• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Ask a quick question, get a quick answer (The Marth FAQ's)

Cloud Cleaver

Smash Journeyman
Joined
Jun 8, 2008
Messages
349
Location
Central Virginia
I figured out why CPs kept getting out of my Dancing Blade. If you try to mix up the directions instead of going up up up, side side side, or down down down, the knockback sometimes won't push them into the next blow. You have to use one of the three linear combo chains to keep them in the attack reliably.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
I figured out why CPs kept getting out of my Dancing Blade. If you try to mix up the directions instead of going up up up, side side side, or down down down, the knockback sometimes won't push them into the next blow. You have to use one of the three linear combo chains to keep them in the attack reliably.
Nah, it depends on there DI for all of them. Some attacks push them too far, some not enough, so if you anticipate their DI you can plan well. Four sides works almost always but the main issue is the down one, which is easily DIed out of.
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
Metaknight will get banned eventually or so it seems.
Probably not, actually.

I use Snake and ROB as my secondaries. Snake to cover MK, ROB for Snake and matchups I'm currently uncomfortable with. You'll see me pull out random characters like G&W, Kirby, and DK sometimes, though ^^;

It depends on what characters you like/are good with and what characters beat characters you have trouble with. Could you come up with a quick list of both those criteria? I might be able to help better, then.
 

X Shinigami X

Smash Cadet
Joined
Nov 30, 2008
Messages
71
Location
Peoria, AZ
Characters I like and am good with IMO Snake/Marth/Lucario/Fox I am fairly new so I'd be willing to learn anybody.

The only character I'm horrible against is diddy kong
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
Characters I like and am good with IMO Snake/Marth/Lucario/Fox I am fairly new so I'd be willing to learn anybody.

The only character I'm horrible against is diddy kong
You could use Snake as a secondary and use Lucario for Snake, or just do Snake dittos, as i find Snake covers most of Marth's bad/uncomfortable matchups. If you find yourself uncomfortable with someone like DDD, you could also use Luke for that. If you feel uncomfortable against Diddy, though, Lucario and Snake should be fine as seconds.

Seeing as you are new, I will also suggest you read all the threads around here if you haven't already. I'll be glad to direct you to some if you're having trouble finding them :)
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
this happened to me, jsut replace pikachu's thunder with marth's counter:
3) Reverse Thunder

a) Jump left or right in the air, then do Thunder
b) Quickly tap the opposite direction (do a half-circle with your control stick) to change the momentum of Pikachu, which makes him go in the opposite direction of where he was going, but the Thunder will still land in the area at which you first entered the command to do Thunder.
c) Uses: Mind games, Spacing, Edge guarding (run towards the ledge/off of the ledge, then do a reverse thunder to return safely to the stage)


it's like a momentum change during the move
but with pikachu it's easily done, with marth I can't seem to recreate it for some reason
what did I do exactly?
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
this happened to me, jsut replace pikachu's thunder with marth's counter:
3) Reverse Thunder

a) Jump left or right in the air, then do Thunder
b) Quickly tap the opposite direction (do a half-circle with your control stick) to change the momentum of Pikachu, which makes him go in the opposite direction of where he was going, but the Thunder will still land in the area at which you first entered the command to do Thunder.
c) Uses: Mind games, Spacing, Edge guarding (run towards the ledge/off of the ledge, then do a reverse thunder to return safely to the stage)


it's like a momentum change during the move
but with pikachu it's easily done, with marth I can't seem to recreate it for some reason
what did I do exactly?
So what you're saying is, you can B-Reverse Pikachu's Thunder and then safely return but..

1) You can't B-Reverse Marth's counter
2) You can't return safely after doing this
3) Both

Answer:

1) I'm not even sure if Marth can B-Reverse his counter, there's no real point to it anyways.
2) Pikachu's Thunder slows him down considerably and totally stops his momentum. Marth's Counter just throws his momentum off and send him downward
3) Combine the above answers

If I misunderstood please correct me, I apologize.

EDIT: With Marth, it's better anyways to do a drop down counter or ledgedrop counter. For example, if a DK is recovering low, you can drop down and counter his recovery.
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
you most definitely CAN B reversal marths counter. that sounds what knee is talking about.

jumping off the stage and b reversaling marths counter isn't nearly as useful pikachu's thunder.

Heres a pro application of b reversaling with marths counter.
http://uk.youtube.com/watch?v=ZF5kZCWjPvY
I see. That does seem pretty useful. You're just ledgehop B-Reversing the counter?
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Yes, what Hype said:)
I thought it could be usefull:)
I accidentally did it in training mode :p
 

Nidtendofreak

Smash Hero
Joined
Feb 10, 2006
Messages
7,265
Location
Belleville, Ontario
NNID
TheNiddo
3DS FC
3668-7651-8940
you most definitely CAN B reversal marths counter. that sounds what knee is talking about.

jumping off the stage and b reversaling marths counter isn't nearly as useful pikachu's thunder.

Heres a pro application of b reversaling with marths counter.
http://uk.youtube.com/watch?v=ZF5kZCWjPvY
That should work with Ike, shouldn't it? Their counters only differ in where 4 frames of lag are after all.
 

Nidtendofreak

Smash Hero
Joined
Feb 10, 2006
Messages
7,265
Location
Belleville, Ontario
NNID
TheNiddo
3DS FC
3668-7651-8940
Ike's counter has less ending lag. It's 4 frames slower on the start up, and 4 frames faster on the ending time. Or it was 6 and 6. Either way, Ike is countering for the exact same amount of time.

I guess it would depend on where he's free to aether again.......

Anyhow, what sort of recoveries would this be useful against?
 

Alus

Smash Champion
Joined
Jul 7, 2008
Messages
2,539
Location
Akorn(Akron) OH
NNID
Starsauce
3DS FC
5327-1023-2754
i was told that if you were to play marth you had to "play calm" is this true?
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
i was told that if you were to play marth you had to "play calm" is this true?
I guess? You have to space right with Marth if you're gonna play him. He requires a lot of thought

Also, I had no idea Ike's was faster in any light. Anyways, you might not want to use it on a character who's recovering. This is more of a strategy against someone charging something to hit you when you come up from the ledge. Ledgedrop counter is almost strictly better for someone recovering, and if they land on the stage with their recovery you should punish that with something stronger and less situational.

EDIT: lmao @ Steel. You wouldn't like me when I play angry...
 

rayman1234

Smash Cadet
Joined
Nov 30, 2008
Messages
63
Location
nj
uhh... sorry if this is a REALLY noob question... but how come when i jump and land sometimes theres lag where i cannot do anything and people punish me... its starting to get annoying. Also a lot of the time it happens when i jump off of the ledge. Also if you can state ways to prevent this it would helpful too, other then just don't jump off the ledge. well anyways thanks in advance guys.
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
uhh... sorry if this is a REALLY noob question... but how come when i jump and land sometimes theres lag where i cannot do anything and people punish me... its starting to get annoying. Also a lot of the time it happens when i jump off of the ledge. Also if you can state ways to prevent this it would helpful too, other then just don't jump off the ledge. well anyways thanks in advance guys.
Wait...are you using a move and then landing?

If not I don't really see why there would be landing lag...

EDIT: Oh you were talking about full hops. Yeah, short hop and there shouldn't be much if any.
 

Semmick

Smash Journeyman
Joined
Jun 19, 2008
Messages
358
Location
Mukilteo, WA
Why is this stickied? no one ever reads the stickies...


Anyway, if you were to improve one thing about Marth, what would it be?
 

rayman1234

Smash Cadet
Joined
Nov 30, 2008
Messages
63
Location
nj
IMO i would make marth heavier. I mean he's already got good enough range, and a decent recovery. Plus, i don't like dying when i'm at a lower percentage then my opponent.
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
A reliable spike.

BTW, what damage range do my foes need to be in for optimal use of SHFF uAir juggles?
For most characters it can start from zero, against some of the heavier characters, like Snake who you want use it on, they'll need a good 20% or so for it to work well, at least in my experience.

Be sure to mix in some utilts and usmashes!
 

Cloud Cleaver

Smash Journeyman
Joined
Jun 8, 2008
Messages
349
Location
Central Virginia
Is this one of those juggle things that only works well when you keep them low to the ground (i.e. stop at high percentages), or can you feel free to keep spamming this when they're flying into the upper magnifyer?
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
Is this one of those juggle things that only works well when you keep them low to the ground (i.e. stop at high percentages), or can you feel free to keep spamming this when they're flying into the upper magnifyer?
Well you have to react to what they do accordingly. You can't just throw out uairs if they're airdodging and such.
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
How many pummels do you usually get, provided the opponent's a struggling human? I have nought but CPs to practice with. ;)
Well, CPUs give a general idea how many you can do. However many you can get off against a CPU until they break out is the absolute safest amount. I don't exactly have a chart or anything, but if you always remember to do it and pay attention to percents you should have an idea by feel. And of course if you notice they're not moving their fingers while you pummel, do as many as you feel like ;)
 
Top Bottom