• 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!

Discussion of Best Stages and Worst Stages for Marth

CDCP

Smash Apprentice
Joined
Sep 14, 2008
Messages
78
Location
Canal Fulton Ohio
haha
i was there for the vidjo/spammerer match

although somewhat unrelated, i dont think that FoD is that bad for CF
i know silent spectre likes it, and so do i
as long as you dont try to run of the platforms doing knees, or dairs, and just do uairs, and bairs, youll be fine

but, on topic
my fave stage with marth is Pokestad, i like the openness, i think it has a lot of FD's advantages, but still gives platforms for avoiding lasers, and such
utilts on the platforms are nice
also, you can still chain grab, if you get them in the middle
and the different transformations arent all that harmful, most are basically the same
but on the rocky one, the up+bs to the cliff are pretty sweet :D
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
FoD gives you a bunch of platforms to tech away from combos on, and some of the low height platforms will eat your shffl'd attacks. Maybe you guys are doing something different, but I hate playing Falcon on that stage.
 

SHDW23

Smash Journeyman
Joined
Jul 17, 2008
Messages
214
this is really long, i hope it helps. also this isn't all my opinions (mostly though), i have borrowed some ideas from other people.

Neutral Stages

Yoshi’s Story (YS): Probably the best stage ever for Marth. Its small size combined with Marth’s great range mean that you are almost never out of reach of your opponent. It even has platforms to aid you in avoiding projectiles. The slanted ground at the edges of the stage make Marth’s usually superior edge-guarding (especially the F-smash and D-tilt) even better by allowing you to land attacks below the stage while staying on the ground. The two lower platforms are also at the perfect height for tippering the F-smash, U-tilt, F-tilt, Shield Breaker, and just less than half of Dancing Blade from below. The close walls only hinder Marth’s recovery a little, as they can make Marth’s very vertical up-B nerve racking to sweet spot. But they hinder characters with longer recovery (most notably Fox, Samus (bomb jumping) and Peach) much more than Marth. Overall this is the best in the game for Marth: 10/10.

Fountain of Dreams (FoD): FoD is another relatively small stage and in that respect provides the same zoning advantages as YS. It usually has platforms (always at least one) but some of the platform positions and movements can hinder shffling and provide unforeseen adversity. This stage seems to vary in popularity much more from player to player than any other. Overall FoD is neither a good nor a bad stage: 6/10.

Pokemon Stadium (PS): PS is a larger stage than either YS or FoD. In its basic two-platform set-up Marth can have trouble approaching versus an opponent with projectiles and good spacing. The only advantages on this stage for Marth are defensive ones (the left side of the fire and earth transformations). If you are good at wall teching this is the only neutral stage where you can show off your skill. Luckily for Marth every transformation has platforms, just be careful when the stage is changing, as there are placing that can stop you dead. One disadvantage on this stage is the reduced visibility when characters are below the stage. Marth’s ability to use any aerial after dropping from the edge (without SDing) is made more difficult to use by the inability to see either yourself or your opponent. Overall this stage provides Marth with no blatant advantages or disadvantages: 5/10.

Battle Field (BF): BF and YS are almost identical in on-stage size and are identical in platform arrangement, so Marth has many of the same advantages. The walls at BF are further away. This makes sweet spotting the edge easier for Marth but also means that tippered F-smashes don’t kill quite as quickly and characters with longer recoveries are able to fully use them. But the platform heights provide the same advantages as YS. BF is most notorious for its bizarre edges, which can frustrate any player as any character. Overall an excellent stage for Marth: 8/10.

Final Destination (FD): FD is the only stage in the game that never has platforms or elevation changes. This means that there is nothing to help you avoid projectiles. FD is also a large stage (both on-stage and off-stage), which means getting early kills with the F-smash is nearly impossible and it allows projectile using character (notably Fox and Falco) to find space from which to safely spam. But the flat surface and large size of FD are not all bad. The lack of platforms means no quick escape for your opponent while you are chain throwing. The flat surface also allows Marth to use his good ground speed (both dashing and wavedashing) to the fullest and makes Marth’s shffling much harder to escape. The off-stage visibility means that FD is the exact opposite of PS when you’re off the stage. In addition the way that the stage funnels you towards the edge and the space directly below the edge make this a great stage for recovering with Marth. It provides the best shelter from projectiles (like Falco’s lasers or Sheik’s needles) while allowing you to fully use Marth’s primarily vertical recovery without any risk of ending up trapped below the stage or being killed by some part of the stage. Overall a good stage for Marth against most characters: 7/10.

Kongo Jungle 64 (KJ64): You may not have seen this as a neutral stage before, but according to the latest SBR rule set it is. The most obvious difference between this stage and the other neutral stage is the average height of its platforms making it the most vertical of any of the neutral stages. This particular feature doesn’t help or hinder Marth, the affect the platforms have on Marth’s combos is that late in chain throws on the spacies one of the moving platforms may catch them. The depression in the middle makes avoiding projectiles easier on this stage than on any other. The other aspect of KJ64 that differentiates it from the other neutral stage is the ability to recover through the stage. This doesn’t help Marth and the resulting edges are actually more difficult to sweet spot than most. What it does mean is that (when combined with the moving barrel cannon) you should not assume an opponent is dead until they die. In terms of size KJ64 falls between PS and FD. Overall a decent stage for Marth: 5/10.

Dream Land (DL): The last neutral stage is by far the largest. With good DI and a little luck many characters (yes that includes Marth) can survive to upwards of 200% on DL. But this may be Marth’s only advantage on this stage. Peach and Samus will benefit the most with respect to their recovery and this stage should not be counter-picked against either of them because of that. The wind can also be a detriment for Marth because it can mess up spacing (especially while edge guarding) though it is not usually a factor. As was the case with FD, you will rarely (if ever) get a low percent kill with the F-smash. Opponents who want to spam projectiles will rarely be at a loss for space in which to do so. And although DL has the same platform configuration as BF and YS, don’t be fooled, you should not use these platforms to tipper. While you can tipper the U-tilt, F-smash, two parts of Dancing Blade, and the U-smash from below, all but the U-tilt (which requires merely good spacing) require precise spacing that make it impractical. Overall this stage is on the low side of neutral for Marth: 4/10.

i haven't really looked at the counter pick stages, but the addition of princess peach's castle to list of possible counter picks is something that every marth player should take notice of. it was originally banned partially because of marth.
 

musashi

Smash Apprentice
Joined
Aug 7, 2007
Messages
155
Location
monterrey, nuevo leon, mexico
I personally like FD, YS and PS.
FD, well, you can just space all you want, there are no platforms that get on your way to combo and Marth can get the most amount of gimps on this stage cause there are no platforms to land on.
Also chaingrabs are really effective against spacies in here. The only match ups that could give you trouble in here would be CF and Sheik.
YS, well, pretty small stage which helps Marth spacing a lot. Also if a fast faller lands on the lower platforms because of a u throw they'll have a hell of a time in there because of Marths u tilts and f smash tipper. Your oponent knows that DIing outside is not an option because of the spike, also if done correctly your oponent won't be able to DI towards the stage.
PS, similar to YS on the platform aspect, though your oponent can DI easier in here, anyways its still easy to tipper a F smash in here getting you easy kills. I think Sheik and a spammy Falco will give you the most trouble in here, but nothing Marth can't controll.

Now Dreamland just sucks. Marth can't use those platforms at all and Sheik (worst match up) is pretty much God in there.
FoD, you may say that because of the stages size this would help Marth but this is not correct on my experience. Platforms completely ruin your chaingrabs and combos, they also ruin your gimp kills and Falco and Sheik can give you a hell of a time in here because of the platforms.
Battlefield, I haven't played much in here because I just hate this stage. I don't think its a bad stage for Marth because the ledge forces your oponent to do a predictable recovery(Fox, Falco, CF, Sheik), but I don't like the platforms height, if I recall correctly they are about DLs height.

I barely play on the counterpick ones but I can tell you that Marth sucks at pokefloats and DK64.

Also, i'd like to know why was Peach's Castle banned because of Marth? I've played in there and haven't done pretty well.
 

KirbyKaze

Smash Legend
Joined
Nov 18, 2007
Messages
17,679
Location
Spiral Mountain
Also, i'd like to know why was Peach's Castle banned because of Marth? I've played in there and haven't done pretty well.
rofl

stages are NEVER banned because of marth silly

fox is why stages get banned

marth is just very pretty

and i agree i think he sucks balls on peach's castle (if you ever play there for whatever reason).
 

musashi

Smash Apprentice
Joined
Aug 7, 2007
Messages
155
Location
monterrey, nuevo leon, mexico
Well, SHDW32 said:
"i haven't really looked at the counter pick stages, but the addition of princess peach's castle to list of possible counter picks is something that every marth player should take notice of. it was originally banned partially because of marth."
So, therefore my question.
 

SHDW23

Smash Journeyman
Joined
Jul 17, 2008
Messages
214
i read the reasons for stage bans a while ago and was greatly surprised to find that marth factored into multiple bannings. the well known reason for the banning of princess peach's castle and venom are fox's infinite shine. but did you know that the verticle walls on both stage (and especially princess peach's castle) were considered equally great advantages for marth? the reason is that marth has a huge defensive advantage when the wall separates you from your opponent. on princess peach's castle i know of few moves that hit through the top half of the divider. and marth has not one but five -- f-smash, f-tilt, u-tilt, dancing blade, and shield breaker (there might be others, those are the ones i'm aware of). all of these moves can reach either all the way through the wall or hit people standing on top of it. add in marth's fair and some intelligence and you have a defense that is very hard to crack and potentially deadly. don't count on this defense though, there are other characters with moves that can hit through the wall. i, personally, am a huge fan of princess peach's castle and not just because of the dividing wall.

from alpha zealot himself:
Lylat System - Venom (banned ~ 2004-2005)
Inherent Flaw(s): The divide through the center
Reason(s): Moderately unfair positional advantage for defensive player
Broken Tactic(s): Debatable, but theoretically certain characters like Marth or Peach can grab a lead and never relinquish it because the offensive player will always take more damage upon approach than he will be able to dish out in return.

Mushroom Kingdom - Princess Peach's Castle (banned ~ 2006)
Inherent Flaw(s): The divide through the center.
Reason(s): Moderately unfair positional advantage for defensive player
Broken Tactic(s): Debatable, but theoretically certain characters like Marth or Peach can grab a lead and never relinquish it because the offensive player will always take more damage upon approach than he will be able to dish out in return.
Personal Reason for Opening the Stage: The bullet creates several openings during the game in which the camper must relinquish his position. If the losing, offensive player simply waits for the openings, he should be able to make up whatever percentage lead he had previously lost (ideally he would only be down small percentages).

Eagleland - Fourside (banned ~ 2003)
Inherent Flaw(s): The divide through the center and the spaceship
Reason: Moderately unfair positional advantage for defensive player and unreasonable camera zoom during certain moments.
Broken Tactic: Debatable, but theoretically certain characters like Marth or Peach can grab a lead and never relinquish it because the offensive player will always take more damage upon approach than he will be able to dish out in return.
i'd forgotten about fourside and about the bullet on princess peach's castle... watch out for that.


i also found this interesting:

Marth

Top Tier: Dreamland 64, DK64
Upper Tier: FD, PokeFloats
Middle Tier: Pokemon Stadium, Brinstar, Battlefield
Lower Tier: Yoshi's Story, Corneria, Rainbow Cruise, Onett
Bottom Tier: FoD, Green Greens, Jungle Japes, Mute City
 

CDCP

Smash Apprentice
Joined
Sep 14, 2008
Messages
78
Location
Canal Fulton Ohio
Marth

Top Tier: Dreamland 64, DK64
Upper Tier: FD, PokeFloats
Middle Tier: Pokemon Stadium, Brinstar, Battlefield
Lower Tier: Yoshi's Story, Corneria, Rainbow Cruise, Onett
Bottom Tier: FoD, Green Greens, Jungle Japes, Mute City
wow, thats really wrong, imo

ill remake to my own opinions

Marth

Top Tier: FD, Yoshi's Story
Upper Tier: Pokemon Stadium, Battlefield
Middle Tier: Rainbow Cruise, FoD, Mute City, Dreamland 64, DK64
Lower Tier: Brinstar, Green Greens, Corneria, Pokefloats
 

IShotLazer

Smash Journeyman
Joined
Sep 23, 2007
Messages
361
Location
Falcon kick.
I think the 1-10 rating system isn't too good. Especially in saying that 1 is almot a guarenteed loss and 10 is a win.
I find that most stages don't really go againsts Marth's traits and that he can still do what he want to most of the time with little to no problem.
So if we are going to use it in relative terms and in a broad spectrum of characters than we cn get somewhere but for the most part Marth is definitely a character not TOO affected by stages unless they help him.
Green Greens N/A
Yoshi's Island 10
Final Destination 8
BattleField 7
Pokemon Stadium 6.5
DreamLand64 5
Fountain of Cream 5
Rainbow Cruise 4.1336 Repeating of course.
DK64 3.5
Corneria 2.5 BILLION!
Mute City 2.5
Brinstar 1



Brinstar doesn't seem particularly good for Marth I'd give him maybe a 1-2 for him on that stage compared to the rest of his stage profeciency.

FoD is awkward in that it can be great for marth and not so great depending on player knowledge. Marth CG sucks on this stage. He recovers nicely on this stage and FSmash is TOO good on it. Still a little awkward and not the stage you do against Falco. Fox even does ok on it, so in tournies I'd give it about a 5 for Marth.

Mute City is definitely one of extremes. However a good player against Marth will do better on this stage. Marth gets on back on the level by Sweet Spotting almost EVERY time, so this is bad. Then again Marth gets really easy kills. It would seem balanced from these 2 points however Marth just isn't fast (his run speed is fast I know, but he does get suffocated)enough to dodge enough on this stage and gets punished pretty hard. 2.5

Dreamland 64 seems almost completely neutral in almost every aspect to him. It doesn't really cripple him at all but there isn't much to take advantage of.5.

BattleField is a definite plus in his favor. I mean, come on. Against Fox it's not TOO great because he gets up airs in really well but besides that this is a 7.

Final Destination I thought would be a given. Yeah the stage is a bit big but still...
It has almost unlimited Chaingrab potential, so it's like a 9 against spacies. Marth can space himself REALLY easily on this stage, this stage is easily one of his better stages. 8.

Yoshi's Story has practically been given the name Marth's story. Everything here is almost perfect for him in every way. Easy Gimps, nice platform placement. His best stage. 10.

Corneria isn't too nice to marth. It's fairly easy to camp against him on this stage :(. There isn't too much that can be said except that at the ends it has close horizontal kills which are nice but it's hard enough to land a solid F Smash (or any other forward attack...). I'd say compared to the rest of his stages this one is on the low end 2-3.

Pokemon Stadium is kind of weird. Falco does strangely well on this stage especially VS Marth. Marth seems to do really well on that stage minus Falco. The platforms are nice, and it's REALLY easy to land Utilt and UAir with platform abuse. If the stage changes to something he can effectively camp. I'd say a 6-7.

Unfortunately I don't have a lot of experience with Green Greens... I know Marth Vs floaties here is retardly in Marth's Favor but other than that I have no clue. Marth seems like he could camp here, except for Sheik. N/A Probably somewhere in the lower middle end.

Rainbow Cruise is fine for him. Don't have a lot to say about it... He can get easy kills if the other player doesn't watch it but does get a little left behind in the stage and is camped against easily. 4-5.

DK64 I just don't like with Marth. It just seems to hurt me. 3-4.


Yoshi's Island 10
Final Destination 8
BattleField 7
Pokemon Stadium 6.5
DreamLand64 5
Fountain of Cream 5
Rainbow Cruise 4.1336 Repeating of course.
DK64 3.5
Corneria 2.5 BILLION!
Mute City 2.5
Brinstar 1
 
Top Bottom