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What dat Marth do

What dat Marth do

Game Versions
Smash 3DS, Smash Wii U
Sup everybody its Kid Alchemy here with a guide on Marth. Before we get started I wanna say that this wont be your usual guide. While most guides give a complete moveset overview, character strategies, and possibly matchups this guide will be different. Let me know what you think of my guide's structure and content in the comments please. And without further or do, Marth.

Marth is a character that requires precise spacing and a certain level of finese to play. Here are his pros and cons.

Pros:

Has a trump card in the tipper

Great range

Awesome shield pressuring tools

Good edgeguard game

Fast movement speed

Far reaching vertical recovery

Good kill throw in up throw

Cons:

Without spacing damage output is poor

Doesn't get many guaranteed followups off of throws

Linear recovery

Can struggle to take stocks without a tippered attack


Marth's neutral:

The neutral is basically when both players have approximately equal stage control and are trying to gain an advantage over the other. In this section I will go over which of Marth's moves are safe in neutral and how they can be implemented.

Jab: Jab is a quick move and in neutral it helps with spacing and stopping approaches. It can also apply shield pressure and lead into other attacks giving you an advantage

Dtilt: Dtilt is a great move in neutral for stopping approaches and shield poking. A great way to use this is out of perfect pivots to catch opponents chasing you off guard. It can also lead into other attacks.

Ftilt: Ftilt while having a little commitment with using it is best used in neutral when you are faking a retreat and a greedy opponent is trying to chase you down. Quickly pivoting and doing this move will catch most people off guard.

Nair: Nair is amazing in neutral. Its good for spacing and if spaced properly is safe on shield. It can start combos and the knockback can give you a good amount of stage control. Retreating nairs are great for spacing and are relatively safe in neutral if you use jabs to cover your landing when people try to punish you.

Fair: Like nair fair is great for spacing and getting stage control. Short hop fairs can make opponents hesitant to approach you and make them wait for you to land to try and punish you. But just like with nair if you jab to cover your landing you'll be fine.


Marth's movement:

In this section I will go over how to move with Marth and manuever in neutral with him

Walking: Marth has a fast walk and can cover a good amount of distance with it. Walking allows you to have many more offensive options while moving than dashing does. Walking allows you to be able to use jab, dtilt, utilt, ftilt, your smash attacks, your aerials, and your specials all while moving. Dashing gives offensive options like usmash, dash attack, dash grab, and your aerials but by these moves are easily punished especially since dashing can affect your spacing and make your moves not safe on shield. Not saying you should never dash but mostly use it for covering distance to get a punish or apply pressure that you wouldn't be able to do fast enough with walking.

Foxtrotting: Foxtrotting is basically inputting several instant dashes to move. You're basically flicking the analog stick repeatedly. This allows you to be more deceptive with your movement and approach. It also allows you to do most of the offensive options that you have from walking. Foxtrotting overall is great for mind games and baiting defensive options out of your opponent.

Dash dancing: Dash dancing is done by quickly flicking the analog stick back and forth. Dash dancing isn't as effective in smash 4 as it is in Melee but can still be used for mind games. If done at a safe distance where you can quickly react to your opponent's actions you can get alot out of it. You can alternate between doing retreating aerials, dash grabs, dashing dancing blades etc based off of how your opponent reacts to your dash dancing. For example if they try to dash at you while you are dash dancing you can beat their approach with a dash grab. Also remember to mix it up. Dont always do four dash dance movements into a retreating nair, mix up how much you dash dance and what you do out of dancing. Heck just dash dancing into empty hops can play with your opponent's head.

Tomahawks(empty hops):
Tomahawks aka empty hops are just jumping and doing nothing. You simply jump and then fall normally or fast fall. The purpose of this is to bait reactions out of your opponent. If they run at you while you're jumping throw out an aerial. If they like to dash at you and shield to avoid eating an aerial you can simply fast fall into a dash grab. Tomahawking is a useful way to get free damage just by waiting for your opponent to make a commitment.


Spacing:

In this section I will go over Marth's spacing tools how to implement them.

Jab: Jab is a great spacing tool. It's fast and can effectively wall out opponents. The knockback can also put your opponent into tipper range.

Dtilt: Dtilt is good for punishing approaches and keeping people out of your space. It hits low and can easily poke through shields.

Nair: Nair is a great spacing tool and since it has multiple hits is relatively safe if spaced on shield.

Fair: Fair is a good way to establish your spacing and deter your opponent from approaching. It is also safe on shield if spaced properly and you cover yourself with nair as you're falling or jab once you land.


Approaching:

This section will cover which Marth's moves are safest for approaching and what techniques are good for approaching.

Fair: Is a relatively safe approach if spaced well and if you fade back with it and cover your landing just in case you hit shield. If you end up landing it you can fast fall and easily keep up the pressure.

Shield breaker: Shield breaker is a decent approach tool from a safe distance. Short hopping or short hop b reversing into shield breaker are the best uses of it. They will most likely shield expecting an aerial. If charged enough and/or you've pressured their shield well their shield will break if hit. You wanna do it at a distance where rolling back and spot dodging are your opponent's only safe options. The distance you do it at should make rolling forward, shielding, and challenging all unsafe. To beat them spot dodging vary how long you charge shield breaker. If they roll back you are still safe and have most likely gained some stage control. In the event it doesn't break their shield using dolphin slash immediately should cover you and keep you from getting punished.

Dancing blade: Dancing blade is a good approach tool if spaced well. It beats spot dodges and if spaced right rolls into you. It's also safe in shield with good spacing but if they are shielding of course you don't wanna do the entire thing. Only do the first or up to the second swing if they are shielding it. The only exception to this is if they are shielding and their shield is small. In this situation I recommend going for the down variation of dancing blade to poke through their shield.

Tomahawks: Tomahawks are a great way to approach. Jumping at your opponent with Marth will most likely make them wanna shield so you can just fast fall into dash grab.


Out of shield options:

This section will go over Marth's safest and most rewarding options out of shield. But first let me say that Marth has several moves he can do out of shield but I will only cover his most rewarding options out of shield.

Jab: Jab is a good, safe option out of shield option. It's quick and can lead into good damage racking combos and even a kill setup, all of which I will cover later. Best of the opponent is grounded after they hit your shield.

Utilt: Utilt out of shield sets up for good combos, frame traps and kill setups. Plus it is a great anti air that will beat out nearly all non disjointed aerials.

Fair: A great option out of shield in the event your opponent misspaces an aerial on your shield. If tippered it can kill or at least gain you stage control. If not tippered it at least gets you a little breathing room.

Nair: A slightly safer aerial out of shield since it lasts longer and has less lag than most of his aerials. Can lead into other moves and can kill if tippered.

Bair: If they hit your shield from behind with an aerial obviously bair is the best option(other than utilt since it also hits behind him). Bair can lead into fair gaining you more stage control.

Dancing blades: A strong out of shield option. Great for racking up damage and at high enough percentages can kill.

Dolphin slash: A fast and strong option out of shield. Is invincible on startup and can kill. Also note that dolphin slash is a good combo breaker.

Shield grab: Of course if they are at up throw kill percent or your reaction time isn't the best and they shield before you can attack then you should grab them.


Covering the ledge:

In this section I will go over Marth's options for covering the ledge and keeping your opponent from getting back on stage.

Jab: For horizontal recoveries like fox illusion jab is good for interrupting your opponent's recovery. It can knock them back offstage or you can go into a setup.

Dtilt: Dtilt is good for covering the ledge since you can use it to go for a two frame punish as your opponent tries to grab the ledge or to punish them for holding it for too long.

Nair: Nair is a fast aerial that lasts a decent amount of time and has little lag. Short hopping and fast falling nairs at the ledge with proper spacing can cover normal get up, get up attack, and jumping from the ledge. Even if they time one of these options in between your nairs you will be able to react on it if you're fast enough.

Shield Breaker: Shield breaker if spaced well is great for covering the ledge if your opponent is too quick to get up from the ledge. You wanna do it at a distance where it covers every option except jumping. Just charge it and if they do standard get up and shield they will get their shield broken and if they don't shield they get hit. If they roll they get caught by the inner part of your blade. And in the event they avoid getting hit just dolphin slash to cover yourself if they try to punish. If they jump you'll have ample time still to act on it.

Dancing blades: Dancing blades is good for covering the ledge since the first two hits are safe on shield if they happen to get up and shield and it is also good for covering rolls on stage. If you run at the ledge they will probably roll once you've passed the point of their roll distance. You can just pivot dancing blades to cover it.

Ledge trumping: To ledge trump you quickly run offstage and then press in the direction of the stage. When done correctly you will still the ledge. This can lead into a bair, dair, or you can just get back on stage and force them to regrab the ledge and punish them for it.


Edgeguarding with Marth:

This section will cover Marth's best options for edgeguarding.

Fair: Fair is good for hitting people who are trying to recover. It's quick and if tippered can kill.

Bair: Same application as fair but with more damage and knockback. To get into position for bair easier you can jump offstage and dancing blade once toward the stage to turn you around.

Dair: A satisfying spike that you can use to punish airdodges or opponents recovering low.

Counter: If your opponent's character has a hitbox on their recovery you can go offstage and counter their recovery to hit them away. This is especially great against characters with hard hitting recoveries like Ness and Ryu.

Dolphin slash: This is kind of a situational move for edgeguarding. If from encounters on stage you establish that your opponent isn't good at timing techs you can use dolphin slash to stage spine them if they are going low for their recovery. Just jump offstage down at them, they will most likely airdodge and you can just up b after the airdodge animation ends.


Punishing airdodges with Marth:

This section will go over what moves are most rewarding for punishing airdodges.

Usmash: Usmash a powerful way to punish opponents airdodging above you or into the ground. If spaced perfectly a tippered usmash can take a stock ridiculously early.

Fsmash: Fsmash is another strong option to punish airdodges. In the event you catch your opponent airdodging alot just charge fsmash and wait for their airdodge to end.

Fair: Simply wait for an airdodge then fair. Good for edgeguarding and also executing combo strings

Bair: Same as fair but with higher damage.

Uair: Good for juggling opponents and possibly killing if tippered

Dair: Reading an airdodge offstage and punishing it with a dair spike will make you glow from the deepest depths of your soul

Dancing blades: If an opponent airdodges into the ground you can dancing blade to punish.

Dolphin slash: This is something I like to do. Jump into your opponent so you appear to be in them as they are airdodging and wait until it ends to up b. If the percentage is high enough it can kill.


Punishing rolls with Marth:

Marth's best tools for punishing rolls.

Dsmash: Dsmash hits in front and behind Marth so its good covering rolls especially when you have your opponent backed into the ledge which is where people tend to roll the most.

Usmash: The hitbox on usmash goes all the way down to Marth's feet and a little outward and it hits on both sides of him so its good for covering rolls.

Fsmash: If you can predict a roll you can use fsmash to punish. If tippered it can kill.

Dancing blades: You can catch alot of rolls with dancing blades and it gives you good stage control.


Combos:

This section will cover effective damage racking combos. I wont be listing every possible combo Marth can do, only the ones that are most efficient in a match. Percentages vary alot with Marth due to the way the tipper works as well as characters' weight, fall speed, and size. For these reasons I will use percent ranges.

Low percent: 0-40%

Mid percent: 41-80%

High percent: 81+%

Please note that just because a combo is, lets say, a low percent combo it doesn't mean it works up until 40%. It means it falls within that percent range.

Low percent combos:

Dthrow>uair

Utilt>utilt>uair

Falling uair>utilt>uair

First hit of nair>grab(works at almost all percent ranges)

Dtilt>fair

Jab>dancing blades

First hit of aerial dancing blades>nair>jab

Fthrow>fair

Dthrow>bair>fair

Mid percent combos:

Dthrow>dolphin slash

Jab>dancing blades

Utilt>fair or uair

First hit of aerial dancing blade>nair>jab

High percent combos:

Jab>dancing blades

Utilt>uair

Falling uair>uair


Kill setups:

Kill setups for Marth that can work as early as 70%.

Jab>fsmash

Falling uair>fsmash

Falling uair>fair> dair(near the ledge and works as early as 50% and stops working at about 70%)

First hit of aerial dancing blades>falling uair>usmash or fsmash

Dthrow>usmash


Mixups:

Effective mixups with Marth to catch your opponent off guard.

Dash>usmash(good for catching people who like to spot dodge when you dash at them. Charge the usmash until the spot dodge ends)

Dash past opponent>pivot fsmash(catches spot dodges)

Dash away>pivot fsmash or pivot dancing blades


Recovering:

Effective tips for getting back to the stage as Marth.

Uair: You can use uair to punish opponents who are standing at the ledge while you are recovering low.

Fair: If your opponent is trying to edgeguard you fair can get you some breathing room

Shield breaker: When charged enough shield breaker can give Marth a good amount of horizontal movement. It can also be used to punish opponents shielding at the ledge.

Counter: Marth's counter can help if opponents are aggressively edgeguarding you.


And that's my guide on Marth. Let me know what you think of my guide, its structure, and content. I'd like to give credit to videos by Belakxvibe for giving me alot of information about Marth. If you like my guide structure let me know if there's a character you want me to make a guide on. If I'm knowledgeable enough about the character I'll take on the task. Hope the guide helped, keep giving the tip.
Author
Kid Alchemy
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indeed very helpful for those looking for that one thing they need to improve their game
oh my god thanks for this guide really!! You don't know how much this will help me speacially because I struggle a lot learning from videos I just can`t retain information watching videos haha so this is perfect! I'm a Marth main from heart so I really aprreciate this guide. Also I will really love if you make a guide from Fox which is my secondary I would read it immediately
very good info here, I have played Marth for a while now, but I've wanted to expand my knowledge and skill with the character. Thank you
Always looking to improve my Marth and this guide gave me a decent idea of some things I can work on to do just that. Thanks!
Nice
I main Marth, and this gave me lots of help showing what I can do to improve.
Kid Alchemy
Kid Alchemy
Nice to hear I've helped another Marth main. Hope info from this guide helps you in the future
I just decided to main Marth, so this really helped me!
Kid Alchemy
Kid Alchemy
I'm glad my guide was helpful. I wish you the best of luck with Marth
Excellent guide! One of if not the best Marth guide I've seen. I have mained Marth since release and I actually learned some from this guide. As to your question about the structure, I prefer this structure more than the typical one and I would support this new way of writing guides:) One thing I would mention in this guide, if it were me, is that most if not all of this can also apply to Lucina. I know that's common knowledge for more experienced Smash players but I think it might be nice to add anyway. I would love to see a guide to my other main, Villager, I feel like it would really help me get better at him.
Kid Alchemy
Kid Alchemy
Thanks I'm glad my guide was helpful. And yea alot of this stuff does apply to Lucina xd I kinda forgot to mention it. And I will definitely look into Villager as a candidate for my next guide.
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