KirbyKaze
Smash Legend
Japes vs Sheik as Marth is as much fun as stabbing your **** with a sharp piece of glass a bunch of times.
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!
lol, I laughed at this until I found out he was serious.Jungle Japes seems awesome for Marth.
To elaborate:
High Ceiling/Close Blast Zones = perfect for marth. This will allow Marth to live 10/20% longer against characters that KO him over the top, whilst still retaining most of his killing power (utilt gets nerfed by that same 10/20%) This makes it a viable choice versus most of the high/top tier characters.
Because of the water, edgeguarding seems like it could possibly be easier. Especially against fast fallers. Additionally, since Marth is light, and floaty, The water should ideally affect Marth less than, and even possibly help with recovery mind games by going to the other edges.
Marth has enough range to deal with side camping spacies without having to commit himself fully to chasing them.
Probably some other things, but these come to mind.
Try not to get grabbed.I'm still new to Marth, and I want to know Marth vs Falcon. How does this work?
Finally, a real application for this useless website. Innuendo, anyone?Dont let him inside of you and he cant do any damage.
I can't believe you said this!Jungle Japes seems awesome for Marth.
To elaborate:
High Ceiling/Close Blast Zones = perfect for marth. This will allow Marth to live 10/20% longer against characters that KO him over the top, whilst still retaining most of his killing power (utilt gets nerfed by that same 10/20%) This makes it a viable choice versus most of the high/top tier characters.
Because of the water, edgeguarding seems like it could possibly be easier. Especially against fast fallers. Additionally, since Marth is light, and floaty, The water should ideally affect Marth less than, and even possibly help with recovery mind games by going to the other edges.
Marth has enough range to deal with side camping spacies without having to commit himself fully to chasing them.
Probably some other things, but these come to mind.
The blast zones are close together which is good for Marth. High ceiling helps him live longer versus characters with good vertical killing power.japes is bad for marth. anyone with a projectile will camp you. if you didnt notice, there is a gap between the middle and the sides that makes it really hard for marth to simply swat them.
and assume somehow you stop them from camping and get them in a combo in the middle platfrom, you think you can do that? nah, your sword can't cover the whole thing so they can just DI full one way and then tech out of your range.
and since when does marth like tall ceilings? two of marth's kill moves are upward kill moves.
I really don't understand this because, honestly, you can just duck them. The only top tier that has a projectile that could possibly hit you is Peach.marth's mostly vertical recovery has problems with precision on japes
and yeah i don't see how you get around a solid projectile camp game
camping is more of an attempt to make yourself difficult to approach; it has little to do with racking up damage from afarI really don't understand this because, honestly, you can just duck them. The only top tier that has a projectile that could possibly hit you is Peach.
There are stalling issues at play here because of that. Just shooting lasers in the general direction of someone but not able to hit them makes it stalling imo. Same as if Marth doesn't approach. So it's iffy right there.
camping is more of an attempt to make yourself difficult to approach; it has little to do with racking up damage from afar
that's why people often refer to certain playstyles of falcon and marth as campy, even when they blatantly can't projectile camp
so what i mean by that is that the stage layout, platform heights/sizes/absences (on the side), and edge levels / claptraps make it hard for marth to approach an opponent who's not on the same section (of the 3) of the stage where he is on
other characters, especially fox and falco, have a relatively easy time getting to and using the edges to get invincibility and help alter their approach angles
the only place marth has any sort of an advantage is in the middle section under the platform, but if you're just looking for a spot like that, even corneria and green greens afford a similar advantage if you can grab the lead
Do really low lag moves like D-tilt far away from them and then when they think they can punish it (it's a funny because they actually can't) you dash back or shield (hold forward and then shield because you can't interrupt D-tilt with the shield but you can with walking) and then grab them out of whatever they do and kill them with killing power.I'm still new to Marth, and I want to know Marth vs Falcon. How does this work?
I can do it with the c-stick both ways. It was really hard with X, so I switched to Y and that solved my problem (since Y is much more centered to the C-stick than X is). I usually just single mid/late fair'd DIing backwards or nair'd DIing backwards when I used X. If you have good reaction time doing either of those is just fine.Hey I was just wondering how do most of you do your short hop double fairs, when im facing left i can easily shdf with the c-stick but when im facing right the only way to consistently do it is with either Z then cstick or a then c-stick, my issue with this is that i cant DI backward on the first fair when i dont use the C-Stick so i was wondering if its realistic or even useful to practice double fairing in both directions with the C-Stick
You always want to DI perpendicuarly. You're aiming to go towards the upper corners, always.arent all vert kill moves supposed to be DIed down+away?
Depends on the situation. What if somehow you messed up DI before and went into a more horizontal/vertical trajectory, you'd want to go vertically up because you want to go into the corners to survive. Or if a move hit you like that, then same thing.arent all vert kill moves supposed to be DIed down+away?
Well maybe if you're so Action replay that you can just SDI and tech into the ground.Isnt smash DI always best if possible? or even quarter stick smash DI
This couldnt be farther from the truth lol. Smash DI is necessary to survive at high percents.Well maybe if you're so Action replay that you can just SDI and tech into the ground.
But realistically, it's pointless. SDI is just for escaping combos or avoiding a sweetspotted finisher...or doing armada techs or ledgete... w/e.
But Doc's fair IS the finisher, so... blegh.