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The Basics Of The Hero King

Game Versions
Smash 3DS, Smash Wii U
~ MARTH ~

:4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth:GENERAL~
Marth is a character you want to use fairly aggressively. The main thing you want to do with him is rack up damage with aerials and tilts and once your opponent is at about 60+ percent you want to focus on killing with a charged, "tippered" Smash Attack or Neutral B. Tippers are when you hit your opponent with the tip of Marth's sword, which vastly increases the damage and launch of his attacks. You want to practice with Marth so you can perfect the timing and spacing of his attacks and hit more tippers.

:4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth:
~MOVES~

Jab: Useful for getting your opponent away or "spacing".

TILTS:
Forward Tilt (F-Tilt): Good for spacing

Down Tilt: Good for poking at opponents and spacing.

Up Tilt: When your opponents is above you and within reach, whether mid-air or on top of a platform, try to trap your opponent and rack up some easy damage. Beware: While doing this your opponent will probably DI before too long and will likely attempt to punish.

Dash Attack: When your opponent is prone or laying on the ground, run up and hit them with this quickly. You may be punished a lot at first but, before too long your timing will get better and your spacing will likely improve enough to where you can hit tippers for extra damage.

SMASHES:

Up Smash: Good move for doing quick damage while your opponent is above you on a ledge or possibly mid-air.

Down Smash: Not extremely useful, use this to mix things up.

Forward Smash (F-Smash): A great killing move at lower percents (60% and up likely) if tippered.

AERIALS:

Neutral Air (Nair): Good move for a mid air. Combine this with a short hop and it could be a potential mix-up or "combo-breaker" of sorts.

Forward Air (F-Air): Main move you want use mid air, racks up damage or could be tippered.

Back Air (Bair): Good move, very situational however.

Down Air: Not very useful, could be used to be damage an opponent on the ground but is very easily punished.

Up Air: Combine this with a short hop while your opponent is above you. Not bad but not great.

SPECIALS/B-MOVES:

Neutral B: If used correctly can quickly rack up percentage or possibly kill. After a while your opponent should easily be able to predict this. If fully-charged midair, can project you forward a bit.

Up B: Can recover from about halfway below the stage. Not very useful as an attack but could be used as a last resort to escape from a combo.

Down B: Typical Counter: don't overuse or it will become extremely predictable. Good for surprising an opponent and occasionally kills if your opponent is at a high-enough percent.

Side B: Good for mix-ups, don't overuse as there is a bit of lag.

THROWS:

Up Throw: Main throw you want use, use it to string into up attacks. Can kill at top platform when opponent is mid-upper 100s in percentage.

Down Throws: Not a lot of stun but can be used for a few attacks.

Forward Throws: Not terribly uses, could be stringed into a few attacks.

Back Throw: Good for throwing opponent off stage and gives killing options.
:4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth::4marth:

~MATCH-UPS~
Coming Soon!
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Author
Keeng
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Much of the description is lacking in detail. Although you say many of the moves shouldn't be used too much, I don't think you give enough emphasis on which should, and how.
This is good, and I'm happy to see a fresh guide as I was just about to pick up Marth. If you include some combos that would be awesome!
Keeng
Keeng
Thank you! I'm going to be using Marth a lot more soon so I'll try to update this as I find some good combos.
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