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So to that end, will top players generally commit to even a small option, like dtilt, only after they've done some form of conditioning or observation that makes them confident that it'll work? Or do they sometimes make a commitment "randomly," or simply to gain information?I'd suggest doing it the other way around. Look at when they actually commit, what happens, then look at whether they tried to condition for it beforehand or took advantage of the new conditioning after. That has been pretty solid in my book.
There is nothing too major to say right now but I do miss you all very very much as well. Just making my progress and getting ever closer to normal. Really hope that changes soon!PP COME BACK SOON WE MISS YOU SO MUCH
(or at least give us an update?)
That's a good question. I think it's because I started playing when Marth was unbeatable and I saw so much lost from him after Brawl came out and the years after. I figured there had to be a way to make that early vision of Marth real again and just followed my instincts. Both Umbreon and Cactuar disagreed with me about Marth when I was learning him but taught me anyway. I am just stubbornly hopeful sometimes I guess lolHi Dr Peepee
One thing that I have noticed about your Marth demeanor is that it is very optimistic (although, you didn't like Sheik, but now you do). From what I've read from your comment history, you were skeptical of the Marth doubters. What made you skeptical of the Marth doubt train that was occurring in the late 2000's/early 2010's? Do you attribute it to working with Cactuar and Umbreon? Do you think the character doubt was a lack of matchup knowledge, weak player base, a combination of both, or other factors? Where do you think Marth can make the most improvements in the coming years? Thanks.
Sometimes they do it first because they are in a playmaking state of mind, and some do things to gain information and take their time. These are the sorts of things that are much better understood after lots of analysis and you can have your own rules like conservative players tend to do XYZ and their mixups are usually ABC and their timing is slower or varied, etcSo to that end, will top players generally commit to even a small option, like dtilt, only after they've done some form of conditioning or observation that makes them confident that it'll work? Or do they sometimes make a commitment "randomly," or simply to gain information?
Would you expand on this? I remember someone in Norcal saying that Cactuar's opinion of Marth isn't pretty lol. I can't remember who said it, though.That's a good question. I think it's because I started playing when Marth was unbeatable and I saw so much lost from him after Brawl came out and the years after. I figured there had to be a way to make that early vision of Marth real again and just followed my instincts. Both Umbreon and Cactuar disagreed with me about Marth when I was learning him but taught me anyway. I am just stubbornly hopeful sometimes I guess lol
Last I spoke to him about Marth he said I had changed his opinion to thinking Marth could do it again. That was a while ago so he may have changed his stance after going back and playing lots of Marth himself but I don't know for sure.Would you expand on this? I remember someone in Norcal saying that Cactuar's opinion of Marth isn't pretty lol. I can't remember who said it, though.
While Marth does have lag on his moves, if there is one thing I have learned from you, it is that Marth doesn't need to swing to be a threat in neutral. I think you have done a great job bringing attention to this style of marth that I love so much. I believe in him too!That's a good question. I think it's because I started playing when Marth was unbeatable and I saw so much lost from him after Brawl came out and the years after. I figured there had to be a way to make that early vision of Marth real again and just followed my instincts. Both Umbreon and Cactuar disagreed with me about Marth when I was learning him but taught me anyway. I am just stubbornly hopeful sometimes I guess lol
My favorite part of my day is coming home and reading the newest posts in this threadWhile Marth does have lag on his moves, if there is one thing I have learned from you, it is that Marth doesn't need to swing to be a threat in neutral. I think you have done a great job bringing attention to this style of marth that I love so much. I believe in him too!
When you're on the ledge vs. a good opponent it becomes a mixup game. The fact is anything you choose here can be countered and if the other Marth is smart he'll pick a good spot that makes it easier for him to beat the choice you make. So you have two main components to your ledge play: the stall and the recovery.Any tips for getting back onstage from the ledge in the ditto? Feels like marth covers himself so well.
What about jump to waveland regrab?When you're on the ledge vs. a good opponent it becomes a mixup game. The fact is anything you choose here can be countered and if the other Marth is smart he'll pick a good spot that makes it easier for him to beat the choice you make. So you have two main components to your ledge play: the stall and the recovery.
Stalling is pretty straightforward. It lets you reset your invulnerability and keep them guessing but if done too much will leave the ledge open to be stolen. You should try not to stall the same amount of times every ledge situation.
You have a handful of options to get back onstage with. <100% you have decent options in regular getup and roll. You can attack from the ledge by jumping into an aerial or by just doing the getup attack but these lose hard to CC and another Marth will probably stay crouched outside of the ledge ready to dtilt or grab you. Then you have ledge dash out of which you can use attacks like dtilt, or choose defensive actions. If your timing is tight you can enter shield out of the ledge dash and buffer roll or spot dodge out of it, which can avoid grab attempts. You can also grab out of ledge dash by just pressing A as your shield comes up. On the more advanced end are NIL (No-Impact landing) and haxdash for even rarer mixups. You can even counter from ledge if you are confident they'll attack, but this is an option you should only use if you pick up on an opponent's habit.
Your goal is to assess the position they're in and choose an option you think can break through. Unfortunately, a Marth with good positioning and quick thinking can respond to a lot of your choices by simply timing a grab or dtilt. Your best bet is to just choose a different option as often as possible. More important than that is to try and act as effectively as possible out of your chosen option. Vary your waveland lengths and mixup between dtilt/grab for your ledgedashes. Vs. Marth specifically you'll know they're mostly looking for a dtilt or a grab so getting a grab first or slipping through with a roll can be effective. Just always be aware you're in a VERY bad position and shouldn't expect to break through every time, but if you do go ahead and pat yourself on the back.
I think you're referring to haxdash - jumping from ledge, wavelanding backwards to regrab the ledge. This is only completely invincible if you are frame perfect. If you do it wrong expect to get dtilted, but at least you'll get your jump back.What about jump to waveland regrab?
Marth can't reach platforms with his midair jump from the ledge. The only way he can is by haxdashing and then jumping immediately after sliding off and this only works on Battlefield, Yoshi's, and FoD at certain heights. It's a decent mixup if they commit to covering something at ground level but is reactable enough that you shouldn't do it too often.No, I'm more referring to stages with platforms close to ledge where you can hit y to do a jump and then waveland on the platform and fall back.
Regrabbing edge at altered times(not always asap), hax dash vs edgedash vs rising Fair/Nair, and DJ'ing to the edge of the stage and Fsmash'ing/fighting are all pretty good mixups. It's a bad position and you have to outplay to make it back.Any tips for getting back onstage from the ledge in the ditto? Feels like marth covers himself so well.
CC and Dtilt back, jump over it, space around it. Those are your only real ways to do it.Any advice for avoiding Marth's downtilts?
If a spacie gets on your shield that's a bad position for you. You have to prevent that as much as possible. Lightshield, WD OOS, occasional shield grab, up-B OOS and roll are probably the options to be looking into here. Spotdodge is too laggy and doesn't adapt to changes in spacie pressure as easily as the other tools.Hi! I have a question about spot dodges. I know that with good enough dash dancing you can probably save yourself but I find that against a spacie that overshoots and knows how to get in against marth I have trouble dodging grabs. With mixups of lasers, shines, and staggered jabs I find myself caught in shield and unable to force the space animal away with zoning AC aerials and dtilts. Obviously the space animal grabs the shield on reaction and it leads to a big conversion. During these times I feel forced to spot dodge and while it works with varying success against the people in my local scene I'm left thinking that this is a bad habit I'm developing. Is it okay to spot dodge these grabs that they are able to get by pressuring me into shield? Or am I going about it the wrong way. This is kinda connected to feeling like a space animal, Fox with good shuffle (especially nair/running shine mixups) pressure/Falco with good lasers, just wins neutral against Marth
Yeah the approaching and retreating aerials are both great vs Puff. If I go in with Fair, then I can catch her jumping or backing up(most Puffs do this or crouch) and if she shields I should be prepared to fade back a bit to be safe. My reward is good and she isn't always super likely to hit me unless she outright dodges my attack. At higher percent this isn't worth it so much since you can't combo off of it so it's better to get more guaranteed hits or grabs then. There's nothing wrong with staying defensive in the matchup, but it needs to be pretty nuanced and have offense worked into it or Puff will just back you into a corner slowly.Dr Peepee
i've been doing some labbing for the marth - puff matchup, and I personally found retreating fairs and nairs to be very helpful. I practiced doing fade-back aerials out of different points in my dash dance so I could reliably cover a bunch of her approach options without running into puff's aerials. But going back and watching your match vs S0ft at Civil War I saw you using a ton of approaching fairs to whiff punish. My explanations for your use of approaching fair was as follows: you were fading in to guarantee the hit in case puff faded away, the non-tipper hitbox allowed you to combo the floaty more reliably at low percents (you got plenty of ken combos in this set because of non-tipper fair), and if the puff misspaced and got too close your fade-in fair would cross puff up. I think this makes a lot of sense, but its still just conjecture on my part so I was wondering if you could shed some light on how you approach neutral vs puff as marth.
I like Bthrow onto a side platform as a mixup to Uthrow or a side throw occasionally, but in my limited testing of Bthrow for pure ground tech chasing it seems you get less time to do it than Fthrow/Dthrow tech chasing anyway. Honestly I think Fthrow/Dthrow is all you need for tech chasing anyway but there may be situations/percents closer to the edge where Bthrow is best.Dr Peepee
What are your thoughts about using back throw tech chasing vs Falcon? From what I've seen/tested, back throw has lower knockback than down throw so maybe it would make tech chasing easier. Also, you could get combo potential from back throw like up-throw due to platform punishes at certain percents.
imo, Marth's neutral gameplan can be done in two ways. One is through threatening with moves and one is through threatening with movement. Marth's goal in either case is to corner the opponent or put them in sword range where he can hit them but they cannot hit him.Hi PP, I'm sure you've heard of that drastic improvement thread that Umbreon wrote a long time ago. In this thread he asks the reader to give a short response of their character's general gameplan in your own words. Could you give me your own description of how Marth operates, and what his gameplan is in the neutral game including your overall goals etc?
Maybe? I tend to not want to give Yoshi any chances to successfully parry but that might be fine.What are all of your thoughts about using double f-air vs Yoshi? My thinking is that Marth can reliably use his air drift to microspace outside of parry with rising f-air and hit Yoshi with falling f-air after Yoshi misses his parry. Do you think this could be used with d-tilt? Thanks Dr Peepee and everybody!
Usually people are learning how to beat situations or a couple move and movement combinations. So learning how to beat laser AC Bair from Falco would be one thing you might be learning to beat. A situation could be something like corner game or up close game, or a position that occurs after certain actions like a dropped combo, etc. There are many ways to approach this though. You can look at your win conditions and best positions in neutral and try to get there from that direction.Alright, so this is a stupidly vague question, but I'm still typing it: When people say they're "learning a matchup" or "how to play neutral" in a matchup, what are they actually trying to learn? My idea has always been something like, you have a goal, and you want to learn setups that achieve that goal. Like I can bait out a nair, a setup, to get a grab, my goal. But that seems far too simple, like I'm describing a tactic instead of a strategy. So what's the glue that holds the tactics together? And how do I suss this out for myself?
Thank you for the response. So would you say I'm maybe going too wide with it? Like, is the solution to break it down into smaller pieces instead of trying to look at the big picture all at once?Usually people are learning how to beat situations or a couple move and movement combinations. So learning how to beat laser AC Bair from Falco would be one thing you might be learning to beat. A situation could be something like corner game or up close game, or a position that occurs after certain actions like a dropped combo, etc. There are many ways to approach this though. You can look at your win conditions and best positions in neutral and try to get there from that direction.
Execution is very important no matter the character. How well can you execute when you feel the way you may feel in a tourney? You can't have one without the other, even if there's people out there who think otherwise.Dr Peepee How important is technical skill in general with Marth? I feel like a strong mental game more than a strong technical game makes a player. Is learning character-specific tech (i.e. with fox) important just so i can understand my opponent better, like waveshining? Or is there a happy medium where some technical skill and a decent mental game makes you a very good player?
To add on to what Kopaka said, getting better technically allows you to use more mental space for more important things.Dr Peepee How important is technical skill in general with Marth? I feel like a strong mental game more than a strong technical game makes a player. Is learning character-specific tech (i.e. with fox) important just so i can understand my opponent better, like waveshining? Or is there a happy medium where some technical skill and a decent mental game makes you a very good player?