

Tip: Generally speaking at ~45% and higher you want to be pushing your opponent towards the edge of the stage to set up an easier kill.An option to avoid this is to quickly Fthrow and dash re-grab before starting your Uthrows Tip: At 0%the re-grab can be extremely difficult.Away DI behind you and Neutral DI are covered by a Utilts and short hop instant Uairs primarily.
SPACIE MELEE FULL

Fox and Falco is a large part of his devastating punish game on the stage. Marth's Uthrow chaingrab on Final Destination vs. A concise summary to learn from and expand on: Down Throw from 0% to ~10%, Forward throw to ~40-50%, thenĮnd the tech chase with a punish. A good rule is to use Forward Throw always unless it wont knock your opponent down, and in this case use Down Throw. Back throw is not recommended due to having more frames after throwing your opponentīefore you're actionable. On flat ground you can fully cover all options off of Forward Throw and Down Throw until roughly 40-50% on Fox, Falco, Captain Falcon, and Sheik. Firstly, we'll go over some facts and rules that you need to know. Reaction tech-chasing using throws with Marth requires high reaction speed and lots of practice, especially against certain characters. Generally speaking it's all down to your speed. Depending on the person, these can range from being too difficult to be more practical than other methods, all the way to beingĪ clear winner for consistancy. This has to be done immediately after changing directions, and has to be done extremely fast. While dashing - very quickly roll your analog stick from hard left/right The last method of doing pivots that we'll cover is called a Quarter-Circle Pivot. Regular pivots (assuming you're using a good controller), and that since you can input an attack on any frame after halting your dash you have much more room for error. A large disadvantage of this method is that it's consistancy is dependant on how much the analog stick of your controller "snaps back" when released. If done properly you will halt your dash and be standing upright Your goal is to be as fast as possible with inputting the dash and releasing the stick. Regardless of name, it is performed by dashing in one direction and smashing the analog stick to the opposite directionĪnd immediately releasing the stick to allow it to reset to its neutral position. I call these Perfect PivotsĪnother method of pivoting goes by a few different names: Flicker Pivot, Perfect Pivot, Empty Pivot etc. Is consistant with any controller, but is in my opinion significantly harder than other pivot methods. If you input an attack on exactly this frame, you will halt your dash and execute the attack.

Firstly, there is a single frameĭuring your dash dance each time you change directions during which you are standing upright. There are a few different ways to do pivots and we'll briefly cover some of the strengths and weaknesses of each. Pivots are incredibly powerful with Marth if used properly.
