Pierce7d
Wise Hermit
- Joined
- Dec 20, 2006
- Messages
- 6,289
- 3DS FC
- 1993-9028-0439
Ftilt is often amazing at covering vast amounts of opponent's options, and functions similarly to jab. It sacrifices a second swing to be more frequently safe on hit due to featuring more base knockback. I now use this move quite often, because it's speed and range are quite amazing. In conjunction with platform pressure, and using platforms as umbrellas, this move creates a solid wall, as it is pretty safe on whiff (and not despicable on block). It also covers a good deal of chase options, as well as being solid anti air, and works well in conjunction with utilt. Though it has a tad bit more cool down than Marth is used to, it's a radical move that enjoys more of a passive defense than Dancing Blade offers, while not having the consequences of fsmash. It's speed is also slightly faster than fsmash with the hitbox coming from below, so it can actually be used to combo after certain attacks, when you combine the speed with it's reach. This move is good for extending your range of pressure for a threat, or protecting yourself from a threat when you anticipate appearing open, as dtilt only guards from grounded approaches. It is also quite effective in preventing the opponent from returning from the ledge. Lastly, when catching the opponent offguard, the tipper can sometimes K.O. around 140.
Jab is an amazing gtfo move that covers many options as well when one does not want to commit to Dancing Blade, or needed a larger hitbox. However, it is often noted that jab1 is not safe on hit. Jab was popularized in the middle of 2009 and I hope to see in the 2010 version of it's usage, people continue to use jab2 more often. To recap, jab is used similarly to ftilt in that its horizontal range is vast and the move is swift. Additionally, the move has excellent and deceptively good vertical range, and can even by used to platform pressure. It lacks the transcended priority of Dancing Blade which can often be good since it is not always wise to trade with such a weak attack (DB1) and often a clash results in Marth's favor since it resets both opponents to a favorable spacing for Marth. It's good for standard platform pressure, option coverage, combo/follow-up set-ups, and anti-air power. Jab sets the opponent VERY NICELY for Dancing Blade if they are knocked from the air (I've found over a 70% connect ratio in successfully landing Dancing Blade after jab1 if the opponent was knocked from the air.) It compliments dtilt very nicely in it's range and cooldown. Jab second hit also knocks the opponent into a very nice dtilt range, or sends them into a very nice follow up position, especially for a dash grab or DB1.
As a bonus note, Dash Attack is not entirely useless, but it's risk vs reward is very unfavorable, and at this time it is still inadvisable to use it in a serious match excepting for grab releasing Metaknight. Using a shieldbreaker out of a dash should satisfy your needs of a dash attack, as it has the range you require, and is relatively safe on whiff if used in this form. Shieldbreaker is an excellent follow up attack both out of a dash or a short hop if you have just hit your opponent twice in a row, as it can easily punish an airdodge due to it's ability to charge, and it has the range to actually connect in an additional follow up.
These tips are for advanced players only. Otherwise I would refrain from using jab or ftilt.
Jab is an amazing gtfo move that covers many options as well when one does not want to commit to Dancing Blade, or needed a larger hitbox. However, it is often noted that jab1 is not safe on hit. Jab was popularized in the middle of 2009 and I hope to see in the 2010 version of it's usage, people continue to use jab2 more often. To recap, jab is used similarly to ftilt in that its horizontal range is vast and the move is swift. Additionally, the move has excellent and deceptively good vertical range, and can even by used to platform pressure. It lacks the transcended priority of Dancing Blade which can often be good since it is not always wise to trade with such a weak attack (DB1) and often a clash results in Marth's favor since it resets both opponents to a favorable spacing for Marth. It's good for standard platform pressure, option coverage, combo/follow-up set-ups, and anti-air power. Jab sets the opponent VERY NICELY for Dancing Blade if they are knocked from the air (I've found over a 70% connect ratio in successfully landing Dancing Blade after jab1 if the opponent was knocked from the air.) It compliments dtilt very nicely in it's range and cooldown. Jab second hit also knocks the opponent into a very nice dtilt range, or sends them into a very nice follow up position, especially for a dash grab or DB1.
As a bonus note, Dash Attack is not entirely useless, but it's risk vs reward is very unfavorable, and at this time it is still inadvisable to use it in a serious match excepting for grab releasing Metaknight. Using a shieldbreaker out of a dash should satisfy your needs of a dash attack, as it has the range you require, and is relatively safe on whiff if used in this form. Shieldbreaker is an excellent follow up attack both out of a dash or a short hop if you have just hit your opponent twice in a row, as it can easily punish an airdodge due to it's ability to charge, and it has the range to actually connect in an additional follow up.
These tips are for advanced players only. Otherwise I would refrain from using jab or ftilt.