View Full Version : Marth spacing help
All right, what's the point of spacing with Marth? Am I supposed to be far away so that I can land a tipper, or so that I can come in with a shuffle more efficently? Any help would be great, as I'm having trouble beating a Samus player.
Rebel581
10-26-2004, 07:16 AM
It's so they get hit and not the other way around. Use spacing to hurt them the most with the tipper and if they get too close then Marth isn't as good as he was. The reason he gives everybody so much trouble is it's so hard to GET to him.
soberfox
10-26-2004, 01:42 PM
Marth is all about spacing, and his game is all about range. Learn the distance away you need to be to land your tippers, and learn to space his fair so you can't be shield grabbed. That's just 2 areas where spacing is vital, so that's the point of spacing with Marth.
Ahh, that does clear it up quite a bit. I'm playing against this Samus tonight, and probably his CF too; thanks for the help.
soberfox
10-27-2004, 12:31 AM
Just be warned though, you may have a hard time beating Samus with Marth, even if your on the same skill level as your friend. She can be a tough matchup for him..in my opinion, one of his roughest matchups. It can be one though.
A tip: Marth's sword can slash through her missles, and he won't be damaged.
Rebel581
10-27-2004, 07:26 AM
Argh... I know I saw this big speech on GFaqs from STW about that matchup Marth vs. Samus. To sum it up, Marth can't combo Samus well and Samus's missles can't hurt Marth. And I don't think Samus can combo Marth well either but I don't remember. Surprisingly, this is a tough match for both of them and very even in that.
TheArchWarlock
10-27-2004, 06:35 PM
Don't bother trying to do any sort of combo on Samus. The best tactic is hit and run, unless you can keep her on the ground. Her attacks are really hard to counter, so focus on charging (moving forward, not charge-up) moves and other attacks with really short recover times. And I definately agree that Marth is a really bad match up for Samus. If you have mastery of pretty much any other character, you should go with that. Whatever you do stay out the air, you will lose in the air.
aho43
10-27-2004, 07:19 PM
Ummm, Marth has an edge over Samus. Fair her missiles, don't give her room to breathe. In the air, on the ground, Marth wins both of those battles.
TheArchWarlock
10-27-2004, 07:43 PM
Samus definately has the edge in the air. Her ball double jump makes her a tiny target, her bombs can stop an attack from directly below, her flamethrower has a longer reach than Marth's sword. Oh yeah, she jumps higher too. On the ground its a fair fight barring a missle hit (easily overcome by hopping and attacking instead of swiping while charging), but Samus is a definate aerial character.
aho43
10-27-2004, 08:06 PM
I will disagree with you. :o
TheArchWarlock
10-27-2004, 08:13 PM
To each his own.
Rebel581
10-27-2004, 09:17 PM
Neither have an advantage which is what I was trying to say. Marth rips through Samus's missles and projectiles but can't combo her. So it's a tough battle for both of them.
TheArchWarlock
10-27-2004, 10:05 PM
Remember: it's not about winning, the fight is everything.
The fight is nothing if neither is trying to win.
Flamethrower outranges Marth's sword? Joke.. right?
The only one of Samus air moves Marth has trouble with is her sexkick, then again, everyone has trouble with that since it's just a great move.
The fact that Samus jumps higher doesn't really help her air game much, nor the fact that she kinda curls up during her second jump. She has crappy shortjumps to boot, so air game is in Marth's adv.
Ground game is in Marth's fav aswell due to the follwing; Both have a sucky Usmash, Marth's Fsmash pwnz Samus' and Samus Dsmash pwnz Marth's. Tilts are both good, but in Marth's favor.. as for grabs, Marth all the way.
Marth's dodge, roll, WD and dashdance are better and more usefull for Marth then for Samus.. point made imho.
So the only things left are projectile game and comeback/edgeguards. Projectiles are obviously in Samus favor, along with comebacks, yet Marth owns edgeguarding games in this matchup (and almost any other).
Thus the only tough parts for Marth in this matchup are getting in close, staying there and makeing his edgeguards count.
Hard matchup for both, but imo it's in Marth's favor..
Please don't talk crap about airgames involving double jumps, flamethrowers and crappy little bombs that Marth can just swipe away along with Samus.
TheArchWarlock
10-29-2004, 06:50 PM
Interesting points. Like I said, I'm a Marth man, and no one I play with can use Samus to any effect. Including me.
Thx for the enlightenment.
Originally posted by Pey
All right, what's the point of spacing with Marth? Am I supposed to be far away so that I can land a tipper, or so that I can come in with a shuffle more efficently? Any help would be great, as I'm having trouble beating a Samus player.
Another tip if you still need any: WD can be used to space tips, and if you SH only, you should be able to stay below sex kick considering her crappy SH. All in all shuffled fair spam is the way to go.
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