Lightning Tiger
Smash Apprentice
I'm having my first tourney coming up soon.
Any tips/things i should look out for?
Any tips/things i should look out for?
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thats all a matter of experience. Watch for snakes, make sure to bucketbrake, know where to counterpick.I'm having my first tourney coming up soon.
Any tips/things i should look out for?
Actually, from my matches against Chaz, it really seemed like the only thing he couldn't do with any safety was full hop f.air. However, if he stays at tip range mixing it up between shff f.air, empty sh, dtilt, rising and retreating pivot grabs/boost grabs, he becomes very annoying.marth can full hope fair and not get punished..................
I don't see how this is even possible, unless you think that G&W has to approach with an attack. On most stages, Marth's range/speed over some of G&W's moves isn't significant enough for Marth to be able to camp G&W effectively without getting hit. Not only that, as far as I've experienced, G&W doesn't have trouble dealing with Marth at the edge. So Marth can't really abuse edge camping.marth just has to get one hit then stay back and wait for the g&w. anything the g&w does or approaches with, marth can punish.
And every single Marth you face is campy? What is your strategy against aggressive Marths who take away what stage control you have? What options does G&W have against perfect spacing? To which extent is this a hard matchup for G&W if you consider your previously called options to be superior to Marth's standard game? I'll post that what I PMed to Neb:Scenario 2 is exactly how I win this matchup. This is crucial to baiting and punishing.
It's not like Marth can just wait this out, since human reaction time isn't perfect (something Marth would die for). I've gotten some players to stand around looking stupid as I just randomly run up and F-air their head by making my approach unpredictable in this way.
Both, G&W's options when actually getting hit. We can safely assume that the majority of the time that would be either Dancing Blade or Fair, Dancing Blade has barely any followups unless Marth would try to cancel it into grab/jab/ftilt/whatever so Fair is obviously the best pressure tool, together with dtilt.I think we should clear things up before we continue. So my argument was this...
1. G&W can punish Marth's aerials with a shield approach.
2. G&W has the ability to stop Marth's airgame.
3. It is difficult to attack G&W at a diagonal if he spaces smartly.
4. Marth's pressure game isn't very effectibe vs G&W.
You said G&W is limited when pressured, by pressured do you mean when hit, or when his shield is being harassed?
Aggressive Marths are the ones you can bait all the time. Against perfect spacing, you advance to cover ground where Marth retreats and control the stage back at him. Predicting his next aerial and powershielding also works well.And every single Marth you face is campy? What is your strategy against aggressive Marths who take away what stage control you have? What options does G&W have against perfect spacing? To which extent is this a hard matchup for G&W if you consider your previously called options to be superior to Marth's standard game? I'll post that what I PMed to Neb:
U-air and Up-B can mess up Marth depending on spacing too. Keep in mind the wind hitboxes, which can launch Marth in the air putting him in a less favorable position.G&W getting hit by a Fair puts him in the air, no doubt, unless you get hit by certain hitboxes which you somehow manage to DI to the stage. G&W is put in a position in which he can technically only airdodge, Fair or Nair.
Don't forget powershielding either. On powershield, of course, G&W should be able to land any Smash he wants. And then Up-B and U-air are also underestimated options. G&W is also able to technically D-smash out of shield against an aerial F-air if he has good timing/prediction.1. G&W can punish Marth's aerials with a shield approach.
His punishers are, when Marth's Fair (which is the one aerial we should be talking about) does not tip:
Grab
Fair
Nair
Bair
Ftilt(lol?)
I don't believe it leaves Marth open for Smash attacks.
completely false. D-tilt's frame advantage is -7, as is its startup time. Between D-tilts, you have 14 frames to punish. If Marth commits to another D-tilt, he can get Jabbed or D-tilted out of shield. Marth can snuff predicted options with Forward-B and Jab, which are significantly less safe on block by far, and they technically trade with G&W's Jab out of shield.Dtilt is another thing Marth could decide to use, it provides probably even more shield pressure than Fair, and limits pretty much all of your options to jump out of shield. The only things it makes you lose are grab and dtilt, so that's not too big of a deal. In fact, if you are quick to react in that scenario, and your shield was capable of holding itself together, a Fair punish is pretty much guaranteed if Marth either didn't space it well, or decides to use dtilt in multiples. Both of which are rather common.
Dancing Blade is a lot like G&W's BAIR. You use it to rack up damage, like G&W does. And you use it for shield pressure. Like G&W does. It doesn't have to have a follow up.Both, G&W's options when actually getting hit. We can safely assume that the majority of the time that would be either Dancing Blade or Fair, Dancing Blade has barely any followups unless Marth would try to cancel it into grab/jab/ftilt/whatever so Fair is obviously the best pressure tool, together with dtilt.
But thats just it, no matter how we outrange we bair, it'll be punished. And fair has more then eough time for marth to punish, should it miss.2 G&W has the ability to stop Marth's airgame.
He certainly does, Fair has enough range to screw around with Marth's spacing, and Bair (even though good DI allows Marth to punish it even though it hits) outranges Marth's air game entirely. Horizontally that is. I'm not going into this since you are absolutely right.
3. It is difficult to attack G&W at a diagonal if he spaces smartly.
Spacing smartly is a difficult thing for G&W to do against Marth. It more of a 'do I fullhop or short hop' since G&W fullhopping beats Marth fullhopping and G&W shorthopping beats Marth shorthopping. However, Marth shorthopping beats G&W fullhopping etc. Fullhops on G&W's side are more easily punished than Fullhops on Marth's side, because G&W has no real diagonal angle to speak of (perhaps upB).
Marth's startup lag on his aerials is less present than G&W's. Marth's Fair comes out in frame 5 while G&W's Bair and Fair are frame 10. This means that G&W must awesomely space his aerials in order to safely hit Marth. Spacing requires the space to do so, against Marth at least. I recall kaak saying that he finally understood why Marth is such a hard matchup, and it's because G&W usually doesn't need too much stage control to do what he does best, but against Marth he's pretty much forced to fight for it because G&W cannot function against Marth while cornered.
What has this to do with diagonal spacing? Well, in order to prevent Marth from taking G&W from those angles, G&W needs the space to position himself for it. But G&W is in no way capable of getting this space all the time, not only because he isn't really built to do so, but also because of Marth's clear capability of doing so himself.
This I agree with 100%.Lord Chair;80556044. [B said:Marth's pressure game isn't very effective vs G&W.[/B]
That's just plain wrong, Marth's overall game lies in pressuring mostly, and if G&W weren't bothered by it this matchup would be in his favor. Aside of that, I think I have addressed this point fairly well in the other paragraphs, so I'll leave it for what it is.
If the DACUS is what you're talking about, then no it's barely worth learning. While every character does have a DACUS, G&W doesn't get any profit out of it.Real Quick: I can do the smash boost AT with other characters, but am having a hard time with G&W. Since his dash attack doesn't have all that momentum, is it worth putting the effort into learning, or is it something cool that I'll never use?
I've got a bunch of tournament videos from today's local tournament. We had a bunch of power ranked players. I'll edit this post later as soon as they get uploaded, might take a day to upload them.Can anyone suggest some videos of pro G&W players that i can watch.
Just recently picked up G&W so i want to see what the pros do...
Yeah, I'm already comfortable with him.I think G&W's up b has something like 5 frames where you're stuck on the ground without any invincibility frames on up b.
Savior, G&W really isn't hard to get used to playing. Just learn how to space your bair and nair. Fair is usually used sparingly since you want it to be fresh for kills and edgeguarding. Try going for sweetspoting ledges with up b when you recover. Just some things that help your game a lot though you may already know them.
nair -> upB is a staple combo for G&W and if your opponent really don't know how to DI you maybe be able to get nair-> upB -> fair. Nair -> nair -> possibly more nairs is good on characters with poor aerial movement. G&W isn't a combo character like sheik
G&W's UpB:I think G&W's up b has something like 5 frames where you're stuck on the ground without any invincibility frames on up b.
U-tilt combos into itself at low percents especially on fastfallers.Sup?
I am a Sheik main and decided to alt G&W to cover IC's and I guess some times Pikachu.
I was wondering what the general idea of G&W is.
He seems to be this little black... it.. that out prioritizes most people while staying mobile in the air.
IDK though... does he really have any combo's?
wow thanks!U-tilt combos into itself at low percents especially on fastfallers.
D-smash and U-smash at low percents combo into N-air.
Jab cancel grab is usually very reliable.
D-air -> D-tilt at low percents is a true combo.
N-air combos into itself and Up-B at low percents.
Up-B combos into F-air and U-air windbox at low percents.
Chef can start "combos" into various stuff.
D-throw combos into Jab, DA, and D-tilt on anyone who doesn't tech, and if they are lighter than Marth, they can always get D-smashed or F-smashed. Techchase regrab or DA is basically guaranteed on everyone if you guess right (even if they tech).
Fastfall N-air canceled before the final hit usually combos into U-tilt or D-smash.
Just for ****s and giggles, I got an 11 hit combo in training mode with G&W. U-smash -> B-air -> B-air. You can also get another hilarious 10 hit combo by doing U-smash -> N-air -> N-air -> Up-B, which in fact does more damage.
You actually have to be on or really really close to them in order to spike.Hey guys, I'm a brand new G&W. So, I've got a question..... How do I spike with the Dair? It just sends the opponent upwards/sidewards for me....