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Annoying Marth

sk8tinGam0r

Smash Cadet
Joined
Feb 22, 2007
Messages
58
Location
Naples, FL
i play friendlies at school with some kids and one of them plays a marth i am better then him and normally beat him but for some reason i cant get a decent chain grab he always seems to escape after the second or third grab. to be honest i think im doing the wrong kind of CG. What are the best CG to use on marth and is there a certain % that he can escape?

Thanks
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
marth can jump out of pretty much all CGs pretty easily

i find reverse dair the most reliable but i almost never get more than 1 regrab
 

sk8tinGam0r

Smash Cadet
Joined
Feb 22, 2007
Messages
58
Location
Naples, FL
dang that sux so what kind of combos should i pull? if i get a grab i want to be dealin some dmg! should i try to pull a chu and grab->blizzard->d-throw->nana f-air->d-smash? or can marth get out of that?

i have trouble with the nana f-air out of a d-throw should i be throwing foward? it just seems like i cant get the spike it just hits marth up.

what percentage does the d-throw -> u-smash k.o. marth?
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
dthrow usmash is stage dependent

it KOs around 100-110 on FD

i generally just blizzard, dthrow->usmash, then uairs
 

sk8tinGam0r

Smash Cadet
Joined
Feb 22, 2007
Messages
58
Location
Naples, FL
thanks ill give it a try

but what about the f-grab to nana f-air to d-smash why does it launch marth or any other char that i try that against up instead of down i can get it sometime but not always. is my timming off?
 

AzN_Lep

Smash Champion
Joined
May 25, 2005
Messages
2,096
Location
San Diego, CA
There's no chainthrow that works on Marth when he DIs and jumps. Like Pocky said the one you can get off most often is the reverse d-throw d-air. If you do land one, chances are he'll DI the next grab correctly, Luckily you can take advantage of this DI. When using the reverse d-throw d-air he'll DI up and behind you in order to avoid your next grab. Instead of grabbing again with Popo, you can f-smash behind you and catch him before he can jump. The neat thing about this is since he's DI'ing that way already, you can pull off low damage kills.

As for the d-throw -> f-air -> d-smash combo, your timing is just off. You're most likely making contact too early
 
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