Niala
Smash Ace
G'day Marth Boards! Wii Fit Mainer here, thanks for inviting us to the discussion @
Locuan
This match-up feels like a 50-50 to me, possibly a 55-45 for WFT definitely nothing more than that with my current understanding of the character's capacities. The great thing about this MU is that both characters have really strong tactics that take advantage of the weaknesses of the others.
For starters, let's talk about attack range. This is Marth's biggest friend in this MU, because WFT's hitboxes tend to hit around her rather than create space away from her. As a result, Marth SHFair/Bair walls are incredibly difficult for WFT to get into, her only real options being outspacing with Bair, possibly trying to sneak a Nair in (which is basically impossible,) or, of course, Shield Cancelling a Dash and then pressuring with grabs/jabs. Not only does this stale our only powerful aerial killer (being Bair unless you get caught by a Uair up high,) but it forces our approaches to be grounded 90% of the time against you, which can be easy to take advantage of. Even on the ground Marth has crazy range on his ftilt, dtilt, and Fsmash can kill very very early with a nicely spaced tipper. You have all the tools here to keep us out, which makes it hard.
Unfortunately for Marth, however, WFT just doesn't have to approach him. I can just throw the sun at you for days (huehue) and force you to come at me, which is the position I want to be in, and even planking with the soccer ball is really powerful. All in all, even though it doesn't really need to be stated, WFT has every tool in the projectile game.
Granted, your approach options are pretty powerful against us with your massive range advantage, but it does make it easier for us to get in if you're coming at us than vice-versa. And if we do get in, be worried-- WFT has true combos at low percents that deal upward of 50%, and her Nair combos into other aerials until around 100%, including a couple options (shffle nair1 into Dash USmash or HeaderSpike) that are true kill combos between 85%-100%, or even earlier with Deep Breathing. Remember to be wary when approaching WFT-- she grabs high so powershielding aerials and then grabbing OOS can catch you off guard, and her crouch can actually duck under several of your attacks and punish. On top of that, her jab cancels are really strong, and getting buried by a full jab combo is a quick way to lose 20%.
Now, even with those kill options, Marth definitely has good options of his own with Dolphin Slash coming out as quick as it does, and tippers, especially FSmash(being as it's insanely powerful) or USmash. However, I'd be remiss to say either character has better options than the other, but both are still powerful. Even uncommon kills like Shield Breaker, Ftilt, and DSmash for Marth or FSmash for WFT Can still take your stock very very early if either player gets a good read, so it's important to watch out. Also, be careful of her Ftilt! It comes out VERY quick, and has surprising range and kill power, PLUS it has a reverse ftilt which both combos into aerials at lower percent AND kills at high percents from center stage (shoots straight up.) Also, Deep Breathing turns UThrow into a kill at around 140 unstaled, so camping the ledge might be your best bet once she meditates. It only lasts 8 seconds though, so if you manage to get a good hit on her she'll waste most of it, too. Up to you how to approach it, just don't be reckless.
The offstage game, finally, is where I would debate giving that extra 5 points to WFT. With three spikes, an extra jump in the form of her header, better aerial mobility AND recovery, it's not hard to see why. Marth has very limited options offstage, his big advantage coming from, again, his range and the quickness of his Dolphin Slash. It's hard for other characters to gimp him simply because gets a lot from the few tools he does have, but against somebody with projectiles and the ability to chase very, very deep, he'll struggle to get back if he uses his jump too quickly. Now, this has always been a problem for Marth, and even though it's made better by the Shieldbreaker Aerial Push that he has and the new ledge mechanics, he's still in a position where gimping him is very possible and very scary, something WFT is adept at doing. His ledge game is, in and of itself, actually very, very good. Once he has access to the ledge WFT can't do much to keep him off it again without first returning to the neutral, but she can keep him from getting to it in the first place pretty well.
So, all in all, my advice is to keep her out. Once she's in your bubble, it's not easy to get her out of it without taking quite a bit of damage. Try to pressure her as safely as possible to avoid her projectile game, and go for quick kills if you think you can get them, but do not chase her offstage if you can avoid it. Hopefully my insight proves somewhat valuable, best of luck everybody.
This match-up feels like a 50-50 to me, possibly a 55-45 for WFT definitely nothing more than that with my current understanding of the character's capacities. The great thing about this MU is that both characters have really strong tactics that take advantage of the weaknesses of the others.
For starters, let's talk about attack range. This is Marth's biggest friend in this MU, because WFT's hitboxes tend to hit around her rather than create space away from her. As a result, Marth SHFair/Bair walls are incredibly difficult for WFT to get into, her only real options being outspacing with Bair, possibly trying to sneak a Nair in (which is basically impossible,) or, of course, Shield Cancelling a Dash and then pressuring with grabs/jabs. Not only does this stale our only powerful aerial killer (being Bair unless you get caught by a Uair up high,) but it forces our approaches to be grounded 90% of the time against you, which can be easy to take advantage of. Even on the ground Marth has crazy range on his ftilt, dtilt, and Fsmash can kill very very early with a nicely spaced tipper. You have all the tools here to keep us out, which makes it hard.
Unfortunately for Marth, however, WFT just doesn't have to approach him. I can just throw the sun at you for days (huehue) and force you to come at me, which is the position I want to be in, and even planking with the soccer ball is really powerful. All in all, even though it doesn't really need to be stated, WFT has every tool in the projectile game.
Granted, your approach options are pretty powerful against us with your massive range advantage, but it does make it easier for us to get in if you're coming at us than vice-versa. And if we do get in, be worried-- WFT has true combos at low percents that deal upward of 50%, and her Nair combos into other aerials until around 100%, including a couple options (shffle nair1 into Dash USmash or HeaderSpike) that are true kill combos between 85%-100%, or even earlier with Deep Breathing. Remember to be wary when approaching WFT-- she grabs high so powershielding aerials and then grabbing OOS can catch you off guard, and her crouch can actually duck under several of your attacks and punish. On top of that, her jab cancels are really strong, and getting buried by a full jab combo is a quick way to lose 20%.
Now, even with those kill options, Marth definitely has good options of his own with Dolphin Slash coming out as quick as it does, and tippers, especially FSmash(being as it's insanely powerful) or USmash. However, I'd be remiss to say either character has better options than the other, but both are still powerful. Even uncommon kills like Shield Breaker, Ftilt, and DSmash for Marth or FSmash for WFT Can still take your stock very very early if either player gets a good read, so it's important to watch out. Also, be careful of her Ftilt! It comes out VERY quick, and has surprising range and kill power, PLUS it has a reverse ftilt which both combos into aerials at lower percent AND kills at high percents from center stage (shoots straight up.) Also, Deep Breathing turns UThrow into a kill at around 140 unstaled, so camping the ledge might be your best bet once she meditates. It only lasts 8 seconds though, so if you manage to get a good hit on her she'll waste most of it, too. Up to you how to approach it, just don't be reckless.
The offstage game, finally, is where I would debate giving that extra 5 points to WFT. With three spikes, an extra jump in the form of her header, better aerial mobility AND recovery, it's not hard to see why. Marth has very limited options offstage, his big advantage coming from, again, his range and the quickness of his Dolphin Slash. It's hard for other characters to gimp him simply because gets a lot from the few tools he does have, but against somebody with projectiles and the ability to chase very, very deep, he'll struggle to get back if he uses his jump too quickly. Now, this has always been a problem for Marth, and even though it's made better by the Shieldbreaker Aerial Push that he has and the new ledge mechanics, he's still in a position where gimping him is very possible and very scary, something WFT is adept at doing. His ledge game is, in and of itself, actually very, very good. Once he has access to the ledge WFT can't do much to keep him off it again without first returning to the neutral, but she can keep him from getting to it in the first place pretty well.
So, all in all, my advice is to keep her out. Once she's in your bubble, it's not easy to get her out of it without taking quite a bit of damage. Try to pressure her as safely as possible to avoid her projectile game, and go for quick kills if you think you can get them, but do not chase her offstage if you can avoid it. Hopefully my insight proves somewhat valuable, best of luck everybody.