Strider
Smash Rookie
my personal favorites:
dashdance > observe
grab > throw > observe (the basis of juggling)
grab > throw > pre-emptive low risk disrespect interrupt that doesn't forfeit position (e.g. upthrow > uptilt)
observe > grab/dtilt
observe > interrupt (always a sword hit)
observe > dashdance
other stuff:
- your hits don't have to be consecutive and overlapping hitstun to be a "combo" if your opponents can do anything about it.
- marth doesn't actually have many true combos. almost all of marth's combos are based around the opponent being in a crappy position to deal with your range and sword range.
- damage doesn't matter for this character.
- an interrupt is simply attacking the opponent's attack when you know you'll win. extremely common for this character once you know what you're looking for leads to lots of free hits.
- observation is NOT a slow action. typically observation is simply to confirm that you can do whatever it is that you wish to do. This is only bound by your reflexes and should generally be faster than any of marth's swings. for example, grab > throw > observe over and over is just marth's chaingrab, and you can do that as quickly as you feel comfortable as long as your opponent doesn't mash out.
by the time you understand these, you will be a much better player.
Thanks for the tips, what exactly do you mean by damage doesn't matter for Marth though? Also, even if Marth doesn't have many true combos, what about the Ken combo I keep seeing? Is there a video anywhere that shows what that is and possibly how to do it?