Proverbs
Smash Lord
Since I didn't see any threads created discussing Marth's good and bad stages I thought it'd be nice to create one to get some creative thinking going on here.
My goal is that at the end of this topic we will possess a list of every tournament legal stage and a 1-10 rating of how good it is for Marth, to further better our counterpicking strategies, as well as know what we're in for when it comes to a certain stage.
So, to begin, let's discuss possibly the most well known stage in Melee: Final Destination.
I, personally, find Final Destination to be an even stage for Marth. It's not amazing for him but doesn't really seem to inhibit him greatly. The biggest problem for Marth on this stage is its size. The thing is so huge that it's harder for him to get horizontal kills, which are the majority of your kills--except for spikes. That isn't made any easier being that the edges are so far apart from one another. On a stage like Fountain of Dreams or Battlefield, the option of spiking is easier when you have a smaller stage. Still, this stage doesn't have any large obstacles in Marth's way, so I'd give it a five out of ten for being an avarage stage for Marth.
This is probably a good time for me to outline the rating system. 1 is terrible, as in you'd NEVER want to go there with Marth unless you're prepared to lose, 5 is avarage being that it doesn't detract or add greatly to Marth, and 10 is amazing as in the stage you want to use almost every time except for very character-specific counterpicks.
So, if anyone's interested, let's let this discussion continue. And if you want to mention which characters or types of characters Marth can do well against on a certain stage and rate it that way, that would help even more.
P.S. Now that I think about it, this would be a good stage in a matchup against someone like Zelda where there's a lot of room for Marth to use his f-throw chaingrab at early percents.
--Bard
My goal is that at the end of this topic we will possess a list of every tournament legal stage and a 1-10 rating of how good it is for Marth, to further better our counterpicking strategies, as well as know what we're in for when it comes to a certain stage.
So, to begin, let's discuss possibly the most well known stage in Melee: Final Destination.
I, personally, find Final Destination to be an even stage for Marth. It's not amazing for him but doesn't really seem to inhibit him greatly. The biggest problem for Marth on this stage is its size. The thing is so huge that it's harder for him to get horizontal kills, which are the majority of your kills--except for spikes. That isn't made any easier being that the edges are so far apart from one another. On a stage like Fountain of Dreams or Battlefield, the option of spiking is easier when you have a smaller stage. Still, this stage doesn't have any large obstacles in Marth's way, so I'd give it a five out of ten for being an avarage stage for Marth.
This is probably a good time for me to outline the rating system. 1 is terrible, as in you'd NEVER want to go there with Marth unless you're prepared to lose, 5 is avarage being that it doesn't detract or add greatly to Marth, and 10 is amazing as in the stage you want to use almost every time except for very character-specific counterpicks.
So, if anyone's interested, let's let this discussion continue. And if you want to mention which characters or types of characters Marth can do well against on a certain stage and rate it that way, that would help even more.
P.S. Now that I think about it, this would be a good stage in a matchup against someone like Zelda where there's a lot of room for Marth to use his f-throw chaingrab at early percents.
--Bard