#HBC | Red Ryu
Red Fox Warrior
- Joined
- Jun 15, 2008
- Messages
- 27,486
- Location
- Milwaukee, Wisconsin
- NNID
- RedRyu_Smash
- 3DS FC
- 0344-9312-3352
Link's Problematic Move Discussion
Say you ever have a move that causes you problems, no matter how hard you try that one move seems to be giving you problems? You look for options but there is no where to turn for help. If only there was a thread that could help people with finding solutions to these problems. Like a discussion forum for many people to talk about the problem, one where Link's could find answers, shame there is no thread like...wait...
Got a move that is causing you problems, well this is the thread for those kinds of problems.
Here's the lowdown.
1. Brainstorm and think outside of the box, thinking like this can lead into some very good solutions.
2. Stay on topic, we don't want to wander off topic to the point where we forget what we were talking about.
3. Be respectful.
4. You can request a move to be reviewed, but don't request repeatedly over a short time span.
What moves are planned to be reviewed:
Falco's lasers
Wolf's Lasers
Getting grabbed e.g. by IC's, Falco, DDD etc
Diddy's Bananas
What has been reviewed:
Metaknight's Tornado
Summary:
A bomb is the easiest and msot effective way to shut down the tornado. If you don't have a bomb in hand or room to retreat and bombpull, your best option is the shield. N-Air will beat it from above.
Advice from Smash Boards members:
Usually trying to run in and grab won't work since it's too slow.
Watch to see their tornado pattern and see what they do after the move ends.
Some MK's will Tornado and land behind preventing shield grabs, here you can jump out of shield and do a back air, it probably won't hit but it covers your behind and you can pull out a bomb on the second jump.
Nair right above tornado will beat it out. Sometimes Fsmash will beat it out in the opening frames of the move.
But yeah if you find that you can't punish the ending of tornado the best option would be to pull out a bomb.
A lot of the times MK will pull away, hoping for you to chase him to try to punish (they do this with FSmash too). DON'T TAKE THE BAIT. If you don't have the time to get in an attack, you're better off just shielding through the whole attack, then running away and pulling a bomb once you have a chance to breathe.
MTornados are much weaker in priority at the very start: Zair can stop them from the weak top and bottom for a split second. If you're close dash attack at the beginning is better than shielding. Bomb tricks work of course.
You guys pretty much got it right. Bombs are actually the best way to deal with it, there really is no sure proof way to punish it from the ground.
A trick I use with nado spammy mks are empty shorthops, which is just shorthop fast fall once or twice randomly in place and this will most likely bait a tornado because most mk's know that link has really few options in the air vs him.
Your objective after you've power shielded the tornado is to retreat and bomb pull. if you dont have enough time to throw the bomb or the right angle(Meaning the position you're in wont allow you to actually hit the nado with the bomb, dont just throw it out) then you retreat to the ledge and wait it out.
The key is to not waste any movement, just do exactly what you need to do to not get hit while keeping a bomb in hand.
Summary:
Advice from Smash Boards members:
It comes out quickly. If you leave yourself at all vulnerable, whether from a whiffed attack, a close roll, or landing lag, expect to get hit with Dancing Blade. This is Marth's biggest punishing tool. DB1 (the first hit of dancing blade) to grab is a decent mixup that can be easily abused. Marth has the option of DB down, DB up, or DB nuetral which can make predicting how you should DI very difficult.
You have to be very defensive. Since Marth can use Dancing Blade out of his dash and doesn't really have to worry about getting punished if he misses with it, you just need to be careful. Approach slowly with lots of SH Z-Airs. Don't roll. Just don't. Keep a safe distance, because the range of DB is not big.
If you're close and on the ground, DIing down and holding shield is probably your best option.
Frame data for Dancing Blade
Forward b 1
Hit: 4-7
End: 30
(15) >>
Shield Stun: 1
~Shield Hit Lag: 0
ADVANTAGE: -25
Tipper Shield Stun: 1
~Shield Hit Lag: 0
ADVANTAGE: -25
Regular Stun: 21
~Hit Lag: 0
ADVANTAGE: -5
Regular Tipper Stun: 22
~Hit Lag: 0
ADVANTAGE: -4
Forward b 2:
Hit: 21-25
End: 55
(28) >>
Forward b 3:
33-37
End: 72
(39)>>
Forward b 4:
49-54
End: 92
---------------
(28)>>
Down b 3
Hit: 34-36
End: 72
(39)>>
Down b 4
Hit: 52 – 78
End: 103
---------------
(15) >>
Up b 2
Hit: 22-26
End: 53
(28)>>
Up b 3
Hit: 33-37
End: 71
(43)>>
Up b 4
Hit: 54-59
End: 92
The best time to escape DB is on DB2, where sometimes DB2-blue will provide insufficient stun to link, and sometimes DB2-red will stab under a character knocked up by DB1. Inexperienced Marfs, or Marfs abusing DB, will likely open themselves up to this, and you've got to expect it to capitalize.
Other than that, shield -> cross roll. Try to confirm a DB3 and act before it (DB has 0 shield lag). It's the reason why DB is supposedly bad outside punishment. You'll be in frame disadvantage if player is fast because of Link's slow roll, but this game is not free for Marth. (If you roll on just DB1, Marth will cut open your *** and install a dining set in it.)
Don't overestimate the hitbox size. I really don't see how this is a problematic move. It's a tool Marth uses when you screw up, and if he doesn't telegraph with step-in, way faster than reaction. Tip is don't screw up. Don't random spot dodge. Except to bait DB.