EZPZ
Smash Apprentice
- Joined
- Jan 18, 2014
- Messages
- 92
![Dr Peepee](/data/avatars/s/74/74236.jpg?1528142387)
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It's not very good because you don't know how to play the MU or how to counter that characters specific weaknesses. Just stick to one character. I actually switched from Marth to Falco recently because I enjoy playing Falco far more than I enjoy Marth. Even though it's sooooo hard to get good with Falco, I'm devoted.Dr Peepee So I am somewhat new (Been playing for 2 years, going to tournaments for a couple months) and I really like playing both Falco and Marth. In general I am better with Falco right now because my punish game with him is a lot better, but I have a really hard time with the Falco ditto so I have started using Marth for that matchup. But I was reading Umbreon's drastic improvement guide and he strongly suggests picking and sticking to one character until I get to a really good place using only that character. So I guess my question is do you think it is harmful for me at this point in my "career" to rely on Marth for that matchup?
I believe long term it will hurt you more to rely on one character for matchups you don't like. There are definitely exceptions though and you should seriously try to learn the ditto before just using another character and see what's best for you.Dr Peepee So I am somewhat new (Been playing for 2 years, going to tournaments for a couple months) and I really like playing both Falco and Marth. In general I am better with Falco right now because my punish game with him is a lot better, but I have a really hard time with the Falco ditto so I have started using Marth for that matchup. But I was reading Umbreon's drastic improvement guide and he strongly suggests picking and sticking to one character until I get to a really good place using only that character. So I guess my question is do you think it is harmful for me at this point in my "career" to rely on Marth for that matchup?
Well I just watched some of druggedfox's recent sets and looked for the retreating fairs. He didn't seem to use it very much, but it seemed to work out okay for him when he did use it. I really only saw him use it vs Fox on FD, but I didn't watch too much. He didn't use it once in the game I watched him play vs. Fox on YS or in the sets vs. Sheik/Falco. It didn't strike me as particularly great, at least for me looking through the lens of my own play and how much I can struggle in movement-heavy mixups vs. Fox and to a lesser extent, Falcon. Not to say I think it is bad, but I just don't think I have a developed enough game to get the most out it while it also opens up one of my particular weaknesses to exploitation. He definitely uses it from further away than I do, seemingly just to zone and deter them from coming out of the corner too brashly. I do think it is smarter than the way I use it, which is more aggressive and susceptible to them either being able to get into my space on whiff or just flat out beat it before my fair can cover Marth's body. I also don't really ever waveland after the fair so i am sure that contributes to the issue of feeling disadvantaged on whiff. Also would make sense why I find it better against characters who I have a ground movement advantage against. After thinking about it, I also feel like at some point in experimenting with it, I started using it too often and so good Foxes/Falcons/Falco have been able to pick up on it and punish me for being too aggressive too often, whereas other characters can't do as much or can't punish it well enough for it to matter. I don't have videos to compare our usage of it, but I think that sums it up pretty okay. I am going to try spacing it from farther away vs. Fox/Falcon and only using it on longer stages and see how it works out. I also assume it is just bad in Marth dittoes and have never bothered trying it.Well Cactus mains Marth again, so you should check his stream out often.
This technique should be reasonably effective vs Fox. Can you describe how exactly it failed vs him? How close were you and what did you get punished by? What could you have done about it?
Vs Falco, it's certainly more the case I wouldn't use this as much since lasers are more likely to disrupt it. Still, doing it sometimes and then DJ to a platform/waveland back/Fair out of getting hit by laser can be useful I think.
I would most prefer to use this vs Fox/Falcon I think, since I'm more likely to hit those characters(they run in/throw out moves a solid amount)/need to slow them down even if it doesn't work. I don't think I would use this much in the Marth ditto since committing to any lag in that matchup is quite a risk in my experience.
I think that people need to devote enough time to practicing 'bad' matchups that they have a solid understanding of both their opponent's character and how their main interacts with their opponent's character. If someone devotes the time to figuring this all out and still decides that the matchup isn't worth it/a secondary will do better, fine. The concern is that inexperienced players will play a 'bad' matchup a few times and decide they don't like it without ever learning why it's bad, or how to play around their main's weaknesses.I believe long term it will hurt you more to rely on one character for matchups you don't like. There are definitely exceptions though and you should seriously try to learn the ditto before just using another character and see what's best for you.
Dair can be useful for spiking opponents, forcing them to get off your back, OOS because of its insanely large hitbox, or even to pop up floatier characters. I personally love popup dairs on Samus because of how interesting your comboes can become. I think one time I even dair'd into a Ken Combo. Some people use SHFFL dairs as an approach, but I think that it's just stupid because of how punishable it is.What do you think about Marth's D-air and how would you use it in a situation or a combo?
I made these adjustments and have been testing it out to some good success. It actually had kind of a snowball effect on my neutral game by causing me to be slightly less aggressive in general and I sort of was able to bridge together a lot of my movement ideas from the last time I got really into improving my Marth with an improved punish game and my improved matchup knowledge.Well I just watched some of druggedfox's recent sets and looked for the retreating fairs. He didn't seem to use it very much, but it seemed to work out okay for him when he did use it. I really only saw him use it vs Fox on FD, but I didn't watch too much. He didn't use it once in the game I watched him play vs. Fox on YS or in the sets vs. Sheik/Falco. It didn't strike me as particularly great, at least for me looking through the lens of my own play and how much I can struggle in movement-heavy mixups vs. Fox and to a lesser extent, Falcon. Not to say I think it is bad, but I just don't think I have a developed enough game to get the most out it while it also opens up one of my particular weaknesses to exploitation. He definitely uses it from further away than I do, seemingly just to zone and deter them from coming out of the corner too brashly. I do think it is smarter than the way I use it, which is more aggressive and susceptible to them either being able to get into my space on whiff or just flat out beat it before my fair can cover Marth's body. I also don't really ever waveland after the fair so i am sure that contributes to the issue of feeling disadvantaged on whiff. Also would make sense why I find it better against characters who I have a ground movement advantage against. After thinking about it, I also feel like at some point in experimenting with it, I started using it too often and so good Foxes/Falcons/Falco have been able to pick up on it and punish me for being too aggressive too often, whereas other characters can't do as much or can't punish it well enough for it to matter. I don't have videos to compare our usage of it, but I think that sums it up pretty okay. I am going to try spacing it from farther away vs. Fox/Falcon and only using it on longer stages and see how it works out. I also assume it is just bad in Marth dittoes and have never bothered trying it.
Dair... Well the obvious is that it is good for spiking opponents offstage, and popping them up onstage. Long landing lag, but somewhat quick with a huge hitbox that covers both sides of Marth along withbelow him and is easy to tipper becasue of the hitbox priority. You have likely picked up on the fact that it is easier to tip dair than other swings. That is because other swings non-tipper hitboxes override the tipper if both of them connect. On dair, it is the oppostie, meaning that so long as a tipper hitbox connects, it is a tipper. Dair also has good hitstun and being a spike, can be helpful in beating characters that like to CC in certain situations because they don't get the full effect of CC against spikes. I really don't advocate for dair as .anything other than a combo starter or finisher in most situations, but it can be good OOS at the right times, and can be useful in covering your descent from a juggle against certain characters, especially if they want to chase you high and dont have their DJ to bait and punish you with. Although it is a bold play most of the time, it can be helpful, especially if the other character doesn't have good vertical mobility or a good aerial to challenge it with. Unfortunately, that is pretty rare since pretty much only Peach/Puff/ICs have those isues when considering top tiers. Puff is just too risky to attempt it against and doesn't often find herself trying to juggle Marth to begin with and a good Peach player isn't going to overextend vertically like that very often since it isn't really any better than covering your landing and/or pulling a turnip in most situations. ICs also like to control the ground and don't really like to chase too much unless you are lower to the ground in which case landing with a dair can be a potential grab opening if they play their cards right. Against characters like the Mario Bros, Samus to some extent, and alot of the lesser played characters, it becomes better, but still not exactly Falco's dair.What do you think about Marth's D-air and how would you use it in a situation or a combo?
I think we've heard the idea before about making a thread for discussing MUs and stuff. Sounds like it's gaining more and more popularity. Anybody know where we should put this in? A new thread or in this one could work I think, but I want other opinions.outofphase Yeah I agree. I think we should do a matchup discussion or something to get the ball rolling(like we first do a character a lot Marths have trouble with I.E. sheik, then discuss the matchups for a few days then move on to the next one). Learning melee is almost like learning a subject in school(the main difference is that it doesn't suck ***). Rather than just learn via lecture, we should try and also have class discussion. Doing a mix of the two is a lot better than just learning from the teacher, even if the teacher is Einstein(which ppmd pretty much is by comparison). Everyone that wants to do a matchup discussion or have more discussion in general, like this post.
1) NC Hype!Hey,Dr Peepee
First off, thanks for being NC's Hero <3, and secondly, is dair OoS a good option situationally? I found myself doing it a lot this weekend just kinda randomly, like when a Fox would up-smash my shield, but it seemed to work kind of well. Probably just because people didn't expect the mix up, but I dunno. At higher percents, it would knock spacies up onto platforms for a weird tech chase, which led into some good juggles. I'm sure it's not good all the time, but what do you think about it as a mixup on unsafe shield pressure?
But dair has so much more swag than grabDair OOS is alright sometimes, but if you can, say, WD OOS grab then that can be more reward often so it's better to do that.
I really don't advocate for heavy defensive play as Marth except vs. characters who have no means of really challenging your space. Among top tiers, that is only ICs and only to a certain extent against them. It can be okay against worse characters, but still not really any better than the normal aggressive movement and zoning.How does one effectively play Marth defensively? What should he be doing to push back opponents who try to get in or are already in his face? Also, how do I punish low percent crouch cancels?
If opponents are close, then Marth's best course of action is often resetting the space or going through the opponent...or CC. He's certainly disadvantaged when people are on top of him. I find WD to be helpful in this instance since it shifts your dash space well.How does one effectively play Marth defensively? What should he be doing to push back opponents who try to get in or are already in his face? Also, how do I punish low percent crouch cancels?
For practice, I just do the basics(WD, edgedash, etc) over and over until I'm used to them while thinking about their applications. After that point I begin putting those techniques together in short sequences of actions that I can use mid game.HeyDr Peepee , Andu here.
I've been meaning to ask you this question for a very long time. You spend a lot of your time at home, practicing on your own or with your bother. I imagine this takes a lot of personal practice and video analysis. For lower level players like myself would love to implement better practice regiments and learn to get the most from videos, and I was wondering if you would be able to give a short description here of how you do these things, and perhaps a more descriptive tutorial on such through youtube/twitch a later point?
P.S. Excited to see you showing up to more events. Can't wait for you to come to Canada on take our money on Friday.
I'm not comfortable with it yet but I've been thinking about it a lot lately since I'm playing with primarily Falcos lately. Basically I try to mix PS with take laser jab or dash. That stuff is all really good but only when combined with the rest of those options. There's some jump stuff, platform stuff, and WD stuff that I think can also be useful but I don't know it well enough to talk about it.Dr Peepee
Are you comfortable with the Falco vs Marth matchup (where you're the marth)?
I'm wondering how it affects your neutral game, since Falco has such a good projectile.
I see how M2K plays around it, but you're known to have a better neutral than him, and I'm wondering how it plays into this matchup.
I don't think there are any videos of you playing this either.
One thing that comes to mind is that he fought Cyrain's Falco in game 2 of this set last year: https://www.youtube.com/watch?v=sJE9xppFp6cDr Peepee
Are you comfortable with the Falco vs Marth matchup (where you're the marth)?
I'm wondering how it affects your neutral game, since Falco has such a good projectile.
I see how M2K plays around it, but you're known to have a better neutral than him, and I'm wondering how it plays into this matchup.
I don't think there are any videos of you playing this either.
If you read up a little earlier on the thread they talk about AC Nair. To answer your second question you can use AC retreating Nair to zone out an opponent, for example if they're in the corner you can dash back pivot retreating Nair or shield stop pivot Nair.Dthrow and fthrow both knock down at higher percents (sometimes depending on DI too); I usually opt for Dthrow, and to tech chase I throw and dashdance out of getup attack range until I see they've teched and I chase into grab or dash attack (if they're out of range), if they miss the tech, i wait nearby and wait for getup attack or roll
1) What is the advantage of retreating AC nair over retreating fair?
2) What is the best way to AC nair? I haven't tried using retreating AC nair yet, but if it's good for catching approaches, I want to start implementing it. I've tried rising nair into fastfall autocancel vs nair at the apex of the jump and delay the ff, the former seems more effective but less consistent
His platform techchasing is definitely really good, but his techchasing capability on the ground is still really good. If you wanna be a bit ballsy, Mang0 vs Leffen $365 MM at WTFox really showed how good tipper fsmash techchasing is. Depending on % and DI, techchase dash attack -> fsmash is possible. You could also techchase for another grab, maybe trying to throw them onto a platform for a platform techchase that leads into some uairs or something. It really depends on your playstyle and everything.What do you guys think about Marth's potential when it comes to tech chasing on the ground? Would it be better to only tech chase on the ground until your opponent is in a high enough percent to land on a platform, in order to start a platform tech chase? Also what is a reliable option to cover tech away?
Thanks for the response homie. This is the third time with in the last day I've been told to watch that match I should get off my ass and watch it already xDHis platform techchasing is definitely really good, but his techchasing capability on the ground is still really good. If you wanna be a bit ballsy, Mang0 vs Leffen $365 MM at WTFox really showed how good tipper fsmash techchasing is. Depending on % and DI, techchase dash attack -> fsmash is possible. You could also techchase for another grab, maybe trying to throw them onto a platform for a platform techchase that leads into some uairs or something. It really depends on your playstyle and everything.
Personally, I think tech chasing is an underused Marth utility. I think a lot of Marth's good options don't necessarily do a ton of damage, but aggravate your opponent. And when you're aggravated, you don't play as well. Mental game is WAY bigger than people give it credit for. That being said, tech chasing. It doesn't do that much damage since his throws are wimpy, but it can lead into some very, very nasty setups. You just have to be looking for them. Like everything with this blasted swordsman, those setups are intensely situational.What do you guys think about Marth's potential when it comes to tech chasing on the ground? Would it be better to only tech chase on the ground until your opponent is in a high enough percent to land on a platform, in order to start a platform tech chase? Also what is a reliable option to cover tech away?
I'm sure some people use Y and just push it insanely fast, but I use tap jump to do AC nair. Works like a charm, if you've got the right touch for sensitivity. Which you should. The rest is timing you have to figure out yourself.Dthrow and fthrow both knock down at higher percents (sometimes depending on DI too); I usually opt for Dthrow, and to tech chase I throw and dashdance out of getup attack range until I see they've teched and I chase into grab or dash attack (if they're out of range), if they miss the tech, i wait nearby and wait for getup attack or roll
1) What is the advantage of retreating AC nair over retreating fair?
2) What is the best way to AC nair? I haven't tried using retreating AC nair yet, but if it's good for catching approaches, I want to start implementing it. I've tried rising nair into fastfall autocancel vs nair at the apex of the jump and delay the ff, the former seems more effective but less consistent