Don't question it man. Just go with it.If you know what you need to do then why haven't you done it yet to stop sucking?
Post me a RECENT vid of your Marth. k thanks.
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Don't question it man. Just go with it.If you know what you need to do then why haven't you done it yet to stop sucking?
Get.Post me a RECENT vid of your Marth. k thanks.
Best. Vid. Ever.
I think I'm pretty decent >_>LOL you suck too
wifi marths are so funny
I supppose so, but it's a lot easier than some of the things you'll have to be doing to be a competitive Marth anyways so you'll probably end up getting good at it as you go along.Here is a question that has probably been done to death, but here goes. I'm learning how to spike and I can't hit with it constantly yet, should spiking be something that a Marth fully implements into their playstyle, or should it be used as just something to throw in to throw your opponent off. Conversely, can a competitive Marth live without the spike?
lol, does this mean that Marth is left brained? Because based on studies, that would mean that there is a lack of fine motor coordination (which would explain why I trip into the crap that I do which loses my precious stocks).A tutorial video would be ok for beginners, but Marth isn't per se one of those "omg, gotta go OCD on every possible gimmick/trick, and I have to see the matchup on paper to win!", I see his game as a lot more experimental and seen better if you try it out for yourself.Also, the Haruhi stuff is overgrown here. I can't get anywhere without running into it. I gotta bring a machete from now on to navigate throug these forums, lol.Haruhi's still good tho.You people and your secrets....
I just had a breakthrough about Marth yesterday too.
He's RIGHT HANDED!
Omg so like, never attack with your left hand k?
Sharing is caring junk.
Nothing too technical, bascially mastering spacing and getting good at making smart decisions and all that.I've never been given the opportunity to work on it against a human player, so I suppose it will take longer. When you mention things you have to do to be a competitive Marth, what are you referring to?
Oh, and nice vid Junk.
MOARlol, does this mean that Marth is left brained? Because based on studies, that would mean that there is a lack of fine motor coordination (which would explain why I trip into the crap that I do which loses my precious stocks).A tutorial video would be ok for beginners, but Marth isn't per se one of those "omg, gotta go OCD on every possible gimmick/trick, and I have to see the matchup on paper to win!", I see his game as a lot more experimental and seen better if you try it out for yourself.Also, the Haruhi stuff is overgrown here. I can't get anywhere without running into it. I gotta bring a machete from now on to navigate throug these forums, lol.Haruhi's still good tho.
So that's why I will never be technicallol, does this mean that Marth is left brained? Because based on studies, that would mean that there is a lack of fine motor coordination
Fairs and Nairs are generally better.Just wondering. Is D-air ever a good choice for off-stage gimps, or is it best to play it safe by using F-airs or N-airs?
It's situational to say the least. There are times when the best option is to go for the spike. Often off a ledge hop when someones recovering low. Also if you're down by a lot it's an ok desperation tactic i guess, lol.Thanks for the replies. So is spiking an option that is rarely ever used by professional Marths? Assuming that you've got a good handle of the spacing required for the spike, it seems that D-air can be used for some very early KOs.
dair is for more than spiking, but that's for a level of play MUCH beyond what you should practice now.
Also, it is not necessary to have Dair in your moveset right now.
I spike every chance, but it's not necessary.
ff nair, since it auto cancels near the ground (if I recall).Do you mean ff nair or just regular nair? Does it hit like that out of shield at all? I would assume that nair would miss some shorter characters heads.
Yeah, Nair auto cancels.ff nair, since it auto cancels near the ground (if I recall).
More like combos into nothing.Can d-tilt combo into anything at all?
Anyway. At 0% on most characters, untipper dtilt combos into jab, DS and DB. At higher %'s untipper dtilt can combo into another dtilt, d-smash, maybe f-smash and ftilt. After that nothing.Can d-tilt combo into anything at all?
Rukkiko you are being confusing. To have a guarantee air release the character you are grabbing must be short enough so that their feet are off the ground when you grab them. As long as you don't pummel hit them the moment the release they will always air release. The other way is when you opponent inputs a jump command while they try to struggle out of the grab and as long as you didn't pummel them the moment they would have released from your grab they will air release.Just out of curiosity, how do you air release characters with Marth? I've never really known how, just wondering now since I'm aware that you can tipper an Fair following it.
This is way better put, gah. Can i call time johns?3xSwords said:have a guarantee air release the character you are grabbing must be short enough so that their feet are off the ground when you grab them. As long as you don't pummel hit them the moment the release they will always air release. The other way is when you opponent inputs a jump command while they try to struggle out of the grab and as long as you didn't pummel them the moment they would have released from your grab they will air release.
I personally don't mind anymore. Its way too soon to call that on MK
Ah I misread, you said following the shieldbreaker. Then what Pierce said was right, i think the hitbox at the feet shieldstabbed but the The hitbox of the sword connected with the shield, negating the effects.Asked this in Bowser forums too.
Start watching at 6:52. http://www.youtube.com/watch?v=V7IZSNqfZNI
What happens to Bowser's shield following the Shieldbreaker? Is this something with Marth's Up Smash or just Bowser's shield?