
  62.  
  63. marth matchup playlists
  64. https://www.youtube.com/user/TheShoesYoureWearing/playlists
  65.  
  66. Marth matchup guides
  67. http://smashboards.com/threads/compilation-of-matchup-guides.341532/
  68.  
  69. Mew2king Losers run UGC
  70. https://www.youtube.com/watch?v=Bwswi0gEQX0
  71.  
  72.  
  73.  
  74. _____Things I need to work on or learn with marth_____
  75. ______________________________________________
  76.  
  77. _Shit I basically have down:_
  78.  
  79. JC Grabs
  80.  
  81. Pivot JC grab
  82.  
  83. Wavedashes and smashes
  84.  
  85. edgehop dair
  86.  
  87. Dair in general
  88.  
  89. sweet spotting
  90.  
  91. wavedash back grab ledge
  92.  
  93. dash dance across the stage
  94.  
  95. shffl fair or double sh fair across the stage
  96.  
  97. up tilt dair facing away from the edge (up air from ledge onto the stage at low% leads into this)
  98.  
  99. Dairs at low percent to force knockdowns, at high percents as a launcher
  100.  
  101. Drop off ledge into bair as ledgeguard
  102.  
  103. jump at ledge, bair, ledgegrab
  104.  
  105. fthrow followup into fair or dair
  106.  
  107. _shit that I can sorta do but needs work_
  108.  
  109. edgehop dair
  110.  
  111. reverse dolphin slash
  112.  
  113. jump through platform, waveland, uptilt
  114.  
  115. first hit of dancing blade as an anti-air or launcher into fsmash (might only work on higher percentage/lighter opponents, probably )
  116.  
  117. Ken combo
  118.  
  119. Pivot Fsmash
  120.  
  121. https://www.youtube.com/watch?v=_IACW5mltqY
  122.  
  123. uthrow followup into dair
  124.  
  125. shorthop fair waveland fsmash
  126.  
  127. Shffl Uair
  128.  
  129. Instead of ending a string with fair, end with uair if can't be followed up, so 2 fairs into uair
  130.  
  131. Backthrow into dair
  132.  
  133. Down air to sweet spot up B on a grounded opponent before the percentages where knockback is induced
  134.  
  135. hit opponents with Uair when they've lost their jump
  136.  
  137. ledgedrop bair as a ledgeguard
  138.  
  139. on jiggs, prioritize DI trap with grabs into fsmash
  140.  
  141. Fair into reverse bair can keep opponents close at higher percentages or against good DI, also turns around to make spike easier
  142.  
  143. If someone is coming up to the ledge from below while I'm holding it, drop and side B them, optionally sour spot fair them afterwards, especially if they're not a fast faller
  144.  
  145. Dthrow, run off, rising dair
  146.  
  147. Close to the ledge, facing away from it (like ~30-40% starting), Up throw, up tilt, spike
  148.  
  149. WD back, dash forwards, "The Pause"
  150.  
  151. "An alternate method of juking was during a dash dance, while dashing away, wavedash backwards toward the opponent, then dash away and stall, then straight dash toward them and grab. It looks like you teleport grab because of how quick it can be." -cactaur
  152.  
  153. shorthop dair as a ledgeguard
  154.  
  155. For laggy recoveries, ledgehop dair, L cancel, spike, better versus lighter characters
  156.  
  157. deep edgehop bair to get people with laggy recoveries offstage too, better versus heavier characters
  158.  
  159. non-tipper fair to punish good combo DI, sending them offstage, up air after X fairs to continue combo if at low percentages and combo DI is expected.
  160.  
  161. Fair into up tilt at like ~46%
  162.  
  163. Fthrow chaingrab spacies below 7%, before tumble hitstun
  164.  
  165. ledgedrop, side B, recover, fucks up their recovery a bit, especially good for spacies.
  166.  
  167. Edgehog, roll, reverse dolphin to ledgeguard
  168.  
  169. haxdash
  170.  
  171. _shit I don't remotely have down_
  172.  
  173. ledgetech
  174.  
  175. drop off the side of the stage, reverse dolphin recover as ledgeguard
  176.  
  177. low off-stage sweet spot fair into reverse dolphin
  178.  
  179. low offstage side b into fair or sweet spot up B
  180.  
  181. low up B to punish samus tether
  182.  
  183. fthrow near ledge into dtilt
  184.  
  185. Ken Combo vs PAL combo as DI trap. If they DI out, they're dead to reverse up B, DI in, ken combo
  186.  
  187. shorthop dair can hit people trying to plank the ledge
  188.  
  189. high percentage ledge hop up air into spike.
  190.  
  191. not jumping until the end while recovering
  192.  
  193. back throw, reverse up B, do it at kill %
  194.  
  195. fthrow into nair
  196.  
  197. the very backside of the up B can be used to hit offstage for a high recovering opponent from the ledge
  198.  
  199. ledge drop, sourspot fair, then up B to grab the ledge
  200.  
  201. at ~137% on spacies, back throw, 2 hits of dancing blade, grab
  202.  
  203. at ~71%, up air to fsmash through a platform, landing on it before the fsmash
  204.  
  205. fair into Dtilt pushing people off the ledge
  206.  
  207. edgecancel fair jump into dair
  208.  
  209. Fthrow near ledge, if they DI in, jump and dair
  210.  
  211. When facing the ledge while holding someone, pummel and let them mash out, lower angle than Fthrow
  212.  
  213. Ftilt versus ledge jumping opponents, spaced so I'm a full fsmash length on the stage
  214.  
  215. ledge attack when opponent would just barely recover to push them to their death.
  216.  
  217. shffl fair on shield, dash through, pivot grab
  218.  
  219. totally correct L cancel timing
  220.  
  221. When Fthrown by marth under 7%, DD away then back to counter grab.
  222.  
  223. tipper dash attack into up tilt
  224.  
  225. run off stage, reverse dolphin as a ledgeguard
  226.  
  227. Drop zone, jump, dair
  228.  
  229. On Falcon: Uthrow -> tipper connects at around 50-60-ish and is a pretty good option. Going for a fair/uair combo starter instead will usually yield similar results so you once again have a decent amount of freedom.
  230.  
  231. when they're low below the stage, fair, reverse upB
  232.  
  233. jab to cover huge spaces quickly as a ledgeguard
  234.  
  235. Weak hit bair
  236.  
  237. up throw Fsmash
  238.  
  239. fthrow drop zone
  240.  
  241. The M2K combo, sweetspot fair, reverse dolphin slash
  242.  
  243. Fthrow into reverse dolphin
  244.  
  245. Swag spike
  246.  
  247. shffl uair up tilt, good option coverage versus playforms, doesn't combo usually, except when launching from the ground on higher gravity characters
  248.  
  249. edgehop down B counter versus onstage ledgeguards
  250.  
  251. 3rd hit downwards of dancing blade to break crouch cancels
  252.  
  253. up air up tilt on spacies close to the ground
  254.  
  255. dash attack after up tilt from the up throw chain grab, can scoop up people that get dropped
  256.  
  257. dash grab after dtilt
  258.  
  259. on fox/falco, at around 65-79% close to the ground shffl tipper up air will guaranteed combo into tipper fsmash
  260.  
  261. crouch cancel grab
  262.  
  263. jab side B illusions like always
  264.  
  265. back throw to reverse up B at high percent to kill spacies dead
  266.  
  267. versus fast fallers at low percents close to the stage, weak hit fair offstage, drop to reverse dolphin slash to grab ledge
  268.  
  269. weak hit fair on spacies into reverse dolphin slash
  270.  
  271. weak uair launch on spacies to reverse dolphin (from ledgehop)
  272.  
  273. dtilt after fthrow
  274.  
  275. tree grab, run, crouch cancel, dash back, grab, allows for crossup grabbing, better than crossup fsmash
  276.  
  277. not jumping out of hitstun, hanging onto the jump
  278.  
  279. to avoid low percent Fthrow chaingrab, DI away and buffer a spot dodge
  280.  
  281. low shffl Fair to catch people who sweetspot the ledge
  282.  
  283. dsmash covers both regular getups and rolls, tippers both
  284.  
  285.  
  286. Up throw, bair to fair works with weak hit bair and assuming there is enough hitstun to link to fair, or at least to frametrap them
  287.  
  288. reverse up B to punish no tech, or in situations where fsmash isn't fast enough
  289.  
  290. short hop, reactively swing fair as they come into range, best way to annoy someone who expects a certain fair timing
  291.  
  292. Against Fox & Falco, from 35%-80%* if you up throw near the ledge and they DI off the stage you can get a full hop Dair or DJ Dair. Normally the common punish is Fsmash but people expect that and with good DI they will live. Try it out for yourselves.
  293.  
  294.  
  295. SH fair into uair launches on floaties
  296.  
  297. If whispy is blowing marth off stage while holding someone, down throw and fthrow to fsmash setups are more effective.
  298.  
  299.  
  300. Your question would basically have me talk about comboing for quite a while, so I'll answer by talking about what works for me for now. I typically combo with Fairs almost solely on momentum and % because people tend to not switch up their DI too much on Marth combos. They usually do so very early or very late from what I've noticed. This is actually kind of adaptive, as I've personally played around with different DI when being comboed by Marth and it seems not to help if I keep switching(possibly for momentum-stacking reasons but I'm probably wrong about that lol.)
  301.  
  302. What this means for Marth is that he should make a decision pretty early on about whether he wants to combo a while or not. If he wants to end it early, then move towards the edge with Fairs(probably untippered) or simply Fsmash. Both of these are great at punishing away DI. If you want to wreck inwards DI, then start Fair chaining(with some Uairs sometimes because lol[depending on MU]) and you'll get some off before MOST people adapt and that'll depend on you in part too with how quickly you swing etc etc since combo pacing could also technically influence how quickly they want to change their DI. Always assume you have control of the combo, that's a pretty solid rule to have(and with Marth especially, it's empowering....and right.)
  303.  
  304.  
  305.  
  306.  
  307.  
  308. http://imgur.com/a/QYBbX
  309.  
  310. Optimal spawn list:
  311.  
  312. Yoshi's: P4 best, avoid P3
  313.  
  314. FoD: P3 Best, avoid P4
  315.  
  316. Stadium: P4 or P3 acceptable, avoid P2+P3 and P1+P4
  317.  
  318. Battlefield: P1 best, avoid P2
  319.  
  320. dreamland: P1 Best, avoid P3
  321.  
  322. FD: P3 or P4 acceptable
  323.  
  324.  
  325.  
  326. _WD out of shield_
  327.  
  328. release the digital button and click it in again. Light shield doesn't work in the air
  329.  
  330.  
  331. _Grabs_
  332.  
  333. Up throws lead into the best punishes at high percentages or low far from the edge, lead into up air or up tilt
  334.  
  335. Fthrow versus idiots who can't DI or at low percent into fsmash.
  336.  
  337. near the edge go with the throw that leads into edge guard.
  338.  
  339.  
  340. _approaches versus sheik_
  341.  
  342. focus on dash dancing, down tilts, and grabs, remember can't crouch from initial dash.
  343.  
  344. if they're determined to needle camp, dodge and move in a bit, close enough that can punish needles if they try it again, but not so close as to sacrifice spacing advantage
  345.  
  346.  
  347. _Neutral theory_
  348.  
  349. Rely on dash dances, wavedash, dtilt, grab. STOP USING SO MUCH GODDAMN FSMASH UNLESS YOU'RE IN A SITUATION WHERE IT LEADS TO AN EDGEGUARD OR KILL.
  350.  
  351. To beat jumpins, predict them, nair or fair in place.
  352.  
  353.  
  354. _Edgeguard set play on fox/flaco_
  355.  
  356. Above the stage (general theory is cover one option, react to the others)
  357. if they up B immediately close to the ledge, jump out, sour spot fair or shield breaker
  358.  
  359. If fox fire foxes directly at marth, fair that motherfucker
  360. If he goes up instead, up air, up tilt, or wd back fsmash
  361. If he goes down to the ledge, marth can cover with fair up close or just go for the usual edge game
  362.  
  363. for side B, just jab or WD back fsmash
  364.  
  365. Dtilt once to cover the low angle ledge, but then double back if they go high
  366.  
  367. Below the stage
  368.  
  369. anything horizontal to the stage, just jab, at higher percentages, dtilt illusions to the ledge
  370.  
  371. after the jab, move up to the ledge and counter
  372.  
  373. double fair when they have no space to whiff punish it
  374.  
  375. Fox far out below stage, fair him or bair him
  376.  
  377. fox beneath the stage, walk forward, counter=
  378.  
  379.  
  380.  
  381.  
  382. ______Upthrow CG flowchart against Fox____
  383.  
  384. Read these notes before reading the flowchart:
  385. - All damage numbers in this guide, unless explicitly stated otherwise, are PRE-THROW percentages.
  386. - This flowchart assumes that you have room to work with. If your opponent starts DIing towards an edge you need to be prepared to cut the combo short with a tipper or dair.
  387. - Every follow-up in every step is reactable. There's no need to guess or read which way they'll DI.
  388. - Pummels aren't mandatory, but they make it easier to execute the following move and the extra damage they tack on means the finishing tipper will be stronger.
  389.  
  390.  
  391. 1. 0 - 16%: Regular regrabs
  392.  
  393. 2. 17 - 32%:
  394. 2a. No DI or slight behind DI: Pivot regrabs.
  395. 2b. Any other DI: Regular regrabs.
  396.  
  397. 3.0. 33%:
  398. 3.0a. No DI: Turnaround uptilt -> regrab
  399. 3.0b. Slight behind DI: Uptilt -> regrab
  400. 3.0c. Any other DI: Regular regrab -> pummel
  401.  
  402. 3.1. 34% (the reason it's different from 33% is that uptilt starts becoming unreliable against no DI because of its weird "not-upwards" hitboxes. If you actually get the correct hitbox, it'll still connect into a regrab, so if you feel confident that you can get it every time then just follow the chart for 33%):
  403. 3.1a. No DI: Rising SHFFL uair --> regrab
  404. 3.1b. Slight behind DI: Uptilt --> regrab
  405. 3.1c. Any other DI: Regular regrab
  406.  
  407. 3.2. 35 - ~59%:
  408. 4a. No DI or slight behind DI: SHFFL uair -> regrab
  409. 4b. Any other DI: Regular regrab
  410.  
  411. 5.0. ~60 - ~65%: Pummel at least once before throwing -> delayed SHFFL uair -> regrab (they should now have at least 80%, but less than 90%)
  412.  
  413. 5.1. ~69 - ~75%: Pummel at least once before throwing -> delayed SHFFL uair -> tipper (post-tipper damage should be around 105%)
  414.  
  415. 6.0. ~80 - ~84%: Pummel once or twice before throwing -> delayed SHFFL uair -> tipper (post-tipper damage should be around 110%)
  416.  
  417. 6.1. ~85 - ~87%: Delayed SHFFL uair -> tipper (post-tipper damage should be around 115%)
  418.  
  419. 7. 90+%: Either upthrow -> tipper or upthrow -> weak uair -> tipper
  420.  
  421.  
  422.  
  423.  
  424. sheik neutral
  425.  
  426. Dtilt makes it harder for Sheik to stay grounded and can lead to a grab sometimes.
  427. Wavedashing, walking and dashdancing are all used for regular spacing purposes.
  428. Dashdancing covers much more space than the other two, but it makes you unable to dtilt (unless you can pivot dtilt, which is extremely difficult to do consistently), which makes it more difficult to challenge Sheik.
  429. Walking is slower, but lets you do any move you want at any time, so it's a lot more versatile than dashdancing.
  430. Wavedashing lets you cover space faster than walking does, and leaves you with more options than dashdancing does, so it's a bit of a multi-purpose move. WD down -> dtilt is great because you can do it out of a dashdance and it's almost as fast as a pivot dtilt. WD back -> grab is a cookie cutter punish against predictable/poorly timed approaches (generally dash attack in Sheik's case).
  431.  
  432.  
  433.  
  434.  
  435.  
  436. Hm, other than what was already mentioned, I'd say some important tech to learn:
  437.  
  438. 1. quick uairs. this is vital. get a handicapped bowser to the top platform of yoshis and perform uairs. make sure they hit every time or you are going late.
  439. 2. utilt and uair transition. handicapped bowser again but on the lower platforms, but use different stages so you understand timings. test yourself on stadium, battlefield, yoshis, and dreamland (constant uairs here). alternate utilt and uair in various patterns to make it so that Bowser is basically always in hitstun.
  440. 3. shield drop aerial walls. run, shield drop, double jump, aerials (double fair, fair->uair etc). Generally work on shield drops. Shield dropped wavelands, shield drop->normal land->shffl (or EMPTY hop, amazing mindgame), etc.
  441. 4. Run-off fastfalls on platforms. Make sure you can run off a platform and fastfall 100% of the time. After you get that, mix in an aerial, a double jumped aerial, a waveland, or whatever you want. Never forget to do mixups after a normal land too; just land after a run-off and then try to do things (say, a shffl) immediately after landing lag.
  442. 5. tilt transition timings. Use tilts as transitions during your SHFFLs and ground attacks. SHFFL something and tilt as fast as you can. especially important for utilt.
  443. 6. dtilt IASA mastery. dtilt, hold for walk to trigger IASA, and then transition into whatever you want (wavedash, another dtilt, aerials, whatever).
  444. 7. learn to dash after everything. helps in the fox matchup. use and aerial? dash. ftilt? dash. land on a platform? dash.
  445. 8. dash cancelling with crouch. learn the extent of marths dashdance (its LONG) and when you have to crouch to cancel momentum. the use the crouch to do various mixups. dash up to the opponent, crouch, dash forward, pivot grab (grab them from behind). Lots of uses for this one; can help you become a lot faster.
  446. 9. wavelands on platforms. just practice various sized wavelands (not just super long and in place, every size) on all stages. Make sure you can make waveland loops; like, waveland on platform, run-off fastfall off, waveland backwards, jump, waveland back on platform. and then add aerials in there lol. watch some spaceballs samus vids to see how cool this can be...waveland platform approaches are legit; work them into your game.
  447. 10. ledge wavelands. waveland forward; waveland in place (RIGHT next to the ledge); waveland back (for bait), fastfall, jump, aerial; waveland back, double jump, land on low platform, etc.
  448. 11. ledge aerials. These are obvious but its important to make sure you get them out as fast as possible. make sure you can make the first hit of the ledgehop nair come out when you are parallel with the stage (don't be ON the stage by the time its out). get your uairs, dairs, and fairs off ledge fast too. be able to float back dair (so that you have to up-B) and survive; this is fantastic vs. Peach (a normal ledgehop dair doesn't reach sometimes). ledgehop dair firefoxing CPUs to get the timing right.
  449. 12. empty hop follow ups. empty hop in range of your fair (this is generally when you want to empty hop), fastfall, and follow with tomahawk grab, dash back pivot fsmash (if you are pro), waveland (very little utility), etc.
  450. 13. oos options. This is really hard to practice on your own but try your best. hold shield and use a shield option. maybe use a computer to hit you with something and dair it or something. this is best learned in matches. getting a friend to laser you so you can wd oos through laser pressure (shortened wavedashes) is vital. also approach with shield (like dash->shield or wd->shield) and quick oos option...great v. Puff (oos fair rapes after a bair). shield drop oos on platforms after hitstun is pretty cool if you can learn it.
  451. 14. quickness off wavedashes. wavedash forward, pivot, dair. things like that...make sure there is no stall time after your wavedash. be precise with that **** too...make enemy targets at weird distances and see if you can hit with the tipper dair every time.
  452. 15. as ppl said, practice chaingrabbing. use training mode's "escape" CPU setting to work on different DIs. lvl 4 CPUs also DI relatively OK. include odd chaingrabs (fthrow on falco early percent), chains on platforms (if they DI away from you on the edge of the platform, FF uair runoff and regrab -- TRUST ME on the this, like no marths do it), and if you have a friend, techchase follows. try not to pummel (ever), so you have greater % coverage in practice....also, pummeling at low % is a bad habit in general. dthrow dtilt traps (dthrow, dtilt, pivot grab when near the edge), edgeguard traps (dthrow, wd off, fair, up-b), etc. Make sure to follow up with an edgeguard offstage to finish all combos. don't get a habit of standing on stage and countering/fsmashing.
  453. 16. shield to stop momentum before aerials. Something I am trying to get used to. Basically shield right before you jump so you go straight up. Great for uair chains (a lot of times your momentum sends you past your opponent when you don't do this and therefore makes it really hard for follow up).
  454. 17. Pivot aerial walls. another thing that i have been trying to add. basically make standard marth aerial walls (double fair, fair dj double fair, autocancel nair, etc), dash back or forward quick, and remake wall. try different distances and make it fast. with shielding, the wall stays stand-still. should be great v. Puff.
  455. 18. pivot fsmashes. watch AustinRC vids if you don't think this is useful. Get the spacing to it down in various situations. Tipper it every time (remember, you really only want to do it on stationary targets; so after you bait a shield with an empty hop or a sidestep with dashdance, etc). work on pivots in general but this one is great.
  456. 19. uair routines on different stages. This one is a bit hard to explain but watch a lot of M2K vids when his opponent is on the top platform and its easier to understand. Basically work on floating between the two lower platforms to uair the top one and then dj to hit it again. Different methods are required for different stages, but make sure you can trap someone on the top platform as easily as you can on the lower platforms.
  457. 20. That crazy Taj movement ****. I have no idea how he does it so don't ask me. Its some reverse stickywalk moonwalk wavedash shenanigans that i don't even understand the hand movements for. it looks mad sexy tho.
  458. 21. Quick methods to grab the ledge. Get goooood at this. Very important. run, crouch, dd pivot, wavedash, fastfall, grab ledge, do ledgehop aerial is a good routine. you can do a similar routine with autocanceled nairs added in (M2K does this in the lolmaster friendlies somewhere). make sure you are good at grabbing the ledge crazy quick after aerials, grabs, etc. fthrow a sheik at mid percent and do the quick DD ledgegrab before she can jump to grab ledge...this is MAD good in matches. practice PCing too I guess (using Marths walk and then pivoting near ledge) but thats usually worse than just using bair as a turnaround or this DD FF method. If you are crazy good you can practice pivot runoff fastfalls off dashes but I can only do those 10% of the time; I don't think they are humanly possible tbh. They'd be beastly to continue platform combos if they were :/
  459.  
  460.  
  461.  
  462. Combo theory for floaties:
  463.  
  464. Starters: Rising fair into double fair, shffl fair, falling or shffl uair, tipper dash attack, tipper utilt, grab, landing dair at high %, weak hit bair in the air, side B, nair from ledge, or against opponents in open air.
  465.  
  466. Uair only combos on landing, otherwise the recovery is too long.
  467.  
  468. jumping forward then fairing when in range or as landing can bait things out and start a combo
  469.  
  470. test DI trap into up tilt
  471.  
  472. In general against the ground it makes sense at lower percentages to pop them up into an up tilt or grab if close enough, or Uair.
  473.  
  474. at mid percentages, go for shffl fair after the pop up from up tilt.
  475.  
  476. Don't get them to high percentages
  477.  
  478.  
  479. Evilagram: hey, what options would you say marth has off dthrow on floaties?
  480. xX_J3RRY_$31nF31D_Xx: pivot fsmash
  481. xX_J3RRY_$31nF31D_Xx: nair
  482. xX_J3RRY_$31nF31D_Xx: fair
  483. xX_J3RRY_$31nF31D_Xx: dtilt
  484.  
  485.  
  486. If I can get a grab, then I can fthrow chain grab them once or twice, then I should up throw, by that point they're probably DI-ing correctly, so it will lead them offstage, Dthrow is also acceptable. If they're at 50% or so, pivot fsmash will work, leading to a full edgeguard scenario.
  487.  
  488. Fair chains, just gotta practice them, and find out what leads into them. Double fair will lead to fair chain, so will tipper dash attack with certain percentages and DIs.
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