Pugwest
Smash Apprentice
Really good post, should be sticky and i'll contribute what I can.
Bair is still a good move for ko'ing people off edge.
Bair is still a good move for ko'ing people off edge.
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Actually, your english was pretty spot on xD minus like one or two things that sorta sounded out of place, but it got what you meant down well enough (and its being very nitpicky at best).First of all i'd like to thank Emblem Lord (and Eternal Flame for such rich comments on this character) on all the information shared here. I recently started to play Lucina and have been strugling to user her properly. I play link too and i really think he's an easier character to use. But i fell in love for Lucina when i played FE: Awakening so i decided to go on with the marriage here lol
Anyway, what are your thougts on ledge setups to kill people trying to return with Dair? The guys at "Smash and Grab" mentioned a few setups to kill with Dair or running off ledge and instantly Bair. I managed to score early kills with those ledge setups (Dtilt or jab, oponnents get pushed off stage and tries to jump, you SH and Dair on the ledge, its beautiful) but its pretty hard to space it properly.
Also, would it be possible for me to fight some of you guys? Looking for strong Marth/Lucina players to "sharingan" them lol
thanks for the attention! And sorry for the english, brazilian here =D
Hey there! Glad to know my english can still comunicate lolActually, your english was pretty spot on xD minus like one or two things that sorta sounded out of place, but it got what you meant down well enough (and its being very nitpicky at best).
Ledge setups to spikes tend to be a rather hard read really. I personally am still learning to do that efficiently, with the closest thing to it is my setup from Air DB to spike. Essentially, you'd hit your opponent above and slightly infront of you, then double jump and spike them (though even that is still quite escapable, just like the other setups to spike). Otherwise, what they've told you I'd say is about the same thing we'd tell you xD Stage spiking with BAir/FAir will likely be much more efficient to be honest, but that is a very biased opinion on my part xD
I'd be more than happy to fight ya dude. Though currently I am restricted to the 3DS version until I purchase the WiiU version later this Christmas. So if that doesn't bother you, then go right ahead xD
I'll be uploading an example of it soon enough on my channel xD But again, it is quite escapable, and I've at best only landed it on CPUs. So its to be taken with a grain of salt, as you're more likely to kill with other things than a DAir spike xDHey there! Glad to know my english can still comunicate lol
Wow that setup with DB, double jump and Dair looks pure awesomeness in form of spiking. But yeah i guess this is for later when i trully dominate the chatacter, first things first right?
Thanks so much bud! I'll send you a PM with my FC and wiiu ID for Christmas battles hahaha, cheers!
Yeah the DB setup looks pretty hard. I managed to land the "dtilt, jump off and Dair ledge" more than a couple of times in for glory matches but its still hard and risky :/I'll be uploading an example of it soon enough on my channel xD But again, it is quite escapable, and I've at best only landed it on CPUs. So its to be taken with a grain of salt, as you're more likely to kill with other things than a DAir spike xD
Haha, glad to be of service dude xD Once I'm done with this exam week, then we'll be all set to go
Hey there! Im a noob lucina player but after reading Emblem Lord notations i could get a decent notion of her edgeguarding in the situation you described. You gotta stay in a place where your opponent get up attack wont hit you and will create a punish opportunity and somewhere you'll be able to follow your opponents action. If they simple get up go for the dtilt trap, if they jump you can either go for nair or fair or just wait for an airdodge and go for a throw setup or a strong punish.Hi! Just curious: what’s the best way to put Marth on the ledge for edgeguarding? For example, let’s say I launched my opponent, but it wasn’t quite enough to KO. They’re recovering from the blast zone, and I am currently standing on the stage. How do I efficiently get on the ledge in this scenario, in order to be in position to intercept their recovery?
When is it better to maintain position on the stage rather than moving onto the ledge?
From both the stage and the ledge, what are the best options to use for edgeguarding?
Thanks!
Hey, thanks for replying! I definitely try dtilt trapping, thanks for that.Hey there! Im a noob lucina player but after reading Emblem Lord notations i could get a decent notion of her edgeguarding in the situation you described. You gotta stay in a place where your opponent get up attack wont hit you and will create a punish opportunity and somewhere you'll be able to follow your opponents action. If they simple get up go for the dtilt trap, if they jump you can either go for nair or fair or just wait for an airdodge and go for a throw setup or a strong punish.
hope i could be of any help =D
Hey there!Hey, thanks for replying! I definitely try dtilt trapping, thanks for that.
However, I'm still having issue getting to the ledge, a tool I think it's important for me to learn (helpful for low recoveries, and stage spiking), but can't seem to do properly. It seems like my char gets stuck to the edge on top (instead of jumping off properly), and when he does jump off, he doesn't snap to the ledge, so I waste time having to jump back up and am no longer in position. :-/ I'm just curious if there's a trick to it that I'm not doing properly.
Hmm, I mean getting to the ledge from standing on the stage to edgeguard, not while recovering. That's what I'd like tips with, lol.Hey there!
I think its just a matter of practicing. I always position myself a little bit under the ledge and further "inside" the stage. Than i just perform upB and she grabs the ledge. When im being sniped on my get up i usually let go of the ledge and get on the stage with a fair.
Aaawww so sorry bud, i got you completely wrong lolHmm, I mean getting to the ledge from standing on the stage to edgeguard, not while recovering. That's what I'd like tips with, lol.
Emblem Lord would be more suited to address this, but from my own experience, I'll try to give the best advice I can. Normally you do have to SH and go off the ledge and grab it while FF (its something ya gotta practice, there's no avoiding it), but there are other ways to do this too (not as efficiently mind you).However, I'm still having issue getting to the ledge, a tool I think it's important for me to learn (helpful for low recoveries, and stage spiking), but can't seem to do properly. It seems like my char gets stuck to the edge on top (instead of jumping off properly), and when he does jump off, he doesn't snap to the ledge, so I waste time having to jump back up and am no longer in position. :-/ I'm just curious if there's a trick to it that I'm not doing properly.
I'll be more than happy to help dude xD My 3DS code is there under my avatar to the left. If you wish, you can also add me on Skype for faster text conversation. My username should be on my profile as well. Hopefully we can sorta get you up to speed on going for the grab followups and edgeguardingCan anyone help me out with my grab follow ups and edgeguarding? I'm pretty bad and I need someone to point out what I'm doing wrong.
I was thinking that I could add a willing person and they'd let me grab them, and then I'd try to do air-traps on them over and over again. I'm pretty weak at this (and edge-guarding), so I'd be really glad if someone could help me practice and point out what I'm doing wrong.
I'll be free in about a week from now, but I can get a few practice sessions at late times if one of you is up to help.
Thanks in advance.
Here is my 3DS code: 0791-1725-0156
Thanks. I'm busy for most of this week, but I'm free almost all the time next week. The most I can get this week is a game or two.I'll be more than happy to help dude xD My 3DS code is there under my avatar to the left. If you wish, you can also add me on Skype for faster text conversation. My username should be on my profile as well. Hopefully we can sorta get you up to speed on going for the grab followups and edgeguarding
Exam period and other life stuff is always around dude. I'll be around when you're done xD just send a message my way whenever you're ready to goThanks. I'm busy for most of this week, but I'm free almost all the time next week. The most I can get this week is a game or two.
In terms of ledge manipulation I have been testing out non-sweet spotting the ledge with a low dolphin slash when my opponent is recovering. They will grab the ledge and really soon after that I will push them out since I will grab it. The follow-up aerial from that has been more or less straightforward assuming my opponent did not expect that.Ledge traps are harder now due to changes in ledge mechanics and frame data changes favor air/land trap situations for the initiator. Still I like ledge traps because a single mistake on my opponents part can seal the stock.
Could you go a bit more into detail with hypothetical examples against opponents? I'm having a bit of a hard time understanding the concept of air traps. It would help greatly if you go into a bit more detail.For air traps I usually go for Dancing Blade juggle resets. Force an airdodge then DB and relaunch.
in regards to the latter, I think I can help.In terms of ledge manipulation I have been testing out non-sweet spotting the ledge with a low dolphin slash when my opponent is recovering. They will grab the ledge and really soon after that I will push them out since I will grab it. The follow-up aerial from that has been more or less straightforward assuming my opponent did not expect that.
Could you go a bit more into detail with hypothetical examples against opponents? I'm having a bit of a hard time understanding the concept of air traps. It would help greatly if you go into a bit more detail.
Hi! To follow up on this, someone from the ZSS skype group shared with me what the trick was, so I thought I'd share it with you as well.As far as I know, there aren't any shortcut techs to grab the ledge. You have to do it manually via SH FF or go for the second option I listed. Hope this helps
Ah so there was a trick to it xD Alrighty then, Imma give this a shot. Thanks for the info dudeHi! To follow up on this, someone from the ZSS skype group shared with me what the trick was, so I thought I'd share it with you as well.
In the first few frames of using up+b just barely off-stage, you'll auto-snap to the ledge. When done properly, the animation for up+b won't appear, and it'll look like to just walked off-stage and snapped to the ledge. I'm still practicing for consistency myself, but I've been able to recreate it.
Hope this helps!
aaaah xD Ok gotchaIts not new so much as i realized the proper way to perform it for optimal results.
OoS? As in shield drop or actually OoS?I got down reverse fsmash out of a dash just yesterday actually, knew it pretty well but for whatever reason I was being inconsistent, until I realised that I just need to reset the stick to neutral quickly first then C-Stick.
Standing pivot/turn grab OoS is also good.
Any vids of this?So my friend and I tested alot of stuff last night and I stumbled onto a movement option as well as a better way to turn around grab. Or rather the TRUE way to turn around grab. Its the same as a B reversal. You run and grab THEN turn around. I..never realized it until our training session. Now I'm WAY more confident in my ability to maintain my ground control vs Sonic,CF and Fox. Also gives Marth a strong response to run in and shield as an approach. If you do it frame perfectly Marth won't move at all and you will get the extended grab range. Very nice for shutting down obvious ground approaches.
I actually have been using this running fsmash tactic quite recently and I tested it at my tournament a few days ago. I was seeing some very great results against reads on rolls or people approaching from the air (tippers included, VERY included).So my friend and I tested alot of stuff last night and I stumbled onto a movement option as well as a better way to turn around grab. Or rather the TRUE way to turn around grab. Its the same as a B reversal. You run and grab THEN turn around. I..never realized it until our training session. Now I'm WAY more confident in my ability to maintain my ground control vs Sonic,CF and Fox. Also gives Marth a strong response to run in and shield as an approach. If you do it frame perfectly Marth won't move at all and you will get the extended grab range. Very nice for shutting down obvious ground approaches.
I also found a nice way to get F-smashes out of a full run. When you turn around in a run just a frame or two after the skid animation starts you smash in the direction Marth is turning. When done correctly you will see the turn animation for a split instant and Marth will cut loose with unleash Dragon Slayer. So it would look like this
a split second wait then
Marth will f-smash to the left. Do the inverse if you want him to f-smash to the right. Nice little option to add for trap/platform situations.
I also tested what is safe and what isn't so I know what my safe offense looks like. He plays CF so if its safe vs CF it's basically safe vs everyone. Full jump Fairs and Bairs are gold. It puts you in the air, but Marth has options so it's ok. Very safe. Can't punish. They can guess, but its just a guess. D-tilt on block is money as we already know. So is jab which is nice. Tipper SHFF Nair is actualy solid on block. Since you are landing, Marth doesn't suffer from the extra hit lag, meanwhile his opponent takes the full push back, shieldstun and shield destruction of the tipper making it pretty darn safe on block. Don't ever whiff this though. Way too easy to punish on reaction with a fast runner.
For whiffing/walling purposes again d-tilt is solid and full hop fairs. That's pretty much it. Retreating SH Bairs is ok as well.
Tipper SH Bairs and Fairs were safe but only when perfectly spaced and I retreated them perfectly as well. I was able to Dolphin Slash right through his dash attack and dash grab attempts after he shield dropped. Sonic and Little Mac MIGHT be able to do something vs Fair but Bair felt good. Felt like I had more time to react.
Sooooooooooo hype about turn around grab though now that I can do it the way I want consistently.
To answer those as quickly as possible for ya:Pocket Marth player, can you all help me out?
Does Marth have any grab follow-ups?
How safe is SH up-air as an approach? Should I use SH dair at all on stage?
How do you guys go about trying to land a sweet spot dair consistently?