one thing i've been thinking about a good amount lately as a result of some old talks with forward and some recent marth sheik games i've had with him is the idea of "low APM" (his words) play and the role of the raw fsmash in marth's game.
the first thing i noticed from our games is that he definitely had the upper hand in the little micro-situations where the game gets slowed down. i'm no stranger to these situations and generally feel pretty comfortable in them, but basically, it always felt like his defense was impenetrable and he would generally be able to safely push in on me until he was able to force one of his sheiky aggressive mixups. basically, his position would always be more stable than mine, and it's because he's better at the slow-game than i am due to years and years of FG and smash experience through the ages >_> anyway, i'm trying to fix that by working on my own low-APM game, so let's talk about the role of fsmash in marth's neutral-gamey exchanges.
OBVIOUSLY, it's bad to spam fsmash. it's bad to rely on it in neutral. it's (in theory) bad to use as a hail-mary guess. YES, you generally need to poke, prod, and create small advantages using your dtilt pokes, aerial walls, movements, blah blah blah. however, the thing about f-smash is that it's his most.... egregiously unbeatable move. so the idea is basically to position yourself in a way that IF your opponent wants to get to you, they need to go through your f-smash. in other words, positions where you can safely abuse the constant threat of fsmash are "stable" just... for that very reason. they are positions where your opponent needs to respect your fsmash and therefore can't act too brashly. so basically, you can do a LOT with marth's movement to make this happen. you can obviously do this with large, aggressive movements in neutral (the dash away -> WD back in to mixup between f-smash and grab is one of the most CLASSIC Marth examples), but the thing i'm focusing on is using smaller movements and really fine control to explore what advantages i can create with that spacing, for example, walking, WD in place/baby WD, Cactus dash, etc. learning to control marth on a low-APM level also creates HUGE benefits for your punish game because it allows you to set up really devastating tech-chases and corner traps. and basically, having this MICRO-SITUATIONAL stability will allow you to more safely and reliably push forward in a MACRO-SITUATIONAL sense.
and then there's the layer of actually... SWINGING on the f-smash. i need to go to work in 45 minutes and don't want to talk too long about it, but basically, i think it's good to swing on the f-smash sometimes, ESPECIALLY when you get good at evaluating situations for whether the f-smash is a favorable or unfavorable gamble. but in general, if the opponent is in the corner, in the air, making really telegraphed aggressive movements, etc, the expected value of your raw fsmash is WAY higher. and obviously, you can train yourself to react to some things or common situations and punish with f-smash.
so, that stuff is pretty swell in a vacuum. however, we also need to consider the benefits you get when you think about it in the grand scheme of marth's game, forcing the opponent to act with respect to your fsmash opens up an ENTIRE WORLD of opportunities with your movement, walling, and poking. you're marth. do marth stuff to them.
i suppose this idea isn't very new at all, but this is how i've been trying to use the ideas in my actual gameplay. thoughts, @
Dr Peepee
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OH, i've also been thinking a little more about the types of movements to use when you want to press forward vs when you want to retreat. but BASICALLY, the thing i kinda realized is that you need to use shorter, safer movements when you are trying to press forward with dtilt (as i said earlier, walk, WD in place, baby WD, and in general, just understanding what spacings/movements you can safely dtilt with), since you need to REALLY be careful not to overextend since you're moving into their space. so basically, the idea is to press forward with pin-point accuracy as much as you know you can. and when you're retreating, you have the liberty to take bigger movements since you're moving to somewhere more safe, but obviously, you don't want to move back too far as well, and there's things you can do to vary your WD length and aahhhhh Melee is so good. However, I was thinking about this because I remember watching Plup's Samus with Taj and he made a note about how well Plup was using WD back -> walk forward.