What year did you start playing competitively?
If the answer is 2015, then you can't really complain about not winning
Yeah i did start this year. And like i said in my opening post, i don't really expect to beat people who have been doing this for forever, that isn't really why i'm here asking for help. What it is is that i think i have a real mental problem with looking at the game in the wrong way and so i dont really know what to try to do to improve. being able to compete with those people will come with time i'm sure. (how much time is an interesting question, but just like medicine commercials, im sure results may vary). i just want to know the right way of looking at the game so i know why im losing and what to work on and look at beyond the simple "get better tech skill"
You don't give yourself enough credit. You're not that bad. Just try to get your shield up faster.
Thanks man! a little encouragement helps! and i will try to work on that shield for sure.
You actually start off the match with a nice sequence where you get like 30% or so. But there are a bunch of things you could work on (we've all been there). I'm not super great at the Marth vs. Peach match up so I'm going to just point out a few of important things I noticed:
1. (0:09) You really didn't need to do that f-smash, but it could have worked with better timing. All you need to do is dtilt to cover her parasol. At that percent the fsmash would send her up such that she could recover potentially. The uber pro strategy would be to dash dance>waveland onto the edge once you got her into parasol. But constant dtilt-ing would have worked too if you time it right..
2. (0:33) She was in such a bad situation. All you needed to do was wait for her to try and move in, then punish via f-tilt if she went higher, or d-tilt if she went low. Up-tilting put you in too much lag to properly punish.
3. (1:26) The peach was using Dash dancing more so how you should. But the dash dance made her commit to covering roll in our tech in place/get up attack. Using roll away would have got you out of this.
4. (1:33) Bad dash dancing, since you dash danced too close and couldn't react to get out off the way. You have to respect the opponent's range.
5. (2:15) Why neutral special? Just wait and grab where she goes. You can dash dance out side her attack range and just grab where she goes if she rolls/gets up. Shield Breaker was not a good option.
6. (2:29) That was a good dash dance to avoid the dash attack and punish.
7.(3:02) Charging your shield breaker limited your options. Not great coverage option. When she got onto the stage she did a risky down smash, which you could have punished by doing the dash dance closer to her (obviously not in range of the attack though).
That's my two cents anyway. I'm not the most experienced Marth player, so hopefully others can further help/correct if I said something wrong. Just keep watching vids/practicing your tech/fighting players. You'll get there.
Thanks for the break down! I appreciate the time you put into it. you noted several poor neutral-b usages in there and i agree, it's not a great option. I agree that grab is better, at least in theory, but i have a hard time getting strong followups on grabs against anybody, much less peach. so i guess the impulse there is to take what damage i can get and swat her away. but again, i see your point. it's been some time since this match and hopefully i've improved and some of the other things would be less of a problem now. f-smashes though, those i know are still a problem. theyre just so tempting because you can finally get something satisfying instead of little tilts where you get no breathing room and they often fell like they have such a small reward. *sigh* still, thats no excuse for choosing a dumb option
Regarding dash dancing: Yeah, that's the general idea. But, it's one of the easiest techniques to learn, yet one of the hardest to actually implement. Dash dancing for the sake of it, isn't accomplishing much (makes life a little harder for your opponent, because even a predictably moving target is harder to hit than a stationary one). Dash dancing will only get your opponent to throw out moves if you do it correctly. That is, your dash dance needs to be threatening. Your opponent needs to wonder whether you're going to attack/grab him, or are just going to run away again. And you need to consider what he can do to you at your current spacing, that you can't react to in time. In the case of playing Marth, you usually outrange your opponent quite a bit, make sure that you don't run into his threatened space, but still keep at a distance where he isn't comfortable. (Say, you're never within a dash attack range of Peach, but don't go away so far that she has the time to pull turnips.)
Regarding approaches with Marth: Marth isn't a character that generally does a whole lot of that. You usually want to punish him for whiffing moves you baited / forced out with your movement. That being said, you still have some things you can do, if you feel like it's beneficial to turn up the heat a bit. Dash > crouch > dtilt is indeed a very good option. It's super fast, both in startup and endlag, and the range is really good. So you're rather safe doing it. Most opponents can't deal with it staying grounded, and that is what you generally want to accomplish with it. Make them jump. Marth's air to air or ground to air game is really strong. Fairs, uptilt, sometimes fsmash are really strong once you've gotten your opponent to jump a lot. Grab isn't really an approach, it's more a punish for them whiffing something, or the reward for you conditioning them to shield at certain spots. Correctly spaced fairs are rather safe on shield, so you can sometimes get away with them, so if you consider that an approach there's that. To me an approach is more along the lines of a spacie who really just tries to get in on his opponent and then goes to town... which isn't really happening all that much for Marth
Hey thanks for the advice man! your advice about dash-dancing and spacing is super helpful. i'm realizing that that is one of my major weak points, not being mindful of what my opponents immediate range and options are and not using my movement to force them to respect my own. that's something i haven't been thinking about in my matches that i will absolutely try to do better moving forwards. i'll also remember to resist the urge to approach in favor of forcing whiffs with what will hopefully one day be uber slick PPMD-ish dash-dance movement skills
as for forcing my opponent to jump, i totally see how Marth is very good at both forcing and punishing jumps. his moveset excells at that. unfortunately, i do not. much as having an opponent above me sounds like a good thing, i lose in such situations more often than not. when, for instance, i have a spacie, Sheik or C. Falcon above me, i will eat a down-air. i of course try to swing with up-tilts to stuff them coming down, but i am either too slow, or they simply double jump and then come get me. if they're on a platform, they'll just shield and then drop through and hit me with a back-air or some such. when i try to wait out the double jump, it doesnt come and i'm getting stomped while i stand there like a fool. any advice on how to deal with this? i know that this is really Marth's bread and butter staple, keeping people above him. how do other people pull it off without getting beat the way i do?
It's awesome that so many people are offering advice, and listening to others who know what they're talking about and have already experienced and solved the problems you are going through is by far the quickest way to improve. However, I'd just like to point out that good problem solving and crticial thinking mindsets are critical to improvement. The first thing you have to do is identify a problem. Most people, sadly enough, get stuck at this point. They may not identify a problem at all and just try random stuff. Sometimes that random stuff works, but without understanding why, you're only setting yourself up for more confusion and failure in the future. People also like to generalize their problems into statements like "I just can't beat X character" or "Player Y is just better/lucky". These are poor ways of articulating problems unless you like losing and feeling sorry for yourself. If you meet a player who seems like they are consantly in a character crisis, chances are they suck at problem solving. They don't understand the dynamics of their in-game interactions, so they'd rather just change characters and hope it avoids the problem. I'm as guilty of doing this as just about anyone.
The next step is generally to theorycraft. Come up with an idea that may fix the problem. A lot of people get stuck here as well. They are so focused on getting the perfect answer to a problem that they freeze up and don't try anything at all. You can try just about anything and learn something, so don't be afraid to abuse trial and error. But also keep in mind Melee is a very open and dynamic game. You can't try EVERYTHING like you can in games that have less competitive depth, such as tic-tac-toe, which is so shallow you can actually devise a flowchart to never lose. Especially when you are first starting out, your intuition about how to solve problems is not going to be very good. You have no patterns to base your theories off of, so you're basically shooting in the dark. Once you get better, you will have experience with using certain tools to solve many different problems.
An example of problem solving tools is adjusting your move choice. A very pure example of adaption is Armada's use of Fox's dtilt vs. Hbox's ledge camping. Armada didn't look at the scenario and instantly realize dtilt was the solution, he thought about the problem ("Hbox is on the ledge where I can't easily hit him") and considered how one of his many tools (move choice) could give him a solution. In narrowing down his focus, it became much easier to look through all of Fox's moves to see which ones might be best suited for dealing with a Puff on the ledge. I am willing to bet Armada did not have to spend a very long time thinking about the problem at home before coming up with dtilt as a solution because he has experienced so many situations throughout his career where adjusting his move choice allowed him to effectively deal with certain strategies. Indeed, in
most cases, pros are able to problem solve on the fly. They can encounter a strategy they've never seen before and intuitively understand what they can change to achieve a desired effect. This skill, I fear, is very undervalued by Melee players compared to things like tech skill because of how far players can get at low levels with autopilot gameplay.
Lastly, I'll leave you with an AMAZING video by Day[9] who is a Starcraft player, but also generally knowledgeable about how to gain knowledge and improve. There are 4 parts. The problem solving bit doesn't come until later, but they're so helpful you should just watch all of them:
Thank you for the reply! I really appreciate it. I'll definitely give that video a good watch. Not to worry in terms of getting the urge to switch characters as a solution to problems. I love Marth and i've always felt that the problem isn't marth, it's me. Besides that, i'm definitely more of a "stick to your guns in the face of all logic" kind of personality. come to think of it, thats probably a significant part of the reason i'm here asking for help haha! too stubborn to change in the moment i suppose. ehh. i'll deal with it. haha!
on a more serious note, identifying the problem is really where im stuck and why i'm here. i know that i'm losing (obviously) and that the options i am trying to do either are not doing what i want them to do, or whiffing/getting stuffed before they happen. but the deeper reason why what i'm doing isnt working escapes me. i think a lot of what everyone in this thread has been so kind to share with me will significantly with that if i give it time and intelligent effort. hopefully, once i'm better at identifying specific problems, i can really implement the theorycrafting bit you suggested, using Armada as a wonderful example. how would you recommend trying to make adaptations on the fly at my level? i see how what you are suggesting applies to the top levels of play, but how should I try to make use of it?
Well, i mean, if you insist.
Once again, my sincere thanks to everyone who has taken time to help me out with this. All of your advice has been kindly offered, hugely helpful, and much appreciated.