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Marth 
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miscalculated spaced Fair(or any aerial)GC > Dtilt > follow up = Optimal
but it can use a speed boost

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Tue Sep 30, 2014 12:59 pm
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I dunno 'bout you guys, but i think Dtilt is amazing lol.

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Tue Sep 30, 2014 4:38 pm
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SoldierSunday wrote:
I dunno 'bout you guys, but i think Dtilt is amazing lol.


Bro you don't even know the half of it. You can literally dthrow>dtilt anyone with correct timing. It puts them in edgeguard position too.

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Tue Sep 30, 2014 6:16 pm
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Does anyone think Marth's Up-Throw is as good as it should be? All his other throws are fine but that one is a little difficult to combo off of.

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Wed Oct 01, 2014 5:48 am
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Descended_Sun wrote:
Does anyone think Marth's Up-Throw is as good as it should be? All his other throws are fine but that one is a little difficult to combo off of.

I don't think it has enough knockback (and therefore, not enough hitstun). But it still can be used for platform combos, or to condition them to use their double jump and now they have no jump (which means juggles).

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Wed Oct 01, 2014 9:18 am
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I rarely use any throw except fthrow cause you can chaingrab 80% of the cast, and the occasional dthrow -> dtilt when near edge. Uthrow as a combo starter is outclassed by utilt and sideB (up version) imo.

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Wed Oct 01, 2014 11:05 am
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Jammy wrote:
I rarely use any throw except fthrow cause you can chaingrab 80% of the cast, and the occasional dthrow -> dtilt when near edge. Uthrow as a combo starter is outclassed by utilt and sideB (up version) imo.

Fthrow only gets a regrab if they don't DI away. What I did once is conditioned my opponent to DI in because I kept doing bthrow and dthrow (which would be away for those throws). Then at the end, whe he was at high percent, I did fthrow, he DI'd in, and I got a tipper fsmash for the win.

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Wed Oct 01, 2014 12:24 pm
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His grab game is very Brawl-esque with the DI mixups on the throws. Fthrow off the edge can set up an edgeguard opportunity: jumping to stage can get you hit, and jumping away or not jumping lets Marth try to get a gimp with fairs and the like.

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Wed Oct 01, 2014 1:01 pm
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Marth in this game > Marth in ssb4

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Sat Oct 11, 2014 7:03 pm
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BioshockFan wrote:
Marth in this game > Marth in ssb4

Yeah because Marth in SSB4 got nerf'd real hard like thank you Captain Obvious

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Sat Oct 11, 2014 8:36 pm

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Sooooo. . . Marth has a semi-infinite tech-chase option-select with Dthrow > Dancing Blade jab-reset. (I think?)

Marth uses Down-Throw on you. Your only options; the worst one, missing the tech; the bad one, teching in place; and the crap one, tech-roll.

The thing is each one of these options are pretty terrible:
- If you miss the tech, you get Dancing Blade reset and forced to stand-up and Marth gets a free follow-up.
- Teching in-place have slow animations, so even if the invincible frames make the Dancing Blade jab to miss, Marth gets a free follow-up.
- Tech-roll are bad in general. Characters have either very slow rolls, or one that have little distance. Either way, after the Dancing Blade attempt, Marth has plenty of time to react and grab-Dthrow again.

I think there's a few expections, like Lloyd. His tech-roll puts good distance between him and Marth with minimal lag. So it is hard to make the correct guess or follow-up. And Light-weights do have much easier time avoiding this.

But hey, Marf vs. DK just became a 90:10 match-up. #Vergil #MorePower #KanyeWest

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Sun Oct 12, 2014 1:04 am
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Yeah, you absolutely wrecked me with that technique online yesterday lol. I think it only works on heavies though, you tested it on floaties?

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Sun Oct 12, 2014 4:40 am
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Jammy wrote:
Yeah, you absolutely wrecked me with that technique online yesterday lol. I think it only works on heavies though, you tested it on floaties?


i dont know tails weight, but i could not even tech it.

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Sun Oct 12, 2014 9:35 am
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I think for floatier characters, you can just not tech and then mixup your getup to beat that strat. Marth can't run over in time to jab reset you, so just getup rolling away makes it hard to regrab.

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Sun Oct 12, 2014 12:19 pm
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Zalozis wrote:
Sooooo. . . Marth has a semi-infinite tech-chase option-select with Dthrow > Dancing Blade jab-reset. (I think?)

Marth uses Down-Throw on you. Your only options; the worst one, missing the tech; the bad one, teching in place; and the crap one, tech-roll.

The thing is each one of these options are pretty terrible:
- If you miss the tech, you get Dancing Blade reset and forced to stand-up and Marth gets a free follow-up.
- Teching in-place have slow animations, so even if the invincible frames make the Dancing Blade jab to miss, Marth gets a free follow-up.
- Tech-roll are bad in general. Characters have either very slow rolls, or one that have little distance. Either way, after the Dancing Blade attempt, Marth has plenty of time to react and grab-Dthrow again.

I think there's a few expections, like Lloyd. His tech-roll puts good distance between him and Marth with minimal lag. So it is hard to make the correct guess or follow-up. And Light-weights do have much easier time avoiding this.

But hey, Marf vs. DK just became a 90:10 match-up. #Vergil #MorePower #KanyeWest



THANK. YOU.

At least someone noticed this besides me :nod:

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Sun Oct 12, 2014 7:43 pm
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