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Basic Marth Combos For Beginners

Game Versions
Smash 3DS, Smash Wii U
I haven't tested these combos on Wii U because i only have a 3DS, so if anyone can say if they work, thank you. Also if anyone has any combos i haven't found, don't hesitate to put it down below :) P.S (Still W.I.P)
Introduction
Anyways, you might of played Melee or Brawl Marth, and understood how good he was, but in this game he's been nerfed a lot. Ken even said he sucked in Smash 4, but while playing Marth in SM4SH, i found out he still has potential, though he's not as good as he was in Melee. So, because i haven't managed to find any amazing combos, here are some for people wanting to play Marth, many as a main, or second.
I will be covering how to do them, how to avoid them, and how to punish them.

Basic Throw Combos
I Think you know these already, but there might be one that you might of not found yet, so here we go!

Up throw/Down Throw to Up air is one of the most common combos for marth, because of how easy it is to do or learn, so you'll see most marths doing this combo. Basically, if you can do Grab, Up Throw and Up air in a row, you can do it! This does about 13%, but if you do Down Throw instead of Up Throw, it'll result at 14%. To increase the damage you can do your grab attack, but do it quick otherwise they'll break free. A tip when using this, is that you should always go for down throws instead of up throws at higher percents.
To avoid this move, air dodge just as they are about do up air, or if you are a character like link, use your projectiles to space you and your opponent away, as marth has no projectiles.
You can air dodge, to fast fall, to whatever you want if you want to punish them.

Up Throw/Down Throw to Back Air.
Not a commonly used combo, because most people Air Dodge or DI out of it, but if they don't you can follow up with a F-Air or F-Tilt Which is around 21% for the whole thing. But small characters will most likely DI out of it.
Avoid by air dodging.
Punish with a up tilt, up air or up smash.

And probably the worst one:
Up Throw to N-air. Does around 11%. Kinda useful, but better if you use any of the 2 above. DI out of it, punish with down air, if you're still in the air.

Advanced Throw Combos
So, let's start with my fave.
Dthrow, Bair, Fair, Dthrow, Bair, Fair, Fair, Dair, or what i'm going to call it: Down Throw Ultimate Combo (DTUC).

This will take a while to execute, but with practice, you know it like the back of your hand. You will have to be quick though, so practice in slow motion. (From 0%) You down throw, to back air, to follow up with a forward air, you should do this quick and now be on the ground. Either, you can do a smash, or you can grab and do this: Down throw, back air, forward air, forward air, and if you're off the stage, down air (Just note there it a very small chance of you doing this.)
Please note most small characters like kirby can DI out of this.
If you encounter this combo, just DI, no matter what.

A extended version of the upthrow to upair, is just following up with a back air, and maybe a fair. It's better to use DTUC, but if you can't do it, it might be better.
Note it's easy to DI out or punish this, so learn DTUC.
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Author
Hamster3083
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As a Marth player, I can attest that a lot of this guide is a bit more wishful than it is accurate. For one, I'd suggest stating at what percentages your "combos" connect. And secondly, up throw is a very poor choice for combos and should only be used to fish for kills at high percentages, I'll give you the down throw setups, but even then, most of those only work until about 50-60% at most. And a lot of Marth's air game isn't as laid out on paper as you make it out to be. Marth's air game comes from the player's ability to adapt to different situations. Is your opponent heavy enough that this move won't connect because they will fall out of its range? Is the opponent too small that my attack will barely whiff? Where will my tippers hit? Combos like these are never guaranteed because the cast of fighters is just so diverse, that there's no real way to pinpoint where each of your moves will hit perfectly. It's all about going along with the flow of battle.

I appreciate the effort, but I think this guide promotes really bad habits as opposed to providing good advice. Keep working on it!
Hamster3083
Hamster3083
Thanks for the feedback, when i have the spare time, i'll edit this a bit more thoughtfully, thanks! :D
I was looking through this guide, and most of this stuff I figured out by myself, but would be useful for someone who's just starting Marth. It wasn't until I saw the Down-throw ultimate combo, was I sold. :D
Very well thought out.
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