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

Pierce7d

Wise Hermit
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3DS FC
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Dolphin Blade wastes extraordinary amounts of time. If Falco is prefomring a chainthrow, Dolphin Slash should be your priority.

Marth edgeguards better than either of those characters listed.

Both Snake and Falco are amazing campers. Let Snake and Falco camp in front of you, and score opportunistic damage at your opponent's foolish attempt to score hits.

An adept Falco should be able to help your recovery with a laser. UpB higher rather than lower if your partner is skilled, so they can replenish your UpB. If they are amazing, save your jump as well.

Marth's sword is fast and has awesome range and priority. Try and hold the center of the field and maintain field presence, to provide your team with good movement options.
 

Veng

Smash Ace
Joined
Mar 13, 2008
Messages
818
Location
Olympia, Washington
Okay so last time I was here i was told to read through the stickys, which I have done through all of them.

But still cant find a compilation of some "advanced" Techniqiues, or strategies. Also maybe some combos.

Anyone want to help me out? Like I know ( lame ) but Dolphin slash out of shield can ko... you know?

thnkx
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
San Francisco
Okay so last time I was here i was told to read through the stickys, which I have done through all of them.

But still cant find a compilation of some "advanced" Techniqiues, or strategies. Also maybe some combos.

Anyone want to help me out? Like I know ( lame ) but Dolphin slash out of shield can ko... you know?

thnkx
The simple answer?
Reread the stickies.

The longer answer?

Combos in brawl? lawl(stfu diddy mains)

Marth's AT's? Well there's glide toss....and....
Glide toss.
Marth isn't dependent on gimmicky AT's. I know that's said in various threads in the stickies a thousand times over.

Strategies? We have tons. But I find it hard to believe you read the stickies and found no "strategies." We have threads on character specific strategies(i.e. the match-up guides), general marth strategies, heck Steel2nd just wrote a pictured guide on Marth's options both on the ledge and against someone on the ledge. Reread the stickies for strategies.

So ya.
Reread the stickies.
 

Veng

Smash Ace
Joined
Mar 13, 2008
Messages
818
Location
Olympia, Washington
The simple answer?
Reread the stickies.

The longer answer?

Combos in brawl? lawl(stfu diddy mains)

Marth's AT's? Well there's glide toss....and....
Glide toss.
Marth isn't dependent on gimmicky AT's. I know that's said in various threads in the stickies a thousand times over.

Strategies? We have tons. But I find it hard to believe you read the stickies and found no "strategies." We have threads on character specific strategies(i.e. the match-up guides), general marth strategies, heck Steel2nd just wrote a pictured guide on Marth's options both on the ledge and against someone on the ledge. Reread the stickies for strategies.

So ya.
Reread the stickies.
I read them twice, I odnt get much from walls of text so ill have to read it more carefully... so marth pretty much just has strategies? example: DS out of a falco chain throw or out of shield or ledge guarding etc. as for combos I mean like 0% combos or strings that tend to work well together or lead to more damage . Like I saw some one bthrow to fsmash or something....
 

phi1ny3

Not the Mama
Joined
Apr 15, 2008
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in my SCIENCE! lab
My definition of AT's = way different from other ppl's definitions.

Question: Is there a way to DI out of DB? I'm curious, to see if there is a possible follow up after such a thing.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
My definition of AT's = way different from other ppl's definitions.

Question: Is there a way to DI out of DB? I'm curious, to see if there is a possible follow up after such a thing.
They usually can only DI out of the last hit, down (green) variation as far as I know. For example MK can DI up and Shuttle Loop you, and Marth can just DS you.

Also CPU (not ROB) or anyone can activate their FS in the green hit. Fail.

What was Sakurai...thinking? Getting punished for actually landing hits...okay.

Either my fighting game mentality sucks, or...

wait, that's just it. I don't play any fighters. Haha.
 

ZHMT

Smash Lord
Joined
Feb 5, 2008
Messages
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Tampa, Florida
NNID
zeeehmtee
My definition of AT's = way different from other ppl's definitions.

Question: Is there a way to DI out of DB? I'm curious, to see if there is a possible follow up after such a thing.
Some characters like Kirby, Samus, and Jiggly, exc....can DI up out of any down variation at almost any percent.
 

Pierce7d

Wise Hermit
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3DS FC
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MOST characters can DI out of the down final hit. It's just everyone is too lazy to do it. Also, short characters (including MK) that DI down can stay grounded and duck the final slash if it's upward.
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
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My definition of AT's = way different from other ppl's definitions.

Question: Is there a way to DI out of DB? I'm curious, to see if there is a possible follow up after such a thing.
Also of note, if you're too close some characters can spot dodge the first two hits and end up behind you. Names don't come to mind, but basically it's characters with good, fast spot dodges.
 

Coda

Smash Cadet
Joined
Oct 19, 2008
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51
Location
Walnut Creek, CA
and keep in mind... they don't need to spot dodge... if your spacing was poor on the start up... they'll DI towards you and DI behind you... and punish you...
 

BacklashMarth

Smash Lord
Joined
Apr 2, 2008
Messages
1,784
Location
Directly above you tipping a dair.
I read them twice, I odnt get much from walls of text so ill have to read it more carefully... so marth pretty much just has strategies? example: DS out of a falco chain throw or out of shield or ledge guarding etc. as for combos I mean like 0% combos or strings that tend to work well together or lead to more damage . Like I saw some one bthrow to fsmash or something....
Okay, I'm gonna say what feardragon was trying to say without the sugar coating. If you're lookng for AT's (another word for "gimmicks") Marth is not the character for you. I'm serious, Marth is not for ppl who want an easy win, which many AT's give certain characters. You can't spam ANYTHING marth has and not get ***** for it. He has no inescapeable chaingrabs or set-ups once his opponent is past about 20% (maybe even earlier). Youre going to have to invent a marth playstyle that works for you. We cant give you a 10 step program to using marth well. :ohwell:
 

legion598

Smash Ace
Joined
Mar 29, 2008
Messages
751
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illinois peoria area
um i consider dolphin slash out of shield an at as for combos marth has fthrow chains on certain characters and fthrow>fsmash combos alot of the time his only other 2 combos i know of are Dtilit>standard A and auto canceled Uair>Utilt but neither of those are really good options but they do count as consecutive hits
 

feardragon64

Smash Champion
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Apr 9, 2008
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2,154
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um i consider dolphin slash out of shield an at as for combos marth has fthrow chains on certain characters and fthrow>fsmash combos alot of the time his only other 2 combos i know of are Dtilit>standard A and auto canceled Uair>Utilt but neither of those are really good options but they do count as consecutive hits
dolphin slash out of shield = universal "AT" (up + b out of shield)

Throw chains = I wouldn't consider them combos, nor are they anywhere near being staples to Marth's game

And even with the last two you mentioned, they are only at extremely low %'s. Congratulations, you've done maybe 20 damage tops and you're all out of tricks. Now you have to play without your gimmicks. That's probably a bit more than 90% of the match.

The point is Marth cannot DEPEND on these gimmicks.

Depend.
 

grandmaster192

Smash Ace
Joined
Apr 27, 2008
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Does anyone have any reliable strategies for playing offensively against Meta Knight? I have some tricks of my own, but I'd like to here what other good players have to say.
 

feardragon64

Smash Champion
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Does anyone have any reliable strategies for playing offensively against Meta Knight? I have some tricks of my own, but I'd like to here what other good players have to say.
Reliable? No. That's why Marth has his largest disadvantage against mk.

Strategies, some. See the mk match-up thread if you want to see them. We're constantly working on ways to find a reliable strategy against mk. But the best advice I can give to you is don't approach mk. Play defensively.
 

Veng

Smash Ace
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Messages
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Olympia, Washington
so what i got out of the stickies... weaving/spacing... like SH double fair, then like shor thop fairing then weaving back with di good strategies.

Then usinsg dancing blades to help staleness too, curious though, how come a lot of times the last part of dancing blades never finishes, like sometimes it does, but sometimes it doesnt, MAKES ME MAD!!

then combos, I never really saw combos in the thread, any good 0% or any good combos? aka pika: dthrow, utilt, nair, fair.

up b out of shield, I cant really do that in lag... not sure if i can do it in person either havent tried much...

dtilt is explainable ownage.... then his nuetral a for some spacing sometimes too...

anything I missed really bad?? oh and nair for like canceling out recoverys and just spacing in general too
 

phi1ny3

Not the Mama
Joined
Apr 15, 2008
Messages
9,649
Location
in my SCIENCE! lab
In Brawl, unless it's Lucario fairs, diddy dribbling, etc., we don't call them "combos", because that's technically incorrect. They're called "strings", just so u don't get flamed too hard, because I know that ppl will hate it when u call things "combos" loosely.
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
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San Francisco
so what i got out of the stickies... weaving/spacing... like SH double fair, then like short hop fairing then weaving back with di good strategies.
Correct. GJ.

Then using dancing blades to help staleness too, curious though, how come a lot of times the last part of dancing blades never finishes, like sometimes it does, but sometimes it doesn't, MAKES ME MAD!!
You're probably inputting it too fast. Get the timing down, and also realize dancing blade is your best punisher.
P.S. don't finish with the down version, it can be DI'd out of.

then combos, I never really saw combos in the thread, any good 0% or any good combos? aka pika: dthrow, utilt, nair, fair.
See my previous post about combos. The best you'll get are a few fthrows or dthrows ending in a tipper fsmash, or against some people(read the match-up threads) Marth does have a 0% to death combo through a throw-->dair spike.

up b out of shield, I cant really do that in lag... not sure if i can do it in person either haven't tried much...
Don't wifi. Marth is horrible over wifi.

dtilt is explainable ownage.... then his neutral a for some spacing sometimes too...
Grabs, dtilt, jabs, up+b out of shield are all good for spacing people who get too close.Camping fairs for keeping them out. Ftilt for stopping approaches, as well as dtilt.

anything I missed really bad?? oh and nair for like canceling out recoveries and just spacing in general too
Nair is good for air dodgers. When people are recovering, you'll miss the first hit and hit with the second as long as you follow their DI during the air dodge.
You have a lot of it correct. But there's no secret that unlocks all of Marth's know-how. The best I can say is learn to space, play smart, and keep learning.
 

Fatalzyntax

Smash Apprentice
Joined
Jan 27, 2008
Messages
147
Location
Illinois
some one needs to sticky this...

what determines the direction of knock back during a dolphin slash?
I ve had some people go straight up, and some people go curve-to-side.
I know you can do two types of Dolphin Slash where you can go almost straight up and one with slightly more horizontal distance but I dont think that's it, not the only factor that is...

anyone know how to control this?
 

feardragon64

Smash Champion
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some one needs to sticky this...

what determines the direction of knock back during a dolphin slash?
I ve had some people go straight up, and some people go curve-to-side.
I know you can do two types of Dolphin Slash where you can go almost straight up and one with slightly more horizontal distance but I dont think that's it, not the only factor that is...

anyone know how to control this?
You know what's really sad?
I get the feeling new people will actually SKIP the stickies, making the whole sticky this idea useless.

Anyways, the direction of the knockback will depend mainly on your opponents DI. I think distance from your opponent affects it as well, but don't take my word for that. Last thing that could affect it is the angle at which you hit them.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
If your opponent is hit by the Falchion from the initial point where Marth swings his sword under his legs, the knockback will almost be entirely vertical (similar to normal DS in Melee IIRC).

If hit by a standard Dolphin Slash, the foe will go horizontally, but they can easily DI it upward and they'll travel in a 45 degree angle upward. MK can do this from a grab release to prevent dying early.

If you do not hit from the initial impact points (the few frames where the hit frames start), it will be a weak hit and Marth would therefore be very vulnerable to punishment.
 

Fatalzyntax

Smash Apprentice
Joined
Jan 27, 2008
Messages
147
Location
Illinois
All right, I guess I'll do some experimenting with this

Either way, I don't feel as this should be stickied as a guide but rather a reference point
Even if people ignore it, it would be the same thing as if it were on page 2 of the marth boards
Then this would also give people the right to bash on people when this thread needs to be linked to :p

In any case where "too much stickies" is the problem, it should at least be linked in the "Everything you wanted to know about Marth" thread, that way sucky people out of their noob stage (meh) can easily enter this thread with out having to go out of the way just to find it

Another Marth question... is it better to fair at the begining of the short hop, or at the end of it, I feel better doing it at the begining because it gives me more DI yet i see people fairing during the end....
 

Darxmarth23

Smash Champion
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Dead. *****es.
If your opponent is hit by the Falchion from the initial point where Marth swings his sword under his legs, the knockback will almost be entirely vertical (similar to normal DS in Melee IIRC).

If hit by a standard Dolphin Slash, the foe will go horizontally, but they can easily DI it upward and they'll travel in a 45 degree angle upward. MK can do this from a grab release to prevent dying early.

If you do not hit from the initial impact points (the few frames where the hit frames start), it will be a weak hit and Marth would therefore be very vulnerable to punishment.
basically... it depends on where you hit the dude on the sword.


of course... i could be wrong. i mean...look up. its veit geek. he knows stuff.
 

feardragon64

Smash Champion
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San Francisco
If you're camping fairs, generally the two ways to go about it are:
1) SHFF, fairing after you fast fall.
2) SH rising fair DI'ing toward the opponent, then (not fast falled) falling fair DI'ing away from the opponent.

If it's not about camping with fairs, it's very situational. You just need to do what works depending on distance, timing, what the opponent is doing, current "mind games", etc.
 

DantheMan89

Smash Rookie
Joined
Oct 20, 2008
Messages
8
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Pensacola, Florida United States
I have a combo that I love, but don't use often cause it is easy to get out of at higher dmges. At low percentage it is the best. With an apponent's back to the edge of the stage (or chain grabed to it) you forward throw them out and imediately do a quick SHDB. This does two things, the DB will tap your apponent, stoping their momentum and let them fall downwards slightly. Then the force of DB after a jump will slightly push you up. I have found that this is an amazing set up for a ToadStool Spike. So basically FThrow, SHDB, then TSS. It is an amazing combo that lets you easily edgeguard by DB toward the stage w/o having to jump.

I was wondering if anyone else knows of this in another form, or of a easier way to do it. (such as specifics in the control stick)
 

Pr0phetic

Dodge the bullets!
Joined
May 11, 2008
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Syracuse, NY
What is the corect way to do a SH Double Fair? Everytime i attempt i either auto-cancel or only one comes out. -_-
 

Face124

Smash Ace
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Jun 1, 2008
Messages
966
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Edinburgh. Pm for a Brawl and I'll get back to you
Uhh, i'm just wondering, whats Marth's most powerful inescapable combo from 0%? I mean in terms of % damage. The best one I found is autocancelled u-air into tipped u-smash, but i'm not sure if it can be escaped with DI. It only gets 34% though, I'm sure there has got to be one better.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Uhh, i'm just wondering, whats Marth's most powerful inescapable combo from 0%? I mean in terms of % damage. The best one I found is autocancelled u-air into tipped u-smash, but i'm not sure if it can be escaped with DI. It only gets 34% though, I'm sure there has got to be one better.
A bad habit that I need to get rid of:

SH'd Fair -> AC'd Uair -> Utilt = 37-ish %

Bad habit is bad. Never try to string hits against Luigi...

err, never mind.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Hmm that looks great actually, but are you sure the f-air to u-air is inescapable?
Only from a low percent (hence nearly 0) and is character dependent. Really it won't/probably shouldn't work on super floaty people (Luigi, etc.), and you must tip both Fair and Uair.
 

Face124

Smash Ace
Joined
Jun 1, 2008
Messages
966
Location
Edinburgh. Pm for a Brawl and I'll get back to you
Only from a low percent (hence nearly 0) and is character dependent. Really it won't/probably shouldn't work on super floaty people (Luigi, etc.), and you must tip both Fair and Uair.
thanks man ill check it out.

EDIT: o yeah, one last thing. If i break someones shield what is the best way to punish them? Like, what attack does the most percent damage, and then what has the most knock back. I was thinking tippered fully charged F-smash for both, but what about a fully charged tippered nuetral special?
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
In an event where you cant tipper (lets say point blank), it would still be full charged SB right?
You usually have enough time to walk back a distance and get a near-tipper, since at point blank, none of your moves can really kill.

And yes, fully-charged SB unless you've been whoring out that move for the last minute or so (which you should not), in which case, a tipper Fsmash would do.
 

Dxt XXII

Smash Journeyman
Joined
Jun 23, 2008
Messages
356
Location
Miami, Florida
Quick question: how well does marth do against G&W, DK, and Wolf?

My lucas has problems against them, and atm I'm seconding marth. Any input would be appreciated.
 
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