Me before i started to learn Marth/Lucina: “These weebs only spam side b and say how good the tipper is.” Me when i start learning Marth/Lucina: “welp time to have 4 mains from the same franchise”
Elite Smash Marth/Lucina Guide Are they in front of you- Shorthop F-Air Are they behind you- Shorthop B-Air Are they above you- Shorthop Up-Air Are they too close- Shorthop N-Air That’s all you need to do to get into elite smash for Marth and Lucina! Thanks for reading!
Excellently produced, and I always appreciate videos like these, but I feel like not enough effort went into really exploring Marth. A simple example of what I mean is the forward air to forward air combo. Why not retreat a bit on the second fair to get the tipper?
Tom Woolsey Tippers Lucina’s sword does the same damage no matter where you hit, tippers are only a thing for Marth. Also, I don’t think there’s enough time to land the second attack if you retreat after the first one.
@@brysoncheng7574 I'm well aware of the tipper mechanics my friend. My point is that no effort was made to differentiate Marth and Lucina's combo game aside from saying Marth's combos are less consistent. Basically, this is a video about lucina combos. Marth ought to be going for tippers in specific instances for more damage. There was no labbing for Marth.
uair->uair and nair->fsmash can true combo at at least 80%, and are great for dealing damage after the 0-15% range when her other true combos apply. Some other combos that are not true but may often hit include ff->dair (facing away from opponent)->bair, which kills at 75%, grab->pummel x3->dthrow->bair, which kills at 80%, and uair->nair->ff->fair->ff->fair, which does just under 50%.
Man I used to watch all your monster Hunter guides, now your doing this game, luckily I played a,lot of smash 4 so I'm not a noob like I was on monster Hunter
Well, I disagree about one thing you said. They don't play the same way at all, because Marth's tipper makes it so that he can't be playing aggressively, whereas Lucina has damage on the near hitboxes, thus has a more aggressive playstyle. Plus Marth has a little more range, meaning he can zone out easier.
Apparently falling side-b can confirm the first hit of a falling nair, which can confirm another side-b into another nair until you're at the ledge. The first hit of falling nair can also confirm a tipper f-smash so that's a good way to end the combo.
First hit FF Nair can do more at later percents! First hit can combo into F.Smash as well, which makes it a pretty good kill setup, though it's really hard to do in an actual match
I feel like you didn't highlight how destructive Marths tipper really is. If spaced correctly you can kill a lot earlier than Lucina and his edge guards become much more fatal. However tippers aren't as useful for combos, damage output is insane, and he can still combo well off of tippers becuase they give extra amounts of hitlag. I think Marths tippers also feel a little inconsistent at times when it looks like it is a tipper but a weak hit, or it sooms you perfectly spaced a hit but it barely whiffs. He should get a consistency buff but nothing about the damage or knockback of his sword should be changed. That said I do think Lucina is better just because she's better.
Thank you for creating this! I recognized a few combos and I know they're true combos! Are most of these true combos? The lamest thing I see out there is "COMBO TUTORIAL" and I open it and it's when someone gets 200% combo string on a CPU and it's one of those which are with no DI -.-'
With all the combos that start with utilt, why would you never do the max damage one? Shouldn’t you always do the max damage combo that builds off the initial hit, unless in the case of going for the smash? I assume the reason is not every combo works against every champ or at every % but would love some insight here For example why would you ever do nair into grab for 9% when nair into uptilt uptilt is 20% and way more consistent?
Well, one thing I'd like to point mention is that he's just informing the audience of all the possible combos regardless of their viability. That said: Some combos are pretty useless and only exist as just a weaker option. The main reason one would opt for a lower damage-dealing combo would be because of the position it would put their opponent in. For example: You could F-smash to deal more damage but f-tilt could lead to a tech chase and you could net a stock that way.
@@oscarcarter9981 okay that's good to know. Because as a Ridley main I pull off some hard to escape stuff, but it's still not a counted as a combo. So it could be one, it just doesn't count it, or it could just be a good string
Excellent tutorial. It even helps what to avoid while fighting Marcina. I personally would love for you to make a video showing the combos for Snake or Dark Samus. I appreciate for what you are doing and good luck for the new chaotic series you made.
Thank you for the tutorial, I wanted to learn how to use the adorkable Lucina. My favourite character as well my no.1 main is Ridley. 2nd being Link followed by Pit, Rob, Chrom and hopefully Lucina.
Question! The tilt you have it set to the C stick? And so for smash you use hitting A and B at the same time? I’m trying to learn more advanced combos... =)
I swear I don't know how the combo counter work... I almost NEVER manage to have a true combo for easy stuff like up tilt + up tilt, what the hell ? I'm really doing it the fastest way possible but counter always says 1, I mean one ouf ot 50 times I see a 2 but I don't know what I did to change that. Same with down throw + up air, but strangely enough I always have true combo consistently with falling up air + up tilt or up air + neutral air and many others.... I don't understand what I'm doing wrong with basic combos.
Okay, why can Roy and Chrome are able to charge their B special longer while moving direction of attack? While Marth and Lucina have their B special set to the direction used. It is not much of a improvement to the game if selected characters had their movesets tweaked for the better and enjoyment of the game. For instance, Samus new improvement for SSBU allowed users to charge while mid-air and cancel. The developers should have done better.
I'm confused, do you buffer input after the quick drop? Like how do you hold a buffer while also quick dropping from a short jump. I just can't get it to work
Marcina is the name combined by both names "Marth" and "Lucina". Since Marth and Lucina are echo fighters the names are combined to Marthcina since they are basically the same thing aside marths tipper.
marth is S tier right? he revolves more around the characters moves and when played good can be amazing when Lucina, a C tier, revolves more around the players moves or something like that, right?
@@kirstendrew331 marth is better if you play him better, but lucina is more beginner based and is easier to be good at but once you become great with lucina then you should be marth
@@kirstendrew331 that's cuz lucina is easier to use, marth has tippers that do a crazy amount of damage, and weak attacks, if you are really good you can get your enemy to 50 damage in a matter of ten seconds. Lucina has a moderate amount of damage no matter where you hit, and since people are lazy they choose Lucina and don't take the effort to do tippers, or put them both in the same tier
I think almost all their moves are safe on shield due to the disjointed hitbox. Just play around their danger zone, and never stay too long in it. Moves like grab where you actually have to use your body can be punished pretty terrible if caught.
Well I don’t feel like he really go’s into detail or many of the crazy combos that they can do, and he doesn’t show many follow up options. For example the Ken combo a can be avoided by DI away and I think he should go into depth of how to adapt to that like instead go for forward air or up B if it’s their last stock in order to cover their DI . What I look for when I watch guilds I’m looking for info on strength and weaknesses for every move like down tilt is a good combo starter at low percent and can be used for over extending opponents that just dashdance mindlessly. And he doesn’t talk about spacing which is the number one most important thing about marth and all sword characters
Some Fat Ass Penguin well he does say “some combos to help get you started” this isn’t really intended to be a pro level guide. He does mention spacing though, specifically for Marth. He could go into way more detail for spacing and percentages, yeah. But again this is “to help get you started.” Their intermediate and pro level guides go into stuff like this in much greater detail, but more on a fundamental level, not really character specific.