Sails
Smash Ace
Matchup Ratio: +1
Summary:
The Marth Matchup can be tricky, but there are plenty of tips and tricks to keep the blade dancer at bay. On the ground, Marth is going to be trying to not be there. He's a character suited for the air, and he'll be jumping over your bananas and try pressuring you with FAirs. However, he does have options on the floor. Marth has Smash Attacks where the tip of the sword, referred to commonly as a tipper, does increased damage and knockback and will kill very early. This means that you'll want to keep yourself outside of his swords range at all times. If he catches you in his FThrow from 0-4%, which will be what common Marths will try for at the start of a stock, guarantees him a tipper FSmash. This is bad, and gives you a fairly big chunk of damage. He also gets a tipper FSmash out of a well-spaced glide toss, so if you see him with a banana be prepared for such shenanigans. Other silly tricks Marth has on the ground; he can followup grab releases, UpB out of shield for quick powerful hits, and pick up bananas off the ground with rising FAirs. Simply put, play it safe on the ground against Marth.
In the air though, things become interesting. Marth's FAir is so great because it's disjointed and hits on frames 4 to 8, with the entire animation lasting 34 frames. Diddy's FAir hits on frames 6 to 16, and lasts 56 frames. What this means is that if Marth and Diddy use their FAir at the same time or generally the same time, Marth will almost always get the hit. However, if you use FAir a split second earlier with generous spacing, Marth can't do anything about it so long as the FAir will connect. You'll always beat Marth's FAir, his saving grace, just by using it slightly earlier than him with the longevity of the frames that hit. Marth can predict this and start throwing out FAir's even earlier, but because you outrange him and Marth has so few frames that actually hit, chances are in your favor that you'll outspace him. If he wiffs a FAir and you're still free to attack, simply punish it with your FAir.
Camping. It's annoying to face, it's not really fun to perform, but it works in this Matchup. Sit around with a banana in hand, another laying in front of you, and spam your popgun. Marths who don't understand the Matchup will be scared, and have a hard time approaching through this. Other than reading you hard, Marth has to jump over the peanut spam and try to get you to stop. He can FAir to catch a peanut and use a second one after to hit you, so be careful of that, but that's generally Marths only approach in this situation. You can shield the FAirs and try punishing with your bananas, or just move away and reset your camp up. It's not perfect and unbeatable, but it's troublesome for any Marth and best of all; instills fear. If a peanut hits Marth close to you, you can usually punish immediately with a banana hit and then do regular followups. This is scary, and Marth mains will be deathly afraid of that free Smash Attack.
Recovering isn't exactly Marths strongsuit, but he can do it somewhat safely. Keep an eye out for if Marth uses his second jump and hit him with something immediately. Without his second jump and pushed away from the stage, Marth becomes about as good as recovering as Link. Try and peg Marth with a banana and some peanuts when he's offstage for help with this.
This Matchup is +1 in Diddy's favor. Diddys ability to keep Marth out and win often in FAir fights keeps this just out of Even territory, mostly because keeping Marth out is easier than Marth getting in. Once Marth gets in though, "Through The Fire and The Peanuts", Marth gets in. He'll use his spacing, tricks, and tippers to severely cripple your life and put you high in the air, and you're in a bad position against Marth here especially if he has platforms to attack through. Keep your cool, play safe, know your options, and camp to put a rest to this Feminine FAiry. (See what I did there?)
Stages to Utilize Against Marth:
Neutrals - Final Destination, Smashville
Counterpicks - Pictochat
Bans - Brinstar, Laylat
For more intricate help with this Matchup, please be sure to read the thread, and feel free to ask any questions not answered in it.
Neutrals - Final Destination, Smashville
Counterpicks - Pictochat
Bans - Brinstar, Laylat
For more intricate help with this Matchup, please be sure to read the thread, and feel free to ask any questions not answered in it.
[Collapse="Original Post for Posterity"]
The first week went by without a hitch and came with nearly unanimous agreement on the Matchup,
but now we've got a slightly more controversial Matchup to explore. The SHFAir
It is important that you read this! Every first post by a user in a Matchup Thread is encouraged to have at least a couple of sentences of information, alongside a ratio. Posts may not be considered for ratio and summary solidifying without these from the poster at some point in the thread, and keeping them towards the beginning helps keep discussion tidy. You have two weeks to share information that you feel is helpful in the Matchup, as well as debate with others. Compelling arguments are a must people, I expect any joking and trolls to be at a minimum.
Ideas for discussion...
-Both Characters Ground/Air Game Against Each Other-
-Moves To Avoid And How To Avoid Them-
-Diddy's Moves To Utilize In The Matchup-
-Personal Strategies To Help With The Matchup-
-Stage Discussion For Starters, Counterpicks, And Bans-
-Both Characters Ground/Air Game Against Each Other-
-Moves To Avoid And How To Avoid Them-
-Diddy's Moves To Utilize In The Matchup-
-Personal Strategies To Help With The Matchup-
-Stage Discussion For Starters, Counterpicks, And Bans-
Note: This Matchup has been discussed in the past. If you wish to pull content from previous discussions that are still relevant in the current Metagame, then feel free to do so. This includes posts that are both yours and not yours.[/collapse]