Zano
Smash Master
it's not flashy enough
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For starters do you know about RCO lag? I'd recommend learning about RCO lag before trying to speed anything else up. A lot of the rest is done by buffering.How do I practice my movement speed of Marth? I always see people sprinting really clean after landing and just fast falling attacks?
Two basic attack patterns: Fast Falled F-Air > Retreat F-Air; D-Tilt > Retreat F-Air. Keep that spacing on point, by the wayHow do I practice my movement speed of Marth? I always see people sprinting really clean after landing and just fast falling attacks?
True; seeing high tier characters being used in a camping manner is terribly depressing; many players just don't feel the need to explore outside the boxThis game is indeed deeper than it looks.
Many top players still ignore many things about it.
Many researchers still can't figure how some stuff work.
After just a few days, I'm starting to see what you mean about switching to Marth outright. I'm not totally sold yet, but exploring with Marth has been a ton of fun. So many more options (oos and otherwise) than jab. And combos out of moves other than jab. Also starting to stare up the immense slope of that learning curve...If I was planning to use Marth for DDD and MK, I'd just drop Ike and use Marth only ( I've done that myself and I just like you used tilt stick for Ike). The MK MU is pretty close to even IMO (but still in MK's favour) but learning it takes a lot of practice and you have to know so much about MK (if you pick any bad option it costs you severely against the bat). And because of how many MKs there are, it's better to just focus on improving your Marth due to it taking a lot of practice to become good with Marth. If you don't want to drop Ike, it's better to just have MK or Snake as a secondary for those MUs, as those characters take less effort to become good with.
Ike is actually really good against D3. Your main tool is backthrow->dash attack then steal the ledge and force to them recover with upB. Then punish him with Uair/Fair/Fsmash/Upsmash you name it.Hey guys, I'm an Ike main looking for a secondary (mainly for DDD and MK) and I think I'm leaning toward Marth. I know that Marth doesn't have great MUs against those two, but they're better than Ike's -3's, and since my main strength with Ike is spacing (and since I love the FE series), I thought that Marth would be a nice secondary. I've been paging through the various guides, and I've gotten pretty good at tipping everything from just training mode with CPU set to "run".
I tilt stick with Ike, so my question is this: do any of you Marth mains use tilt-sticking/ any modded control set-up? I was messing with tilt sticking in training mode, and it makes Marth's run off dair possible to recover from (obviously an approach to be used very sparingly) and it definitely makes the nair easier to retreat, but I had trouble buffering my smashes out of throws with joystick+A.
Well here it goes
I think you should stick to Ike without a secondary because Ike is capable of overcoming all of his bad MU's and is an underrated and amazing character.
-D3
Marth vs D3 is much harder than Ike vs D3, although the MU chart says otherwise. As Ike your main goal is to space with fair and grab before he grabs you, bthrow -> dash attack is your bread and butter. Get him off the stage and make him use all his jumps with fair/bair/dair. When he is forced to recover with his upB you have limitless options for killing him, especially on battlefield. Wait for him to reach the apex (where his super armor ends) of his upB then punish with fsmash/bair/uair/upsmash, you name it. The entire MU is based on you getting him off the stage and stealing the ledge so he has to upB. Ike's punishes are godlike.
-MK
The MU for Ike is almost played exactly the same as for Marth, maintain stage control, abuse grab shenanigans, space well, and PUNISH EVERYTHING. Bair that tornado. Be sure to throw MK offstage and punish him on the ledge instead of edge hogging, fair beats most options, including nado. Ike can be just as strong as Marth against MK. Don't let the MU Chart tell you how it is, learn the MU for yourself before you judge how "bad" it is -Advice from C.J.
-Olimar
Olimar can be extremely tough for Marth as well, especially when getting back on stage. Ike has a bit of an easier time getting back stage control. Its hard for Ike to fight olimar because he's so short (hard to hit bair and impossible to hit FF Uair) and hard to approach, but Ike can kill Olimar around 100% with DI. Just remember you can dair through his upsmash (non purple I believe). Also Olimar does not have grab armor, so if youre in his face jabbing and he tries to grab he'll get hit. If they are in the air chances are they are going to whistle to avoid an uair so using aether to ledge grab is a good means to kill olimar. Aether's hitboxes last longer than the super armor from whistle so he'll be dragged down (with any luck without a jump). In essence jab cancels, your greater aerial game, and aether are your friends. Just be ready for the grab, its gonna happen.
If you want some qualifications, I'm a marth main and I play with Ryo and DewDaDash almost everyday. We can send you replays if you're interested.
Basically the same thing i said for Ike, except less effective. Get him off stage, steal the ledge, force him to upB then punish. ALSO fthrow->fthrow->fthrow->dair(at 0%)->footstool->grab out of upB and pummel til release->keep doing it->keep doing it-> now kill his fat assSpeaking of D3, just what does Marth do in that matchup? I feel like I just get completely destroyed if I mess up a forwards air.
Because ike's fair and aether outrange olimars grabs and smashes.Why should Marth have trouble getting back onstage against Olimar? And why does Ike have an easier time getting back stage control? I thought it's Olimar's defense that should give trouble more than anything else. Too bad Marth's moves don't hit hard enough against DDD's recovery, but we can still rack up a lot of damage on DDD when we get him offstage. Is there any vids of a Marth using that grab release on DDD that is "kinda" an infinite? Could it break the MU by suddenly us having a way of killing him below 160%?
I like landing by just moving away from DDD because DDD's mobility is really slow which makes it hard for him to chase us when we decide to run away. BTW I've noticed that sometimes he can shield between DBs. Am I too slow with DB or should he actually be able to have time to shield between them?