∫unk
Smash Master
The art of counterpicking is difficult and non-uniform. Every individual is different, and your counterpick may change depending on the opponent.
Keep in mind that Marth is one of the most versatile fighters in Brawl, and can do well on most stages. This means that as a Marth player you will more often pick a stage that is bad for the opponent (ex. Frigate Orpheon for Olimar) than a stage that favors yourself.
However, if you have absolutely no idea what the opponents weak stage is, then consider these good Marth stages:
Battlefield: IMO the best neutral that Marth can start a match on, but also a solid counterpick. You can dolphin slash (B up) from under the center platform and land neatly on top, resulting in less lag time than normal for that move. There is no lip on the stage so you cannot be gimped in that manner. The platforms are well placed for approaching against campers/projectile spammers as well as aerial combat. When you are on the base, up-tilt and dancing blade (up combo) easily clear the lower platforms. The only bad part about this stage is that it is a neutral, and because everyone is used to playing this stage you may not be able to exploit your advantages as much as you would like.
Delphino Plaza: A fan favorite for many, Delphino also happens to be a great stage for Marth. You can dolphin slash through the level as it flies around, you can actually be under the stage and reverse dolphin slash to grab an edge, and in most "pit stops" there is water to prevent gimping while you can still spike through it. There are walls at two stops that you can trap your opponent and abuse your d-tilt infinite for an easy kill. The platforms aren't as easy to abuse for your aerial game, and you can't really hit through the platforms on the base level with up-tilt, but this is another stage that is hard for a projectile camper. The bad part of this stage is in transition periods you may be gimped if the stage lifts off and your only means of getting back on is grabbing the edge with a double jump dolphin slash. Make sure you know when the stage is transitioning so you don't get edge hogged.
Onett: My favorite counterpick. It's ridiculous that this stage isn't banned yet. You have 2 walls to work with that are fairly close together, so it is really easy to set up the d-tilt trap. The platforms are perfectly spaced so that you can go to work with your dominant aerial game. For those that rely on horizontal kills you can survive to really high percentages on this level by teching off the houses. Marth has an easy time being in control on this stage, which also makes it easy for you to avoid the cars (which now have little impact but still do a lot of damage). In my experience, combos done such as in this video are not uncommon on Onett (http://www.youtube.com/watch?v=Q8UyTtc83Qk).
I would like to compile a list for general counterpick stages (ex. Jungle Japes and Rainbow Cruise against snake), but also if anyone else has good counterpick stages let's hear them!
Keep in mind that Marth is one of the most versatile fighters in Brawl, and can do well on most stages. This means that as a Marth player you will more often pick a stage that is bad for the opponent (ex. Frigate Orpheon for Olimar) than a stage that favors yourself.
However, if you have absolutely no idea what the opponents weak stage is, then consider these good Marth stages:
Battlefield: IMO the best neutral that Marth can start a match on, but also a solid counterpick. You can dolphin slash (B up) from under the center platform and land neatly on top, resulting in less lag time than normal for that move. There is no lip on the stage so you cannot be gimped in that manner. The platforms are well placed for approaching against campers/projectile spammers as well as aerial combat. When you are on the base, up-tilt and dancing blade (up combo) easily clear the lower platforms. The only bad part about this stage is that it is a neutral, and because everyone is used to playing this stage you may not be able to exploit your advantages as much as you would like.
Delphino Plaza: A fan favorite for many, Delphino also happens to be a great stage for Marth. You can dolphin slash through the level as it flies around, you can actually be under the stage and reverse dolphin slash to grab an edge, and in most "pit stops" there is water to prevent gimping while you can still spike through it. There are walls at two stops that you can trap your opponent and abuse your d-tilt infinite for an easy kill. The platforms aren't as easy to abuse for your aerial game, and you can't really hit through the platforms on the base level with up-tilt, but this is another stage that is hard for a projectile camper. The bad part of this stage is in transition periods you may be gimped if the stage lifts off and your only means of getting back on is grabbing the edge with a double jump dolphin slash. Make sure you know when the stage is transitioning so you don't get edge hogged.
Onett: My favorite counterpick. It's ridiculous that this stage isn't banned yet. You have 2 walls to work with that are fairly close together, so it is really easy to set up the d-tilt trap. The platforms are perfectly spaced so that you can go to work with your dominant aerial game. For those that rely on horizontal kills you can survive to really high percentages on this level by teching off the houses. Marth has an easy time being in control on this stage, which also makes it easy for you to avoid the cars (which now have little impact but still do a lot of damage). In my experience, combos done such as in this video are not uncommon on Onett (http://www.youtube.com/watch?v=Q8UyTtc83Qk).
I would like to compile a list for general counterpick stages (ex. Jungle Japes and Rainbow Cruise against snake), but also if anyone else has good counterpick stages let's hear them!