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Smash Master
Allright, these are a few things that I have incorporated into my Marth game that you may find useful. None of this is really technically hard, but they're less obvious than SHFF f-air.
1) Aerial Rush - Not sure what to call this, but I haven't seen anyone mention this so let me explain. If you're running to the right, you can jump left and be facing left so you can use your f-air going left. The movement is exactly like a Reverse Aerial Rush, just pivot and then jump, but it's used to go back the way you came while facing forward. This is good for people with good f-airs.
To execute: Run right, hit left on your analog stick, and right as Marth turns around jump/short hop and DI left. If you don't jump right as Marth turns around he will enter a sliding animation (the one that stops his dash). Aerial Rushing a sh aerial is a really good fake out tactic. It attacks the spot you just dashed out of fairly quickly.
2) Reverse Dolphin Slash - If you're stuck under the lip of FD or anything similar, usually your best option is to DI towards the stage then Dolphin Slash away from the stage. Because you can grab the edge even if you aren't facing the right way in brawl, this turns out to be a very surprising and easy way to avoid suicides. The spacing for it takes a few minutes of practice.
3) Dashing Shield Grab - This is old... but most Marths are still trying to dash grab. Didn't you JCG in melee? learn to grab with R + A.
4) Turn around attacks - You can be using tilts in one direction and immediately attack the other way... works will with d-tilt's IASA frames as a fake out or reaction to the roll behind you.
5) True Pivot attacks - phanna has a video (http://www.youtube.com/watch?v=_4tmLsflA_c) on true pivot attacks check it out on YouTube. I find shieldbreaker, d-tilt, d-smash the most useful of these. Shieldbreaker literally hits the point you were just standing so it's a pretty good spacing tool. Unfortunately you can't do this out of a continued dash like you can for an Aerial Rush.
6) Running specials - Dashing into Shieldbreaker was made well known by Emblem Lord, and dashing into dancing blade is probably a well known but not very well used tactic. Speaking of dancing blade, the up combo has pretty good range on the top and hits through platforms, so if the opponent jumps to dodge than switch to up.
7) Dancing Blade stall - Dancing Blade is good on recovery. If the opponent is edgehogging right when you normally would Dolphin Slash just b forward once so their invincibility wears out. Dolphin Slash can make it back from a lot of things because of Brawl's auto-grab mechanics and the fact that if you don't hit down Marth floats at the top of his Dolphin Slash for a while. Oh and this may seem obvious but I'll throw it in there... the first dancing blade immediately after a jump gives you a little lift.
8) Fox Trot smash - This one is fairly obvious but fox trotting into a smash is pretty good. (http://www.youtube.com/watch?v=2X9oqJEXYMM&feature=related)
9) Grab-release Smash - Almost everyone knows this works on Ness (and to a degree Lucas), where you mash the c-stick once you have them in a grab and they're at high percentage so as soon as they escape you smash for the kill. Well this tactic works on more than just them. Although other characters can escape, if you condition your opponents by throwing them normally throughout the match, this can catch them off guard and net you an easy kill. More info (and an example match) can be found here:
(http://www.smashboards.com/showthread.php?p=4558790#post4558790)
10) Double jump platform land - The FASTEST way a Marth can land on a lower "neutral" platform (such as the ones found on Battlefield and Lylat Cruise) is through this technique. Quickly hit your jump twice when under a platform to land on it faster than you would have with a full hop. You can also use this technique to land from aerials fasters as you approach a platform, which lets you quickly move onto your next attack.
(http://www.smashboards.com/showthread.php?t=199547)
That's all I can think of for now. Hope this helps you guys.
1) Aerial Rush - Not sure what to call this, but I haven't seen anyone mention this so let me explain. If you're running to the right, you can jump left and be facing left so you can use your f-air going left. The movement is exactly like a Reverse Aerial Rush, just pivot and then jump, but it's used to go back the way you came while facing forward. This is good for people with good f-airs.
To execute: Run right, hit left on your analog stick, and right as Marth turns around jump/short hop and DI left. If you don't jump right as Marth turns around he will enter a sliding animation (the one that stops his dash). Aerial Rushing a sh aerial is a really good fake out tactic. It attacks the spot you just dashed out of fairly quickly.
2) Reverse Dolphin Slash - If you're stuck under the lip of FD or anything similar, usually your best option is to DI towards the stage then Dolphin Slash away from the stage. Because you can grab the edge even if you aren't facing the right way in brawl, this turns out to be a very surprising and easy way to avoid suicides. The spacing for it takes a few minutes of practice.
3) Dashing Shield Grab - This is old... but most Marths are still trying to dash grab. Didn't you JCG in melee? learn to grab with R + A.
4) Turn around attacks - You can be using tilts in one direction and immediately attack the other way... works will with d-tilt's IASA frames as a fake out or reaction to the roll behind you.
5) True Pivot attacks - phanna has a video (http://www.youtube.com/watch?v=_4tmLsflA_c) on true pivot attacks check it out on YouTube. I find shieldbreaker, d-tilt, d-smash the most useful of these. Shieldbreaker literally hits the point you were just standing so it's a pretty good spacing tool. Unfortunately you can't do this out of a continued dash like you can for an Aerial Rush.
6) Running specials - Dashing into Shieldbreaker was made well known by Emblem Lord, and dashing into dancing blade is probably a well known but not very well used tactic. Speaking of dancing blade, the up combo has pretty good range on the top and hits through platforms, so if the opponent jumps to dodge than switch to up.
7) Dancing Blade stall - Dancing Blade is good on recovery. If the opponent is edgehogging right when you normally would Dolphin Slash just b forward once so their invincibility wears out. Dolphin Slash can make it back from a lot of things because of Brawl's auto-grab mechanics and the fact that if you don't hit down Marth floats at the top of his Dolphin Slash for a while. Oh and this may seem obvious but I'll throw it in there... the first dancing blade immediately after a jump gives you a little lift.
8) Fox Trot smash - This one is fairly obvious but fox trotting into a smash is pretty good. (http://www.youtube.com/watch?v=2X9oqJEXYMM&feature=related)
9) Grab-release Smash - Almost everyone knows this works on Ness (and to a degree Lucas), where you mash the c-stick once you have them in a grab and they're at high percentage so as soon as they escape you smash for the kill. Well this tactic works on more than just them. Although other characters can escape, if you condition your opponents by throwing them normally throughout the match, this can catch them off guard and net you an easy kill. More info (and an example match) can be found here:
(http://www.smashboards.com/showthread.php?p=4558790#post4558790)
10) Double jump platform land - The FASTEST way a Marth can land on a lower "neutral" platform (such as the ones found on Battlefield and Lylat Cruise) is through this technique. Quickly hit your jump twice when under a platform to land on it faster than you would have with a full hop. You can also use this technique to land from aerials fasters as you approach a platform, which lets you quickly move onto your next attack.
(http://www.smashboards.com/showthread.php?t=199547)
That's all I can think of for now. Hope this helps you guys.