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but Uair takes much longer time to finish, and could potentially leave Marth vulnerable... they could easily ledgehog you as you upB...Use Uair. It provides cover from overhead attackers.
Unless you mean on certain stages where you can Fair people through the stage who are trying to guard too close. Yeah, I do that all the time. It's especially good when they don't back off, because they they like to shield, and I ledge hop to shield breaker which is a stock if I break their shield at the ledge.
Uair can also be used for this purpose.
Probably. Though there may be one or two characters, here's a few helpful tips:
Move in the direction you're facing (someone correct me if it's opposite)
Short hop your footstool to lower your rising speed.
It works on D3
Ledge drop counter is risky business. Marth generally has better options, though for some characters, such as DK, this is a decent idea. Don't try to use it to much, there are better things to do, such as Bair/Fair edgeguarding, and on stage edgeguarding.
Take a look here for tips on edge-guarding with Marth
http://www.smashboards.com/showthread.php?t=191242&highlight=edgeguard+Marth&page=2
The same can be said of Yoshi, and it should work on most of those characters.
Fox-trot is for mix-ups, you shouldn't be approaching your opponent with a dash anyway. Walking is KEY.
I hate when that happens.
i don't use it but i just wanted to know is it useful just in caseNo, it is just awful.
i would use it on a charged up f-smashcounter isnt good. its not completely awful though... its just too risky to be able to use efficiently. and there is almost always a better option
lol yeah auto winCounter is fantastic when you don't get punished for it.
It does come out it only 5 frames, shame the average human reaction time is about 12. If you were some Godly smasher with 0-1 frame reaction speed Counter would make you unbeatable![]()
all of marth's moves (minus dash attack) is fantastic if unpunished.Counter is fantastic when you don't get punished for it.
It does come out it only 5 frames, shame the average human reaction time is about 12. If you were some Godly smasher with 0-1 frame reaction speed Counter would make you unbeatable![]()
this is outdated but..Question: Who can Marth hit with grab releases and with what attacks?
It depends a lot on the situation. You have a general idea of it, but really you should DI backwards when you're camping with fairs and not putting pressure. Also DI backwards if you think there's any chance that you'll get shield grabbed. To be entirely honest, I don't think you should DI forward very often, but if you do it will usually be in the form of a double fair. But again, I wouldn't recommend it unless you're putting pressure on or somehow know that the first one will hit.1) When doing a SH Fair, I have a problem deciding whether to DI forwards or backwards. Obviously on hit or if the opponent rolls behind you, you want to DI forwards. On hitting a shield, you want to DI backwards. However, it feels like I need to commit to the DI before I have enough time to react. This results in me just guessing the DI direction, sometimes getting punished for getting to close to a shield grab or losing out in potential damage when the opponent flies away. What suggestions do you have? For example, if it's just reacting, what should I be looking for to react to (as in, perhaps the color of a shield popping up, etc.)?
If you spaced properly against most characters(i.e. most characters that Marth outranges), you should be fine and can even proceed to SHFF again. When I say spaced properly, I mean the first fair is a rising aerial and approaching, the second is retreating and you DI away from them. If they have a move they can outrange you with and probably will, either anticipate it and spot dodge to dancing blade punish or just space yourself a bit(SHAD backwards, etc.) If they choose to punish with a slow move though, you can dtilt it if you land in range and interrupt the attack. If they don't, then you shouldn't have to worry about anything since you spaced properly and they can't grab you or attack you.2) Let's say that you've just performed a SHFF Fair (or a SHDF FF) and it gets shielded. Let's say that it was spaced properly and the opponent doesn't have a guaranteed punisher. What's the best option at this point? Is it better to defend with shield, spot dodge, roll, or to attack with jab or side B? Should I just start SH Fairing again? I tend to freeze up when this situation happens as I'm not sure if the 4 frames of lag are greater than the shield stun, which lets my opponent get free hits in on me.
Aerials don't have priority. That's the thing. It's just a matter of range. Honestly, this is just a matter of practice in spacing. Learn to time your aerials to space perfectly against someone standing still, walking, moving, jumping toward you, jumping away from you, etc. Just practice.3) I've been losing aerial wars against lower priority aerials. Take Wolf's Bair. I've been told that it's a timing problem. I'm either attacking too early or too late. Does anyone have any advice for this? I think this occurs because I attack with the goal of getting a tipper Fair (and I space my SH accordingly), but my opponent launches himself towards or away from me while using Bair, which screws my timing and spacing up royally. Any suggestions? Should I play more passively and Fair just out of range, hoping they'll launch themselves into my range? Or should I try Nair, or even a ground approach instead?
First off, c-stick up smash with c-stick set to smash makes you spot dodge I'm pretty sure...which is probably what you don't want. But anyways, go into practice mode or get a friend to play as R.O.B. and help you time it until you get it. Have R.O.B. spam dsmash on you and just practice up'bing out of shield on it. You'll get it eventually.4) I've been trying up B out of shield during an attack unsuccessfully. I have tap jump on. I think it's because I don't hit the up and the B at the same time, so there's a small window where I'm not in my invincibility frames. Do you have any advice as how to remedy this? Should I just up smash via the C stick to be safe?
Grab at lower %'s just because Marth's grabs have relatively good setups for positioning, and it keeps dolphin slash fresh. Dolphin slash when you're positive that they either can't shield/spot dodge it or they won't be able to punish you for it(landing on the top platform of battlefield and recovering from it before they can attack). Dolphin slash is the high risk, high reward and grabs are the lower risk, lower reward. But if you know you can choose between the two at high percents, dolphin slash for the kill. Both moves are good for spacing yourself.5) After shielding an attack, when should you up B (better KO and hits behind, maybe more range) and when should you grab (refreshes)? Or, is an attempt at a side B punish worthwhile despite lacking the jump cancel? What about after a spot dodge? I usually follow successful spot dodges with side B, but is there a better option?
Generally, the most predictable time for an opponent to air dodge is when they're recovering. When you jump off the stage and they EXPECT you to fair them, they'll airdodge to avoid the hit. That's a good time to use nair because the first hit will miss because of the air dodge, then you just have to follow their DI(probably toward stage) and hit them with the second hit as they come out of the air dodge. Spot dodge is harder to hit against with nair, and I honestly just prefer to use dancing blade to punish spot dodgers. Auto-cancel doesn't really follow up into anything and doesn't have enough knockback or hitstun to do much for you, so I wouldn't recommend it. Knowing when to nair is honestly about the mind-games going on in the match.6) I'm not comfortable using certain popular moves. I have read the guides (well most of the threads at least) but I still can't incorporate them properly. First is Nair. It has more range (second hit I think) and can be auto canceled. I was told it works well against air dodge and spot dodge, but I have a hard time predicting these from my opponent. If I predict incorrectly, I get punished. I've tried the auto cancel, but I end up screwing up my spacing as the first hit of Nair is much shorter. What should I be looking for when I Nair? Secondly is the dtilt. It offers combo potential, IASA frames, so on and so forth. Except my opponents are primarily aerial based, which means they tend to jump over dtilts. I end up using ftilts instead, which occasionally get punished on shield as well even when tipped. I've seen people use dtilts after landing Fairs, but even then wouldn't side B be better? The only use I've really gotten out of dtilt so far is poking someone grabbing the ledge for too long.
Marth has a few K.O. options.7) What's the best way to land a KO? I've read threads on it of course (I did read the thread about KO moves!), but oftentimes the solutions don't cover the situations I encounter. Tipper Fsmash appears to be best, but it gets me punished more often than it finishes. A fresh Fair, Nair, and side B works, but they tend to require much much higher percentages to work (my opponent smash DIs better than I do I think). Uairs, Utilt, and Usmash are extremely situational and I never ever get them. If I launch my opponent up above me somehow, they tend to go for the edge to avoid the juggling game entirely. I've tried punishing it unsuccessfully. I sometimes do get Bairs, but that also tends to get me punished more than it succeeds due to its lag. Then there's Dair spike, which for the life of me I can't get. I've tried, believe you me. Up B out of shield seems to be my most reliable option, but shielding requires that I stay grounded, which tends to tip off my opponents well in advance (they're high damage and I'm suddenly not doing an aerial approach). Then there's the extremely rare up B stage spike and the shield breaker, which are just way too situational. Am I doing something wrong?
Marth gets hit by pk thunder, momentum launches him upwards. Marth dolphin slashes, and somehow the momentum carries through the dolphin slash. Weird....
I'm a newbie at Brawl and I've been getting my behind handed to me. As such, I have a few questions that, once answered, will hopefully improve my Marth game. Hopefully, this is the right place to post.
1) When doing a SH Fair, I have a problem deciding whether to DI forwards or backwards. Obviously on hit or if the opponent rolls behind you, you want to DI forwards. On hitting a shield, you want to DI backwards. However, it feels like I need to commit to the DI before I have enough time to react. This results in me just guessing the DI direction, sometimes getting punished for getting to close to a shield grab or losing out in potential damage when the opponent flies away. What suggestions do you have? For example, if it's just reacting, what should I be looking for to react to (as in, perhaps the color of a shield popping up, etc.)?
Don't EVER do SHDF... IT WILL GET SHIELDED and YOU WILL GET PUNISHED.2) Let's say that you've just performed a SHFF Fair (or a SHDF FF) and it gets shielded. Let's say that it was spaced properly and the opponent doesn't have a guaranteed punisher. What's the best option at this point? Is it better to defend with shield, spot dodge, roll, or to attack with jab or side B? Should I just start SH Fairing again? I tend to freeze up when this situation happens as I'm not sure if the 4 frames of lag are greater than the shield stun, which lets my opponent get free hits in on me.
Space properly. Fair.3) I've been losing aerial wars against lower priority aerials. Take Wolf's Bair. I've been told that it's a timing problem. I'm either attacking too early or too late. Does anyone have any advice for this? I think this occurs because I attack with the goal of getting a tipper Fair (and I space my SH accordingly), but my opponent launches himself towards or away from me while using Bair, which screws my timing and spacing up royally. Any suggestions? Should I play more passively and Fair just out of range, hoping they'll launch themselves into my range? Or should I try Nair, or even a ground approach instead?
No. DS is a godly punisher. (I must confess that I don't utilize its potential, since I shield drop -> DS rather than Shield -> DS... Tap Jump problems) Learn to reverse DS and normal DS out of shield. It takes practice.4) I've been trying up B out of shield during an attack unsuccessfully. I have tap jump on. I think it's because I don't hit the up and the B at the same time, so there's a small window where I'm not in my invincibility frames. Do you have any advice as how to remedy this? Should I just up smash via the C stick to be safe?
Same as before? DS. DB. or shield grab.5) After shielding an attack, when should you up B (better KO and hits behind, maybe more range) and when should you grab (refreshes)? Or, is an attempt at a side B punish worthwhile despite lacking the jump cancel? What about after a spot dodge? I usually follow successful spot dodges with side B, but is there a better option?
Nair is great for people who rather Airdodge. Also, Nair is good against larger cast. Nair tipped will kill. And it IS your ledge return move. It is superior to Fair in most ways. (BUT Fair is still reliable for several situations)6) I'm not comfortable using certain popular moves. I have read the guides (well most of the threads at least) but I still can't incorporate them properly. First is Nair. It has more range (second hit I think) and can be auto canceled. I was told it works well against air dodge and spot dodge, but I have a hard time predicting these from my opponent. If I predict incorrectly, I get punished. I've tried the auto cancel, but I end up screwing up my spacing as the first hit of Nair is much shorter. What should I be looking for when I Nair? Secondly is the dtilt. It offers combo potential, IASA frames, so on and so forth. Except my opponents are primarily aerial based, which means they tend to jump over dtilts. I end up using ftilts instead, which occasionally get punished on shield as well even when tipped. I've seen people use dtilts after landing Fairs, but even then wouldn't side B be better? The only use I've really gotten out of dtilt so far is poking someone grabbing the ledge for too long.
Remember which attacks you've used. If anything is still fresh aim to TIP it. All of Marth's aerials will kill when tipped and fresh (at decent percents)7) What's the best way to land a KO? I've read threads on it of course (I did read the thread about KO moves!), but oftentimes the solutions don't cover the situations I encounter. Tipper Fsmash appears to be best, but it gets me punished more often than it finishes. A fresh Fair, Nair, and side B works, but they tend to require much much higher percentages to work (my opponent smash DIs better than I do I think). Uairs, Utilt, and Usmash are extremely situational and I never ever get them. If I launch my opponent up above me somehow, they tend to go for the edge to avoid the juggling game entirely. I've tried punishing it unsuccessfully. I sometimes do get Bairs, but that also tends to get me punished more than it succeeds due to its lag. Then there's Dair spike, which for the life of me I can't get. I've tried, believe you me. Up B out of shield seems to be my most reliable option, but shielding requires that I stay grounded, which tends to tip off my opponents well in advance (they're high damage and I'm suddenly not doing an aerial approach). Then there's the extremely rare up B stage spike and the shield breaker, which are just way too situational. Am I doing something wrong?
Thanks in advance for all the help!
Np. I enjoy answering intelligent questionsThanks for responding feardragon64. It helps a lot.
I hate to say it but you just need to be a bit faster. You should be able to cover the distance and end up behind them even if they roll. If they are really predictable with it though, I suppose you could try reverse dolphin slash just before you land(i.e. when they will presumably shield grab). But this probably isn't the best option. Just practice your retreating fairs. You should have enough time to DI forward instead to get out of shield grabbing range.1) I guess I can DI backwards to be on the safe side, but sometimes my opponent rolls behind me during my rising Fair. Since I'm already holding backwards, I can't re-space myself in time. What should I do then? I usually hope that my second Fair will hit or try a aerial dodge and hope. Is there a better option? The players in the vids I've watched don't seem to have this problem ever, so I must be doing something wrong.
That's the thing. You shouldn't have to worry too much about reaction time if you make the second one retreating. I hope you're using the c-stick for aerials. Jump forward and as soon as you leave the ground DI away and c-stick fair twice(once for each fair). And at some point, theory reaches a road block. You have to react to what they're doing. You can try and base it off of the actual character's capabilities(you're safe if you outrange all their moves), but you won't always have the certainty so you just have to try and figure out a play pattern. It's the "mindgames." It's stuff that goes down in the match itself that you have to make decisions on for yourself.2) My main problem with this is that I have to commit to a followup attack after my Fair without seeing if my attack was successful or not. Waiting to see if it was shielded, or even to try to see if the spacing was correct, before I execute my followup gets me killed. My opponent actually remarked that he was surprised he hit me with certain moves when I clearly had the advantage. With this in mind, what should my priority be when deciding on a followup move? You mentioned several ideal counters to certain situations, but given that I don't have time to analyze the situation, I need to know what moves have the highest chance of success.
It might be that different aerial speeds for different characters is getting to you. Realize different characters move at different speeds. If a fox is approaching you, he'll get to you slower than a jigglypuff. Sorry, but it's just practice.3) I guess I'll just practice getting my behind handed to me until I finally understand it. I can space against opponents standing still and jumping straight up, but movement seems to get to me. Actually, I've been having some limited success baiting the enemy aerials by SH forwards, DI backwards, then FF Fair forwards to punish. It doesn't consistently work, but it helps nonetheless.
4) Practice it is. I'm pretty sure none of my opponents are willing to spend the time to help me practice like that, so I'll just keep trying it during matches until I get it.
For dancing blades, it's alright to do if you know you can hit them before they can shield it. As for mid percents, it's your call in the match. A lot of it has to do with positioning. If you can hit them with either but you know dolphin slash won't kill, you have to decide which one will be more advantageous. Maybe if you dolphin slash you can go for a gimp because they'll be off the edge. Maybe you don't want to give them too much space so you'd rather grab, ping, and throw. You COULD SH fair, but realize up+b out of shield and grabs are meant to space yourself when they've gotten too close, as opposed to SH fair being a tool to keep them from getting in close.5) So side B isn't a good option out of shield, but it is after a spot dodge? I understand that at low percents grab is preferable, and at high ones up B is superior, but what about at medium percents? Would side B help then? Could I just SH Fair then? Or, what if they end up behind me while still being at low percents? Grab obviously won't work, using up B means it won't be fresh later on, side B may not be fast enough, and up smash may not have the range necessary. What should I do then?
Dsmash comes out really fast, but if you whiff it you're screwed. Use it as a punisher when you know it can hit but don't have time to space another kill move. The other time to use it is on roll dodgers.7) I get punished for using Dsmash almost all the time, so much that I've nearly removed it from my arsenal entirely. I'll try chasing down people after launching them upwards like you suggested. As for up B out of shield, assuming the opponent is at high percents, how do I ever land this thing? Shielding requires that I be grounded, and the moment I'm not trying to approach from the air they immediately know what I'm trying to do. In that case, is up B out of shield really not applicable as a finishing move unless they make a really really stupid mistake? What should I aim for then? Fsmash, Bair, Dsmash get punished. The juggles are difficult to land. Fair, Nair, and side B don't kill until super high percents. Dair is impossible to land. It's really frustrating to be down one stock when my opponent is at high percents and still unable to finish them off quickly before they give me a good 50% or so.
Shield grab =Xis double fair a good approach?
thought soShield grab =X
10pingsandathrow
Yeah S.O.L.I.D. thats how you get up normally.To get up normally I believe you just press toward the ledge, although I may be wrong.
yah, i meant buffering. The way I do it is much like L canceling in melee. Before an attack ends, hold R and tap a direction. Someone correct me.Thanks for the help DarkRunner00 and feardragon64.
This post is a bit long, so bear with me. It's split into three sections, the first a response to DarkRunner00, the second a response to feardragon64, and the third two additional questions.
-=DarkRunner00=-
(1) I've been DIng backwards more often as feardragon64 suggested (I lose potential damage when I successfully land a Fair), but I've also started DIng forwards behind them and tossing out a Bair to mix it up. If I don't abuse it, it seems to work. Furthermore, I've been implementing the double jump more often to help escape disadvantageous situations (SH Fair to Jump). I also almost always double fair, usually FFing the second one, while DIing away.
However, I don't know what buffing a roll is. Could you explain that to me? I'm assuming that buff means buffering, but when do I have the opportunity to buffer in brawl?
For dtilt, a signal to use it is if your opponent hasn't retreated but is shield, trying to punish out of shield. Usually their shield will wear out enough by the time you to dtilt them... so you may potentially poke them.(2) I SHDF FF while DIng away. Thus far, I haven't gotten punished for it if I spaced correctly (it's well out of grab range). If my opponent starts punishing it, I'll start mixing that up more. I'll definitely keep it in mind though.
I've also been trying to implement dtilt more after Fairs, but I've been having trouble landing it. Right now, I tend to follow up successful Fairs with more SH Fairs as it seems to have a higher success rate. DB I no longer use as a followup to Fair (**** you shield grab). I reserve it mainly for punishing, though sometimes I dash forward and DB when they are expecting an aerial approach.
As for my mixups, I have a few now that I've tested successfully against my opponents. I stay away from full hops though (I experimented with them and got some success, but I found it risky as Marth is too floaty and has a crappy Dair). I do approaching SH Fairs (sometimes double, the second always FFed, sometimes going behind them for a Bair), retreating SH Fairs (I love you tap jump), and dash forward to DB. My favorite mixup now though is to bait a reaction with a SH forwards to DI back. If they react, I can sometimes get a free Fair. If they don't, I double jump away to safety, using a FFed Fair if they give chase.
DB up at higher percents tends to miss...they get knocked too far away. At higher percents I just do the forward version as it's more consistent.
SB I find really situational. I only throw it out against certain characters that my opponent likes to shield with more. I find it too slow otherwise, even as a surprise factor. Aerial approaches eat it alive. I also never ever aim to actually break a shield with it. Instead, I just want them to sweat a little with a tiny shield as Marth's sword suddenly becomes unblockable. :D I found that continually trying to break a shield tends to get me too aggressive and severely punished.
Go to the video thread. Watch VietGeek, Neo, Ken, Steel2nd... and hella other people. Just watch videos to see how people space...(3) I know, practice practice practice. It would SERIOUSLY help if someone would post some screenshots of Marth and every possible opponent that showed the exact perfect spacing for each situation. Right now, I'm just winging it.
Perfect! I wanted to bring that up at somepoint... The turtle can't be shield grabbed before the "final" hit. But it is DS able from shield.(4) I've gotten better at it already. I just hit the B a little sooner, which seems to do the trick for me. It worked against G&W's stupid turtle.
oh ok.(5) I was more asking when to use which punishment. feardragon64 already discussed it though.
For ledge return and anti-ledge guarding... Look at MikeHAZE videos...(6) Aha! I never thought of using Nair as a ledge return move. I've been getting killed on the ledges recently, and this is something I'll definitely try out soon.
When the opportunity presents itself, I've been mixing up Fair and Nair as edgeguard moves off the stage. If they're hugging the ledge though, I stick to dtilt.
As for dtilt followups, I'm predictable and go for aerial approaches after a successful one. DB is getting more and more risky for me as my opponent is shield grabbing them too often for my tastes. Fsmash after a dtilt I never ever attempt. The chance of them rolling immediately and then punishing me with a DACUS is way too high (I eat too many of those already).
Dtilt killing shield I just learned from feardragon64. I like the idea, though I find it difficult to implement as my opponent loves his jump.
Atleast add Uair to your aerial repertiore... Fresh Uair will kill. And it an insane juggler attack.(7) Tipping fresh aerials is tough for me. Fair is so much safer and easier to space. I'll work on it though, especially with Nair.
Fsmash I've been using when least expected, else I get punished.
I'm never ever in range to Utilt or Usmash finish. Getting into its range means that I've screwed up my spacing. How would you get these moves off? Also, DB up tends to knock them too far away to land the last hit at higher percentages. How do you get this one off?
My opponent is also pretty **** good at stopping my gimps, probably because I suck at gimping. They like to start their recovery when they're further down, making Nair and Fair impossible to land. That or they use recoveries with super armor. I usually let them grab the ledge and then try pressuring them from there.
Okay. It depends on who're you're playing... It sounds like a GnW... if you're on the ledge, ledge drop fair (MIKEHAZE STYLE) so you can keep GnW away from the edge. Under 100% you can hit him from ledge attack. Bait him to attack and punish him with ledge attack. If he's charging a smash or waiting...-=NEW QUESTIONS=-
Well, I've seen some improvement in my Marth recently. My spacing has gotten a tiny bit better again. More importantly however, I've managed to find a counter to the Bair spam. Hyphen Usmash solves against the approach Bair spam off a full hop. Although a retreating Bair can punish it, this at least gives me SOME option to stop the approaching Bair (which can't be shield grabbed). That makes my opponent more wary, which then opens up opportunities to SH Fair approach, retreating SH Fair, dash in DB, or even baiting a reaction with SH forwards then DI back.
However, I still find myself struggling in certain areas. As such, I have three additional questions to ask.
(8) Most of the damage I take tends to occur when I'm trying to get back on the stage after grabbing the ledge. Matches that I'm winning can suddenly turn around just because I can't get back on the stage properly. What moves would you suggest?
I currently use several options. I hold back and Fair forwards, which hits them if they're too close. I hold back, short hop, then Fair, which tends to get me shield grabbed or hit out of. I hold back, short hop, then counter, which gets me shield grabbed. I tap down then DS to refresh my ledge. And once in a blue moon, I'll roll or full jump from the ledge.
Even with these options, I get obliterated. DarkRunner00 suggested using Nair to get back on, which I will DEFINITELY try. However, are there any other suggestions as to how to get back on?
Wait until the invci's wear off. Mind games.(9) After killing my opponent once, they get back on the stage with invincibility frames. What is my best option at this point in time? I usually try either rolling, SHADing, countering, grabbing the ledge, or just jumping over them. Even still, I tend to get hurt pretty badly at the start of each of my opponent's stocks. Any suggestions as how to survive here would be most welcome.
Fan projectiles.(10) Now that my opponent doesn't spam Bairs as much, he's starting to projectile camp. I've never really faced projectile campers before, so I'm pretty bad at stopping it. What should I do?
The projectile in question is Wolf's blaster, which I believe can't be out prioritized with Marth's sword. I'm looking for advice against any projectile that can't be deflected with the sword.
I use PS while approaching, but I'm not perfect and I get hurt at times. SHADing I find really difficult as I tend to SHAD right into his grab. Jumping over the projectiles can be difficult when he SHs them, or just uses DACUS to punish. How can I close in without taking an absurd amount of damage?
Thanks in advance for all the help!
8. Towards stage as SOLID stated.Thanks for the reply Steel2nd
(8) Can you elaborate on what double jump Nair is? Is this hold back to fall, then use your second jump with a auto canceled Nair? Or do I jump onto the stage, jump again, then try to Nair from behind them?
Also, how do I get up normally with tap jump on? I sometimes get it when I tilt up, but it's inconsistent and usually comes out as a jump. Is there an easier way?
(9) By using Marth's agility, I'm assuming you mean jumping and moving around. I've tried that and got hurt badly for that too. I tried fake jumping over my opponent after they expect it, DIing back, only to get Fsmashed to my doom. Grabbing the ledge is the safest thing in terms of surviving the initial invincibility frames, but then getting back up gets me hurt just as much if not more.
Aside from ledge stall then, what else is good? Rolling if not abused might work. Shielding if not abused might work. Spot dodge is stupidly risky. SH counter has worked once in a blue moon. SHAD is nice, but can get predictable just like rolling. Jumping over them gets reacted to real fast as Marth's vertical air speed is too slow, so I'm iffy on doing that now. Is there anything else that I'm missing?
(10) I think my reaction time is just too slow. When it's that close and I attack, I eat a blaster. If I'm waiting for the blaster so I can punish, I get thrown. I'll just have to work on this then.
In the general case though, is PS Marth's best solution against projectiles that can't be deflected? Or is every projectile unique (example, you're supposed to SHAD Zelda's Din's Fire)?