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Important Carefully Ask PPMD about the Tiara Guy

Dart!

Smash Master
Joined
May 12, 2010
Messages
3,755
Location
East Peoria, IL
running dtilt is great when they're dashdancing and then have their back turned, if shes facing you wavedash dtilt is better
 
Joined
Aug 6, 2008
Messages
19,345
This topic got me thinking: Over the course of a match, does Marth tend to get cornered more often or end up cornering the opponent? If he keeps playing with this "wait for a mistake" attitude as so many posts I read allure too, it would seem he eventually gets driven to the edge of the stage and loses center spot.

I guess even at the ledge Marth doesn't care, he has a sword, but he seems a lot easier to bait without any room to maneuver. So, if you kept that mentality of waiting for a mistake, you might end up cornered against the edge of the stage.
 

Niko45

Smash Master
Joined
Apr 16, 2008
Messages
3,220
Location
Westchester, NY
If you're really good at playing confidently while cornered you can take advantage cause obviously a grab or up tilt near the ledge is really rewarding.

But yea you're right you can't play super passively all the time at least in most matchups.
 

Dr Peepee

Thanks for Everything <3
Moderator
BRoomer
Joined
Sep 29, 2007
Messages
27,766
Location
Raleigh, North Carolina
If someone is forcing into my space then I can hit them or control them better because I have the middle and more space to retreat into as needed. I make it a personal rule to never give up much of the middle with Marth unless I am positive the opponent will approach because Marth's range and mobility is most potent in the middle and least while cornered(hard to move when you can't really dash backward).

The nice thing about Fair is how disjointed it is, so if any character is coming into my space at all I can usually whack them sticking out a move or encroaching onto my space and be relatively okay.
 

.Chipmunk.

Smash Ace
Joined
Oct 4, 2010
Messages
599
Location
Lawrenceville, GA
Sometimes Marth does get cornered, but running through somebody to take center stage isn't used that often and it's actually pretty good sometimes. You can catch people off guard. I mean, we already walk/run past people and fsmash them. Why not do it to get center stage?
 

Construct

Smash Journeyman
Joined
Jan 16, 2012
Messages
465
Location
NEOH
So about twenty pages ago we were talking about weak hit u-air, and I finally got a new controller and eagerly toyed around with it. I basically just ended up getting naired in the face by level 4 falcos while not really being able to pull anything off with it. What should I be doing off a weak-hit uair? 'cause everyone seemed really excited about it, and I feel so left out :-(
 

Shroomed

Smash Master
Joined
Feb 5, 2008
Messages
4,793
Location
Santa Cruz
So about twenty pages ago we were talking about weak hit u-air, and I finally got a new controller and eagerly toyed around with it. I basically just ended up getting naired in the face by level 4 falcos while not really being able to pull anything off with it. What should I be doing off a weak-hit uair? 'cause everyone seemed really excited about it, and I feel so left out :-(
99% of the time vs fastfallers you should grab.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
or you could learn to space your upair properly..i don't understand how you can get hit when you are weak up airing..they can either jump out or fall into the upair..if you're getting hit your timing is just off

weak hit upairs let you rack up damage without letting the fox/falco out...sometimes you're forced to regrab after an upair or you will lose control though...going for another upair when i should have grabbed is probably what causes me the most trouble...however, that's a reasonable temptation since the final weak hit upairs at high percent will combo into a fsmash into kill while grab will only get a nair or reverse fair to bair (i'm assuming my opponents DI like pros)...

both of which while good are not as good as the fsmash to finish.
 

Dart!

Smash Master
Joined
May 12, 2010
Messages
3,755
Location
East Peoria, IL
grab is key to all matchups for marth....whether it be to combo them to death (fastfallers) or to throw them in the air to get position for a kill move (floaties and sheik)
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
is uncharged shieldbreaker or nair better for knocking someone as far away horizontally and down as possible..ie what is optimal for hitting away high phantasms? i decided that vs fox i really wanted to take my edgeguarding off stage more, but the first stage to being able to do that is to actually get kills consistently off high phantasms...i was managing to hit fairs yesterday when i tested it but they typically got a 2nd chance to phantasm . only dropped one edgeguard on the high phantasm and it is easier to guard than allowing them to take up a high firefox position, but i feel like it is barely superior to go offstage if you're going to allow them a 2nd phantasm...need something stronger, so i thought i'd experiment with the other move options when i play on tuesday. i seem to remember shieldbreaker having a better trajectory, but isn't that move really weak? (uncharged, not curious about the other..no time for it.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
I wouldn't recommending venturing off stage to hit a high side-B. It's super risky and even if you hit them, like you said, they will usually be able to side-B onto the ledge or even the stage before you can fall low enough to do anything. If you're going to do anything, do a fair and combo it into up-B or dair. If they don't DI into either of those moves, just do your best to get back on stage and jab/dtilt depending on what height they go for the second side-B at. Neutral B is too slow on startup to be used as you jump out, and the cool down is so long that even if you hit them you're definitely not covering their second side-B. The only time Neutral B would be useful is if they are at a high % and you can somehow read their DJ into side-B or predict they will side-B as they fall. It does have a better angle for KOing than fair (especially a tipped fair), but it's only a reasonable option when they're at ~80% for Falco and ~100% for Fox.

Really though, Marth should stay grounded during spacies' recoveries. If they up-B, yeah, obviously jump out and destroy them. Otherwise, cover the ledge and your face with dtilt/jab/ftilt, and cover high side-Bs with a simple reactionary WD back fsmash or w/e will hit them back off the furthest. So at lower %s you may want to just turn around and grab them and dthrow immediately to get them back on the ledge. At higher %s, fsmash (or up-B if you have time to space it) is the most reliable. Be careful of players that like to ledge cancel their side-Bs because that can totally ruin an fsmash if you wait too long.
 

odinNJ

Smash Lord
Joined
Mar 5, 2012
Messages
1,175
Location
NJ
Reverse Fair is pretty cool to set up tipper Fsmash on FF'ers.

I don't think it has much of a use outside of comboing?
I was thinking that it could be used as a quick ledgedrop move, kinda like a mixup.
But it definately looks mega sexy.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
Oh, I actually do use it for ledge drop gimps. It's really good if you manage your invinc properly. Also make sure you get back to the ledge before they do. I've only really tried it in Marth dittos, but it'd probably be way more useful vs. other characters that can't up-B immediately and grab the ledge before you.
 

odinNJ

Smash Lord
Joined
Mar 5, 2012
Messages
1,175
Location
NJ
i think it would destroy falcon if you had invinca to dodge the bup grab.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
Just make sure you hit them with your up-B on the way back to the ledge (preferably the middle part that has basically no KB). Or DJ into bair to knock them further away. Depends on spacing, %, DI, etc.
 
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