Introduction

aracters, just kee

Covering the rolls

You can cover the rolls after missed tech with:

Pivot fsmash

Dolphin slash

Grab

Dsmash (on roll behind)

So when your opponent is at low percents, you'll want to grab, at higher percents, you can pivot fsmash to end the stock!

GIFS:

Covering regular getup

You can cover regular getup after missed tech with:

Grab (Shield for 1 frame then grab or JC the grab because you are crouching. Shield 1 frame is objectively better because you can buffer the shield and it's far easier/more reliable, however, I personally JC it)

Dolphin slash

You should probably be using grab the majority of the time, but use dolphin slash at higher percents where it can kill or set up edgeguards.

GIFS:

Covering getup attack

You can cover getup attack after missed tech with:

Pivot fsmash / Fsmash

Dsmash (Credit: https://www.youtube.com/watch?v=SysQNflZeas)

Grab

Dolphin slash

GIFS:

Practicing these with 20XX 4.05

Conclusion:

It's common knowledge now that Marth's jab reset is simply not very good. Opponents can SDI out of it easily and buffer their tech option as well.This got me thinking about ways to cover all of their options on reaction, including kill moves such as Dolphin Slash and pivot fsmash.I realized that when Marth is under 96%, he can CC (Crouch cancel) the getup attack and get a really big punish for it! Some of which you'll see in this thread!Note: Regular getup attacks can be CC'd to 97% in NTSC and 96% in PAL. However, Jigglypuff's getup attack has another 2 damage at the first part, which means that hers one can only be CC'd to 74% in NTSC and 73% in PALTo use these setups, simply crouch next to your opponent when they miss a tech and your percent is below 96%.... however, don't stand TOO close to them otherwise you'll get hit by both hitboxes of getup attack when you only want to be hit by one.Okay, now that we know the setup for all of the punishes below, we need to get something out of the way first!There are actually two getup attacks depending on whether your opponent is facing the floor or the sky. This makes no difference to most chp in mind that the first hitbox will always come out where his feet were during missed tech (Falco) , so you should put yourself there if possible.Getting hit by the first hitbox instead of the second allows you more time to set up your punish, however, all of the ones below work regardless of which hitbox you are struck by.Last but not least, I am using Falco as the dummy character because of his long techroll and roll after missed tech, experiment with other characters! Some of the pivot fsmashes can be replaced with walking ones against characters with shorter rolls after missed tech, such as Fox.When crouching, if you flick the stick in a direction of left or right, you will do a dash in that direction. If you do it the direction behind you, you will do a smash turn, which only has 1 frame turning (still needs to be frame perfect, so roll the stick backwards very quickly)Like the rolls, you should be using grab when your opponent is at low percents and dsmash / pivot fsmash / dolphin slash to clean up stocks when possible.You can pivot fsmash after the CC anywhere between 0% and 96%Go to:Debug Menu > CPU Codes > Ground tech optionsAnd set "Custom Tech options" on, and set tech in place, tech roll in and tech roll away all to 0Now your CPU opponent will not tech, which means that you can practice all of these on reaction from there!Additionally, go to:Debug Menu > General Codes > Vs. Melee Player FlagsAnd set P2 AI type to "Stay" so that you can practice without having to worry about dealing with CPUs.Good luck!If there's anything missing from this, make sure to let me know. And also, experiment, some getup attacks have unique features. So test with those and see what works!