Hey guys, looking for some critique. I was a big Brawl player but I've transitioned to melee the past year or so. Here are some videos from a tournament I was at on Tuesday.
1:
https://www.youtube.com/watch?v=EgVovqfpmj4
2:
https://www.youtube.com/watch?v=JDcOuznmyms
3:
https://www.youtube.com/watch?v=uFmMADUh7n8
A few things I know I need to work on is wavedashing out of shield, not Fsmashing so much, and my edgeguard game. But any advice is appreciated!
Game 1
0:12 - Respect Fox's range and you also missed an l-cancel
0:27 - Marth is a punish heavy character. Don't approach with attacks, make a wall of hitboxes with attacks instead. Approach with aggressive DD'ing to pressure your opponent.
0:38 - What are you doing here :/ Don't run up to your opponent with Marth, DD up to them, and attack on reaction, not intuition, and mix it up with a few wavedashes. An hour or two in the lab will get you up to speed.
0:49 - Do not approach with dash attack. Fair, nair, or just running around work perfectly fine instead.
1:01 - Fsmash is a bit risky, make sure you have Fox in range before attacking. Relying on reads is not good with Marth, he needs proper spacing and excellent zoning (dash dances, platform movement, etc.)
1:15 - Good dolphin slash
1:18 - I can't complain about your fmash there since it worked, but you need to either be a little faster, or substitute for a fair or nair.
1:38 - By this point I realize that this Fox is very camp-and-punish heavy. You need to out camp him and punish any impatient approaches.
1:39 - Your wavedashes need some work, they aren't crispy. You shouldn't be crouching for the majority of your wavedash, you should be standing.
1:43 - No dash attack, pretend Marth doesn't have a dash attack
2:05 - That combo doesn't work, go for uair juggles instead.
2:08 - Good sequence
2:58 and before: Just something to note, Marth controls space with 3 moves that can be cycled through almost interchangeably. Dtilt, fair, or nair are all Marth's spacing tools. Use them to keep Fox out of your area to get him to respect you more, provided that you're being more patient than he is.
3:35 - It would do you some good to work on SDI, not mandatory, but this is like extra credit
3:40 - Uair is never a good option off ledge. Instead, try doing nair, fair, or in some rare situations, counter
4:30 and before - You're doing a much better job of creating a wall of hitboxes and staying a little more patient, but it still isn't enough. Maybe it's because of the small stage? Practice on smaller stages like FoD and Yoshi's to get used to them. Pokemon stadium seems better for your play style because you don't make decisions too fast, so you're much more pressured on smaller stages.
4:34 - Ok, full hop to any aerial becomes extremely easy to defend against, Be sure to stick to the ground or stay as close as possible with Marth.
5:52 - You did the uair again, don't.
6:15 - Nothing much that you could've done there
6:32 - It took some time for me to learn, but keep track of peoples' positions when recovering. When he's that low, it's just on my mental notes to grab ledge at that point. If he were somewhat higher, the counter would've been a good option, provided that you were right up to the edge of the ledge.
6:36 - Either fair or nair is a better option.
8:27 - You're doing a much better job of controlling space here, even more so than poke stadium.
8:30 - Remember, relying on reads is bad with Marth. He's a character that is able to limit options to the point where you don't need to rely on reads.
8:37 - Counter instead
8:50 - Good choice
9:54 - Exactly what the commentator is saying. You probably shouldn't have picked this stage. Battlefield or FD would've been better choices.
10:53 - Every character has a certain range. Example:
This is FD
12345
The numbers represent positions on the stage
Fox's nair range is 2 spaces. So if he's standing on the middle of 1 he can attack to the back end of 3. If you stay just outside of that range, and DD in and out of it, all the while creating a wall of attacks that don't let him pass 3, then you can control where he goes. Marth has low range (the invisible maximum distance one can attack to), but good space (the actual length of an attack, or how big the attack is, etc.) . Marth can only attack 1 space, so the furthest he can attack from 1 is until 2. However, he outSPACES Fox, while Fox outRANGES Marth. Your job is to prevent Fox from using his range to his advantage and create a wall of attacks to limit how far he goes.
12:00 - There really isn't much to complain about behind this point.
13:00 - I'm getting tired and will resume critique later.