your first mistake is assuming m2k has figured everything out. he has done amazing things for marth, don't get me wrong, but he's just a player. he's just a human. he can see things only from his perspective. when you improve, you will see things differently from m2k and thus be able to bring out some of your own metagame-defining changes.
Neutral position/zoning techniques, Dtilt uses, stronger edgeguards, better methods of juggling/setting up kills, possibly pivoting.....that is just what came to mind when I thought of all that Marth can improve upon.
There's always work to be done, especially in Melee. =)
With this post, we've gone back to debate. You misread my post entirely, but I'll reiterate.
"I'm well aware that M2K being M2K has figured
out nearly everything we know for Marth. But what does Marth possibly have that we haven't explored yet that could be metagame defining for him, if of course it isn't already? Not including everything we already DO know about this character."
Now I'm not trying to be disrespectful towards you when I say all this. I've seen your Marth plenty, and I'm well aware of how good it is. But I'm not saying M2K has built the Marth we know from scratch. I'll even correct myself in this manner:
- Ken gave us the base of what Marth should be.
- M2K went further in exploiting many of Marth's strong points.
- Marth mains everywhere incorporate their own style into their gameplay.
All of the above is great, but we're do not have this character down to a science. If we did, we'd see a lot more of Marth instead of Fox and Falco, two characters who are currently running the tier list because of their well known frame advantage and easily comprehensible moveset. So instead of consistently analyzing every person's post and nitpicking it to the dots on the "i"'s, let's try to figure out what this character needs to do more in-game.
Now, I have to agree with mers and say Side-B at low percents isn't a good choice, specifically because of SDI and CC. Lower percents, Marth needs to space moves, and get grabs. However, Side-B is a great mix-up moves for interrupting aerials, and even grounded characters at mid-high percents. There's been multiple good Falcon players that I use Side-B specifically for, and I'm able to hit all four sequences of the move on them, which in doing so, pops them up into the air, and allows me to continue punishing them. It can also work as a wonderful bait out of a dash dance as well. Side-B does need to be explored a little more though on what it can possibly do.
Another good point I saw by Sveet and Xeylode is the pivot frame in dash dancing. Pivot grabbing is great for when you're getting chased by a character you're trying to get away from but can't escape their approach. Pivot tilting is also a great option, especially DTilt. Not only are you taking advantage of Marth's frame data with the pivot, but then the IASA frames on the DTilt would allow an extremely smooth follow up that's extremely difficult to escape, especially when the IASA leads into a grab. Would be interesting to see some other opinions as to what we can do with the IASA frames instead of just grabbing.
All that we've discussed has been great, but I'd just like to see a bit more on Marth's ground game improvement as a player base.
How do you guys feel about Marth's jab (comes out on frame 3 I do believe, correct me if I'm wrong)? What can we use jab more in, if its possible?