Emblem Lord
The Legendary Lord
- Joined
- Aug 11, 2005
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- Scotch Plains, NJ
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- ShinEmblemLord
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- 3926-6895-0574
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- SW-0793-4091-6136
Ok, so this is essentially a continuation of an article I wrote yesterday. So, check that out before reading on. Here is the link.
http://smashboards.com/showthread.php?t=183816
Read it? Understand it?
Excellent.
This thread will explain what brickwalls and traps Marth has at his disposal and how to escape some common traps that can be done to him. Let's get started.
D-tilt Trap
Might as well start with a bang. Marth's best trap and the second best trap in the game after MK's d-tilt trap. As you may or may not know Marth's d-tilt comes out in 7 frames and has IASA frames. IASA stands for Interruptible As Soon As. This means he can cancel the ending lag of the d-tilt when it reaches a specefic point in it's animation. For this attack that point is when Marth retracts his arm. The exact frame that you cancel at is 21. Normally the D-tilt animation last 47 frames. So when you cancel it the recovery time is reduced by half. This makes it an amazing shield pressure tool and one of the best pokes in the game. The d-tilt trap abuses these qualities for an almost airtight trap that an opponent is hard pressed to get out of. Doing it is very simple as well.
All you have to do to start the trap is space a d-tilt as a poke. The trap is initiated when your opponent shields or spotdodges. After that Marth has options to either punish any action his opponent takes or at the very least he will be unharmed and in a position to reset the trap and/or stay in control of the match. Now I will list each action an opponent may take and the appropriate counter.
Opponent rolls behind Marth - Wait for the roll and punish with Dancing Blade.
Opponent spot dodged the D-tilt - Punish with Dancing Blade when they come out of the dodge.
Opponent SH's back - Run towards your opponent and do a well spaced SH fair or just run into Dancing blade. You can also just walk towards them and reset the trap when they land or block and punish if they tried to attack when you walked towards them.
Opponent rolls away - Walk towards them and reset the trap.
It's clear that the two best options are roll away and SH back. Most seasoned veterans will roll away since it's the safest and fastest option. But if you expect that you don't even have to wait for the roll. You could just d-tilt then cancel into a full run and then grab or Dancing Blade while they are vulnerable from the roll. Your opponent could also try to shield drop and attack you or jump from the shield and attack, but these options are very risky and easily punishable by Marth. Good players will not attempt to do this. R.O.B and DK might try to hit you after a blocked d-tilt but if you space it at the tip, and watch for their reaction you can block their attack and retaliate. Projectiles users may also try to SH back or shield drop into their projectile, but again, it's a matter of being able to make split second reactions to your opponent's actions. Needless to say it will take alot of practice to fully master the d-tilt trap, but it is worth the effort.
Other Attack Traps
Marth has another attacks trap other then the d-tilt trap. It uses his SHFF fair. It work the same way as his d-tilt trap, but it isn't as good IMO for several reasons. The fair is good , but it has less range then d-tilt and it's slightly more predictable since Marth has to reach the height of his SH before he can FF fair. Still it's good to know that he has another option and you should use it if the situation calls for it. Fair will definitely see use since it acts as a trap and a brickwall, but more on that later.
Juggle Traps
This is just a repeat of what I said in my other thread, so I'll copy and paste.
Ledge Traps
Very easy to do and very effective. I will do another copy and paste of my explanation of this from my other thread.
Throw Traps
Marth's f-throw and d-throw are good throw traps. Most opponents will usually either airdodge immediately or jump. If they airdodge just dash into a Dancing Blade. If they jump, then they just set them self up for a juggle trap or you can just reset your spacing. These traps are pretty straight forward and I'm sure alot of you use them without realizing it.
Brickwalls
Marth's Brickwalls involve zoning with his range. There is no special trick to it and we all do it I'm sure. His brickwalls usually consist of weaving back and forth in the air using his good aerial movement while SH double fairing. If you are like me then you mix in some d-tilts and jabs in there too. Using Fairs as a brickwall can lead to a fair trap pretty easily. If you were zoning with fairs and then hit your opponents shield with a fair then you can fair trap from there which is good. Zoning with Marth is pretty standard though and there are many variations of it. Another thing I like to do is d-tilt walls with jabs and abuse the IASA frames to dash back into first hit of Dancing Blade to stop my momentum. Marth call do all sorts of walls so experiment.
Getting out of Traps and breaking through walls
We as a community will discuss what each and every character can do to trap or wall Marth and what responses he has to get out of them. As we do this I will update this section. For now I will say that yes, Marth can be ledge trapped and juggle trapped to some degree of success. It's up to us as a community to figure out ways around these weaknesses.
What works and what doesn't
Obviously certain characters cannot be juggled trapped while others can't be ledge trapped. The success of traps will vary from character to character and this is something we must talk about. Just like the other section, I will leave this alone for now until we have more confirmation on what works on who and all the options that each character has to try to get around Marth's traps.
Now please discuss.
http://smashboards.com/showthread.php?t=183816
Read it? Understand it?
Excellent.
This thread will explain what brickwalls and traps Marth has at his disposal and how to escape some common traps that can be done to him. Let's get started.
D-tilt Trap
Might as well start with a bang. Marth's best trap and the second best trap in the game after MK's d-tilt trap. As you may or may not know Marth's d-tilt comes out in 7 frames and has IASA frames. IASA stands for Interruptible As Soon As. This means he can cancel the ending lag of the d-tilt when it reaches a specefic point in it's animation. For this attack that point is when Marth retracts his arm. The exact frame that you cancel at is 21. Normally the D-tilt animation last 47 frames. So when you cancel it the recovery time is reduced by half. This makes it an amazing shield pressure tool and one of the best pokes in the game. The d-tilt trap abuses these qualities for an almost airtight trap that an opponent is hard pressed to get out of. Doing it is very simple as well.
All you have to do to start the trap is space a d-tilt as a poke. The trap is initiated when your opponent shields or spotdodges. After that Marth has options to either punish any action his opponent takes or at the very least he will be unharmed and in a position to reset the trap and/or stay in control of the match. Now I will list each action an opponent may take and the appropriate counter.
Opponent rolls behind Marth - Wait for the roll and punish with Dancing Blade.
Opponent spot dodged the D-tilt - Punish with Dancing Blade when they come out of the dodge.
Opponent SH's back - Run towards your opponent and do a well spaced SH fair or just run into Dancing blade. You can also just walk towards them and reset the trap when they land or block and punish if they tried to attack when you walked towards them.
Opponent rolls away - Walk towards them and reset the trap.
It's clear that the two best options are roll away and SH back. Most seasoned veterans will roll away since it's the safest and fastest option. But if you expect that you don't even have to wait for the roll. You could just d-tilt then cancel into a full run and then grab or Dancing Blade while they are vulnerable from the roll. Your opponent could also try to shield drop and attack you or jump from the shield and attack, but these options are very risky and easily punishable by Marth. Good players will not attempt to do this. R.O.B and DK might try to hit you after a blocked d-tilt but if you space it at the tip, and watch for their reaction you can block their attack and retaliate. Projectiles users may also try to SH back or shield drop into their projectile, but again, it's a matter of being able to make split second reactions to your opponent's actions. Needless to say it will take alot of practice to fully master the d-tilt trap, but it is worth the effort.
Other Attack Traps
Marth has another attacks trap other then the d-tilt trap. It uses his SHFF fair. It work the same way as his d-tilt trap, but it isn't as good IMO for several reasons. The fair is good , but it has less range then d-tilt and it's slightly more predictable since Marth has to reach the height of his SH before he can FF fair. Still it's good to know that he has another option and you should use it if the situation calls for it. Fair will definitely see use since it acts as a trap and a brickwall, but more on that later.
Juggle Traps
This is just a repeat of what I said in my other thread, so I'll copy and paste.
Marth has quite a few juggle trap set-ups. Namely, the last up b hit of Dancing Blade and U-throw. Those will be his most common juggle set-ups.A juggle trap is simple and very common in Brawl. Since you can't do true juggles like in Melee or most other fighting games, it has become an effective strategy to draw out the airdodge of an opponent so you can hit them when they come out. I will use Marth and Snake for this example. Marth is good at juggles and Snake is bad at getting out of juggles. If Marth u-throws Snake his options are instantly limited. There isn't much Snake can do that isn't risky to try to get out of this juggle trap. All Marth has to do is do a SHFF Uair when Snake is above him then do an U-smash right after. The Uair is there to force Snake's airdodge and when timed correctly it will beat any of Snake's aerials. If Snake does airdodge then he will eat Marth's U-smash and the trap is reset. Juggle traps can be extremely difficult to get out of. In this situation Snake is better off going for a ledge then trying to land on the stage, but even then Marth could attack before he manages to grab the ledge. This situation is in Marth's favor by a wide margin. There is very little chance that he will be hurt by doing this and a very great chance that he will remain in control as he keeps Snake in the air.
Ledge Traps
Very easy to do and very effective. I will do another copy and paste of my explanation of this from my other thread.
Marth is beastly at ledge traps and they are very very easy to do. And usually the best option is a ledge jump so from there you can start a juggle trap. This makes ledge traps really effective because it allows you to flow from one trap to another.When an opponent is on the ledge they have several options. They have roll get up, ledge hop into an aerial, ledge attack, normal get up and ledge jump. If you space yourself so that their get up attack would miss you if they tried, you have effectively covered most of their options. If they roll get up you can just throw them back out or get a free attack. If they normal get up then you can just rush in and attack or grab and throw them back out to reset the situation. The best two options would be ledge hop aerial or ledge jump. But if you are facing a character with bad ledge hop options or a character that is easily juggled then you know they are limited to one option or the other. Some characters like Snake have poor ledge jump options AND are easily juggled. As you can imagine, Snake does not like ledge traps. But abusing traps like this is key to beating certain characters since it takes advantages of certain weaknesses they may have.
Throw Traps
Marth's f-throw and d-throw are good throw traps. Most opponents will usually either airdodge immediately or jump. If they airdodge just dash into a Dancing Blade. If they jump, then they just set them self up for a juggle trap or you can just reset your spacing. These traps are pretty straight forward and I'm sure alot of you use them without realizing it.
Brickwalls
Marth's Brickwalls involve zoning with his range. There is no special trick to it and we all do it I'm sure. His brickwalls usually consist of weaving back and forth in the air using his good aerial movement while SH double fairing. If you are like me then you mix in some d-tilts and jabs in there too. Using Fairs as a brickwall can lead to a fair trap pretty easily. If you were zoning with fairs and then hit your opponents shield with a fair then you can fair trap from there which is good. Zoning with Marth is pretty standard though and there are many variations of it. Another thing I like to do is d-tilt walls with jabs and abuse the IASA frames to dash back into first hit of Dancing Blade to stop my momentum. Marth call do all sorts of walls so experiment.
Getting out of Traps and breaking through walls
We as a community will discuss what each and every character can do to trap or wall Marth and what responses he has to get out of them. As we do this I will update this section. For now I will say that yes, Marth can be ledge trapped and juggle trapped to some degree of success. It's up to us as a community to figure out ways around these weaknesses.
What works and what doesn't
Obviously certain characters cannot be juggled trapped while others can't be ledge trapped. The success of traps will vary from character to character and this is something we must talk about. Just like the other section, I will leave this alone for now until we have more confirmation on what works on who and all the options that each character has to try to get around Marth's traps.
Now please discuss.