Emblem Lord
The Legendary Lord
- Joined
- Aug 11, 2005
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- 9,720
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- Scotch Plains, NJ
- NNID
- ShinEmblemLord
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- 3926-6895-0574
- Switch FC
- SW-0793-4091-6136
I'm making this thread because I was inspired by Phanna's approaching with Samus thread. I'm also doing this because I noticed that alot of people have trouble with approaching with Marth. They usually limit themselves to one or two ways of approaching and that's all. I thought that making a thread for the different ways of approaching would be a good way to get some ideas out there and start a little discussion. If nothing else it will give people new ideas and improve their game.
The fact of the matter is that Marth does have quite a few methods of approaching his enemy. I will list these different methods and I will also add any other methods that others post to the list.
1) Dash JC Grab
A basic tactic, but still effective. To do it just dash then time your jump with your grab. The most common way to accomplish this is to hit up on the analog stick and at the same time hit the Z button. Another way of doing this is to use the X or Y button instead of hitting up on the analog stick. Marth will run and do a standing grab as he slides across the stage. Marth has a solid grab game and awesome grab range. This can be done out of a dash dance or a wavedash. This would be for mindgames or to wait for an opening and then strike.
If your opponent spot dodges: You can do several things in this situation. You can grab again to catch them as they come out of thier spot dodge. You can buffer a roll, so that you roll away as soon as your grab ends. Do this by holding the L button and left or right on the C-stick. You could buffer a spot dodge in the same way. You can dash away or dash through them and then JC grab. Those are usually your best options, but not the only ones you have. You could also jump back and come down with a shuffled aerial. You could also Crouch Cancel and then grab or attack. Most people usually try to grab after a spot dodge though so the first 4 choices are the most reliable IMO.
2) Dash Attack
Most Marth's avoid this and with good reason. It's easy to see coming and gets predictable. Still it is useful for starting combos. If it's CCed then there isn't much you can do to avoid thier punishing you. Same thing if it's spot dodged. If it's shielded then you can spot dodge to avoid getting punished. You could also roll away. You may be able to dash away and then retaliate if you're fast enough.
3) Pivot F-smash
Pivoting is a difficult technique to master, but the benefits are great. This allows the user to suddenly bust out an attack while dash dancing. For a deeper explanation check out this link here.
This is an awesome surprise attack. Marth is the best at pivotting due to the long opening stride of his dash and his great range. The Pivot f-smash abuses these traits.
4) Dash Cancelled D-tilt
I love this technique. This has pretty much replaced dash attacking with my Marth. This technique is so versatile and Marth has alot of responses whether the attack hits or not. To do this technique dash and then while dashing, hold down and hit A. Don't hit A the same time you hit down, because you will get a d-smash of you do. Marth has IASA frames on his d-tilt as soon as he pulls the sword back. Meaning he can interrupt the recovery time of the attack with another action at that time. This opens up alot of possibilities. After a d-tilt Marth can roll, spot dodge, use any attack, shield, etc. Whatever he wants. I'll discuss the different options he has depending on his opponents response to this attack.
If they shield it- Marth has some tricks up his sleeve in this situtation depending on his spacing. He can roll or spot dodge if you want to be defensive. He can also shield. To shield just tilt the analog stick slightly forward and then hit L or R to shield. This is good if they were going to try a JC aerial. You will shield it and then you can get a shield grab. If your spacing is good and close to the tip of his sword then he can dash back and then dash back in with a grab. You could also just dash back and then respond accordingly to whatever action your opponent takes. If they jump then chase them with Fairs. If they dash attack then shield grab, etc. Be weary of dashing from Marth and Shiek as they both have good grab range and may grab you out of your dash if your spacing isn't good enough. Be sure to mix up what you do to keep them on thier toes. You could also d-tilt again or do a shuffled fair or nair if you have good spacing. But doing another d-tilt is risky against Marth or Shiek. They can grab you out of it, if they expect it or do a shield grab. Another nasty little trick is to dash back and do a pivot f-smash. This will completely demolish a shield grabber. If thier percentage was high then they will probably lose a stock. If not then just edge guard until death. He can also just grab. This will catch people off guard if they expected you to dash away.
If they spot dodge- Marth has the same options available to him in this situation as he does if his opponent shields.
If it hits- Marth should usually go for a quick grab. Just dash in and grab or if they didn't go far tilt the analog stick slightly forward and grab. Unless they expected it, Marth will get the grab. The most your opponent can really do is try to roll, spot dodge, or jump away. If they do those just watch them and react accordingly. Space animals can shine, but Marth's grab will usually catch them if they try.
If it's CCed- Roll away or try to spot dodge.
5) Shuffled Fair
His most used and probably his most reliable approach. Like all of Marth's approaches he has options whether it hits or not. A trick he can do with this is to DI back as he comes down with it. This will help him keep his spacing near the tip of the sword. Something else he can do that may seem wierd at first, but actually does work is to do nothing after a well spaced shuffled fair. Most people are so used to shield grabbing Marths that they will automatically try to grab him, even though he is clearly not in range. When they miss thier grab punish them. You can also vary the timing of when you do the fair. This will keep your opponent guessing and you may catch them off guard. Marth has all the same options he has with his d-tilt concerning what he can do if his opponent shields, rolls, spot dodges etc. If he is close to his opponent then he can dash through them after doing SHHFL fair on thier shield and then dash back in with a grab. Dashing through them will allow him to avoid the shield grab and then respond with a grab himself. Generally if you are fighting Marth or Shiek then you should dash through them. They both have good grab range and dashing back will get you grabbed usually. Also be careful when dashing through Ganon or CF. Thier grabs start behind them, so you will probably be grabbed if you dash through them. Although your opponent can roll away or JC Bair to hit you if you dash through them, this tactic happens quite fast so they won't be able to respond fast enough unless they expect it.
If it hits- Marth can grab, u-tilt, d-tilt or go for a Ken combo. It all depends on his opponents percentage and thier choice of character.
If it's CCed- Roll away or try to spot dodge.
6) Shuffled Nair
I like this move alot. I should use it more. It makes Marth's approach alot more aggressive. It looks more laggy then his fair, but upon inspection of Marth's frame data on SuperDoodleMan's web page it can be seen that they both only have 7 frames of lag when l-cancelled. Hmmm. Anyway this move has more knockback then his fair, and knocks down on hit at higher percents, so you'll have to tech chase to follow up. But Marth is awesome at tech chasing, so that's ok. Marth's options after this move are the same as his d-tilt. Although I usually roll away. He can also DI back for spacing with this move. It looks better with this move and it reminds me of Captain Falcon. He can also attack through opponents with this and land behind them. Good for mindgames.
7) Short Hop Double Aerials
Another staple Marth approach. The second aerial can be interrupted with a shield grab, but good spacing will solve that problem. The second aerial will usually be a fair, but can also be a Uair even a Dair. Marth doesn't have to do another aerial after the first. He can jump or Waveland as well. Jumping is a good way to avoid being punished by CCers. Then he can come down with a Dair then combo from there. If this hits he can combo or grab depending on the percentage of his opponent. Has the same options as his other aerials if this approach is shielded.
8) Auto Cancel Nair
The credit goes to Cactuar for this method. A nair can automatically be cancelled if you land after the second sword slash. To do a short hop auto cancel nair, just short hop then nair ASAP, then fast fall after the second slash comes out. If done correctly it will look like Marth just landed from a normal jump, instead of landing from an attack. The lag from an auto cancelled nair is only 4 frames. This adds more mindgames to the mix, and gives Marth some more tricks. According to Cactuar the shield stun of the nair combined with the reduced lag will give Marth enough time to do an action when he touches the ground before his opponent. Obviously hitting his opponent's shield with the tip of his sword, when doing the nair will produce more shield stun then if he didn't hit with the tip. Cactuar stated that Marth can grab his opponent before they can shield grab him or do an u-tilt to stuff thier shield grab attempt. I personally would do an u-tilt because it comes out faster and I would want to play it safe. Marth has the same options as his shuffled nair if this is shielded.
So what does everyone think? If you have more to add let me know and I'll add it if I think it's a solid method of approach. So, everyone please comment and discuss.
The fact of the matter is that Marth does have quite a few methods of approaching his enemy. I will list these different methods and I will also add any other methods that others post to the list.
1) Dash JC Grab
A basic tactic, but still effective. To do it just dash then time your jump with your grab. The most common way to accomplish this is to hit up on the analog stick and at the same time hit the Z button. Another way of doing this is to use the X or Y button instead of hitting up on the analog stick. Marth will run and do a standing grab as he slides across the stage. Marth has a solid grab game and awesome grab range. This can be done out of a dash dance or a wavedash. This would be for mindgames or to wait for an opening and then strike.
If your opponent spot dodges: You can do several things in this situation. You can grab again to catch them as they come out of thier spot dodge. You can buffer a roll, so that you roll away as soon as your grab ends. Do this by holding the L button and left or right on the C-stick. You could buffer a spot dodge in the same way. You can dash away or dash through them and then JC grab. Those are usually your best options, but not the only ones you have. You could also jump back and come down with a shuffled aerial. You could also Crouch Cancel and then grab or attack. Most people usually try to grab after a spot dodge though so the first 4 choices are the most reliable IMO.
2) Dash Attack
Most Marth's avoid this and with good reason. It's easy to see coming and gets predictable. Still it is useful for starting combos. If it's CCed then there isn't much you can do to avoid thier punishing you. Same thing if it's spot dodged. If it's shielded then you can spot dodge to avoid getting punished. You could also roll away. You may be able to dash away and then retaliate if you're fast enough.
3) Pivot F-smash
Pivoting is a difficult technique to master, but the benefits are great. This allows the user to suddenly bust out an attack while dash dancing. For a deeper explanation check out this link here.
This is an awesome surprise attack. Marth is the best at pivotting due to the long opening stride of his dash and his great range. The Pivot f-smash abuses these traits.
4) Dash Cancelled D-tilt
I love this technique. This has pretty much replaced dash attacking with my Marth. This technique is so versatile and Marth has alot of responses whether the attack hits or not. To do this technique dash and then while dashing, hold down and hit A. Don't hit A the same time you hit down, because you will get a d-smash of you do. Marth has IASA frames on his d-tilt as soon as he pulls the sword back. Meaning he can interrupt the recovery time of the attack with another action at that time. This opens up alot of possibilities. After a d-tilt Marth can roll, spot dodge, use any attack, shield, etc. Whatever he wants. I'll discuss the different options he has depending on his opponents response to this attack.
If they shield it- Marth has some tricks up his sleeve in this situtation depending on his spacing. He can roll or spot dodge if you want to be defensive. He can also shield. To shield just tilt the analog stick slightly forward and then hit L or R to shield. This is good if they were going to try a JC aerial. You will shield it and then you can get a shield grab. If your spacing is good and close to the tip of his sword then he can dash back and then dash back in with a grab. You could also just dash back and then respond accordingly to whatever action your opponent takes. If they jump then chase them with Fairs. If they dash attack then shield grab, etc. Be weary of dashing from Marth and Shiek as they both have good grab range and may grab you out of your dash if your spacing isn't good enough. Be sure to mix up what you do to keep them on thier toes. You could also d-tilt again or do a shuffled fair or nair if you have good spacing. But doing another d-tilt is risky against Marth or Shiek. They can grab you out of it, if they expect it or do a shield grab. Another nasty little trick is to dash back and do a pivot f-smash. This will completely demolish a shield grabber. If thier percentage was high then they will probably lose a stock. If not then just edge guard until death. He can also just grab. This will catch people off guard if they expected you to dash away.
If they spot dodge- Marth has the same options available to him in this situation as he does if his opponent shields.
If it hits- Marth should usually go for a quick grab. Just dash in and grab or if they didn't go far tilt the analog stick slightly forward and grab. Unless they expected it, Marth will get the grab. The most your opponent can really do is try to roll, spot dodge, or jump away. If they do those just watch them and react accordingly. Space animals can shine, but Marth's grab will usually catch them if they try.
If it's CCed- Roll away or try to spot dodge.
5) Shuffled Fair
His most used and probably his most reliable approach. Like all of Marth's approaches he has options whether it hits or not. A trick he can do with this is to DI back as he comes down with it. This will help him keep his spacing near the tip of the sword. Something else he can do that may seem wierd at first, but actually does work is to do nothing after a well spaced shuffled fair. Most people are so used to shield grabbing Marths that they will automatically try to grab him, even though he is clearly not in range. When they miss thier grab punish them. You can also vary the timing of when you do the fair. This will keep your opponent guessing and you may catch them off guard. Marth has all the same options he has with his d-tilt concerning what he can do if his opponent shields, rolls, spot dodges etc. If he is close to his opponent then he can dash through them after doing SHHFL fair on thier shield and then dash back in with a grab. Dashing through them will allow him to avoid the shield grab and then respond with a grab himself. Generally if you are fighting Marth or Shiek then you should dash through them. They both have good grab range and dashing back will get you grabbed usually. Also be careful when dashing through Ganon or CF. Thier grabs start behind them, so you will probably be grabbed if you dash through them. Although your opponent can roll away or JC Bair to hit you if you dash through them, this tactic happens quite fast so they won't be able to respond fast enough unless they expect it.
If it hits- Marth can grab, u-tilt, d-tilt or go for a Ken combo. It all depends on his opponents percentage and thier choice of character.
If it's CCed- Roll away or try to spot dodge.
6) Shuffled Nair
I like this move alot. I should use it more. It makes Marth's approach alot more aggressive. It looks more laggy then his fair, but upon inspection of Marth's frame data on SuperDoodleMan's web page it can be seen that they both only have 7 frames of lag when l-cancelled. Hmmm. Anyway this move has more knockback then his fair, and knocks down on hit at higher percents, so you'll have to tech chase to follow up. But Marth is awesome at tech chasing, so that's ok. Marth's options after this move are the same as his d-tilt. Although I usually roll away. He can also DI back for spacing with this move. It looks better with this move and it reminds me of Captain Falcon. He can also attack through opponents with this and land behind them. Good for mindgames.
7) Short Hop Double Aerials
Another staple Marth approach. The second aerial can be interrupted with a shield grab, but good spacing will solve that problem. The second aerial will usually be a fair, but can also be a Uair even a Dair. Marth doesn't have to do another aerial after the first. He can jump or Waveland as well. Jumping is a good way to avoid being punished by CCers. Then he can come down with a Dair then combo from there. If this hits he can combo or grab depending on the percentage of his opponent. Has the same options as his other aerials if this approach is shielded.
8) Auto Cancel Nair
The credit goes to Cactuar for this method. A nair can automatically be cancelled if you land after the second sword slash. To do a short hop auto cancel nair, just short hop then nair ASAP, then fast fall after the second slash comes out. If done correctly it will look like Marth just landed from a normal jump, instead of landing from an attack. The lag from an auto cancelled nair is only 4 frames. This adds more mindgames to the mix, and gives Marth some more tricks. According to Cactuar the shield stun of the nair combined with the reduced lag will give Marth enough time to do an action when he touches the ground before his opponent. Obviously hitting his opponent's shield with the tip of his sword, when doing the nair will produce more shield stun then if he didn't hit with the tip. Cactuar stated that Marth can grab his opponent before they can shield grab him or do an u-tilt to stuff thier shield grab attempt. I personally would do an u-tilt because it comes out faster and I would want to play it safe. Marth has the same options as his shuffled nair if this is shielded.
So what does everyone think? If you have more to add let me know and I'll add it if I think it's a solid method of approach. So, everyone please comment and discuss.