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Good marth info to know.

WhiteOblv

Smash Ace
Joined
May 1, 2006
Messages
914
Location
fountain of dreamz
I know we have a marth guide, but its kinda out dated i believe. It doesnt have the info needed to play marth well, characters he counters, characters that counter him, that he goes even with, his best stages, stages hes weak, on etc.

Now im no pro but i believe we indeed need this because theres alot of new marths coming here for help so why not just have this instead of them making a billion topics. I only kno so much so maybe u all can help me make this. Lets get started.

Marths pros/cons:
-------------------

Pros
Excellent range
Great Priority
Good running speed
Great combo ability
Good throws
Great wavedash
Great grab range
-------------------------
Cons
No projectile
Has trouble KOing at higher percentages
Gets combo'ed easily
Recovery is only ok
Light shield edge hog trick =/

-----------------------
Marths bread and butter
-----------------------
Fthrow-Fsmash
Ken combo
Tech chasing
Grabs/Grab combos
Dbl fair/Dbl fair comb's
Uthrow chaingrabs on fast fallers
Good Spacing
--------------
Best stages
--------------
**Yoshi's story- generally marths players fav. stage and for good reason. Marths tipped fsmash's, ken combo, and dtilt edge guard kill much quicker and marth loves killing fast! Only down fall is when facing good falcos on this stage. They can still pillar shoot them **** lazorz, and there bair,nair, fsmash, and spike also kill quicker here v_v.

*Battle field-Seems to be a fine stage for marth because of the platforms and such, only downfall is the recovering. Many times you may find yourself under the stage which isnt were you want to be.

**PKstadium-
On this stage marth does have an advantage to a point because of the platforms, but if you are agianst a fox make it a note not to get waveshined, cuz waveshine-ownage. The other forms of this level arent exactly in marths favor just stay away from the walls against a fox.

More on this stage soon...

====================
Characters Marth counters
====================

Strong disadvantage: Sheik-although some say it is debatable i believe sheik is the only true counter to marth. KDJ's sheik wops on ken. The player who has created marth and who i think still is the best in the world i think thats evident enough. You can argue that all styles are different for marth tru but to those who say this do YOU think u can beat KDJ's sheik with your marths diff style? prolly not.)

Small disadvantage: Link

Even: Fox, Falco, C. Falcon, Ganondorf:

Now with fox/falco it is mainly stage dependent because he can **** them good as much as they can him.

C.Falcon- is i believe who combos better and in the marths case how fast he can get to edge guarding. Just stay on top in this battle dont let the falcon gain control cuz if u do there goes ur stock. Grabs,dblfair, fair , dtilt, ftilt, jab, nair, and tipped fsmashs all **** him good.

Ganon-This is very debatable but i believe ganon has the advantage here, ganons aerials are better than marths knockback and power wise. Just watch yourself ganons can end a marths stock quickly stay on your toes and space like youve never spaced before. This one is all about spacing your own combos, and DI. You'll need good DI here.

Small advantage: Yoshi, Ness, Roy

Strong advantage: Peach, Samus, Ice Climbers, Mario, Dr. Mario, Luigi, Kirby, Jigglypuff, the rest of low tier.

---------------
Combos
---------------

People always aks what are good combos for marth. There arent really any set combos for him (or for any character for that matter except maybe fox/falco) because of DI and such. But here are a few i use/ others have used.

*Nair-Dblfair-fsmash*-low/mid percents
*Fthrow-Fsmash* (classic!!)low/mid/high percents *high percents require a wavedash*
*Dash-atk-utilt-fsmash*(fast fallers only)*mid percents around 40ish i think*
*Fthrow-x until they learn to DI-fsmash*(who doesnt know this?!)*low percents*
*Dblfairx2-fsmash*low to mid percents*
**Ken combo(fair to dbl jump dair)*any percent above 20*
**Dblfair-fthrow-Dblfair-fsmash*
**Fthrow-dblfair-fthrow-fsmash(my personal fav.)*
**uthrow until around 21-24% if they dont tech. fsmash it should be a tipper*
**uthrow/utilt to about 45ish then finish with a tip.*
***True ken combo(fair across the stage when near the edge fair dbljump dair)*

++++++++++++++
Marths main kill moves
+++++++++++++++

Fsmash-
Generally his best move kill wise all-around. Just make sure u hit with it an space well so you can get the tip. If you miss you WILL be comboed by anyone remotely good at this darn game it is his laggiest move sadly enough. Just DONT spam it. Very good edgeguarding move

Utilt-
Good move, combo starter, good KO properties and such just dont spam it TOO much.

Dair-
Best time to use it use it is in the ken combo it just looks sexy when u get that combo off. However it is one of his laggiest moves so use it sparingly.

Nair-
Its iffy but its still a good KO move. Not that much lag use to kill at high percents.

Reverse dolphin slash/Dolphin slash-
VERY good KO move. can KO easily, has very high knock back. Just please w/e u do dont miss....haha.

Shieldbreaker-
Is also abit on the laggy side but is a very strong edgeguarding tool. Can and usually will kill jiggs after a missed sleep. Very strong when charged (if theres time).

more coming soon..........(ive got skool lol)
 

Marth/Falco Pro

Smash Lord
Joined
Aug 1, 2006
Messages
1,211
Location
Anaheim, SoCal
great stuff E40, but the lightshield edgehog can be avoided if you don't try to sweet spot. I think you covered everything I know. ¥_¥ Oh yeah, FAir>UAir is a good combo starter. :)
 

Mar~

Smash Apprentice
Joined
Feb 2, 2007
Messages
77
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Last edited:

AS Money

Smash Lord
Joined
Sep 22, 2005
Messages
1,224
Location
UP-MI
poke stadium is fine for marth against fox just dont get waveshined. the starting platforms are tip worthy so you can catch a sloppy fox off gaurd with that. the middle is good for chain grabbing.

the water form is ok but not great being as the platforms and windmill prevent chaingrabing and i think the lower platform is too high for tippers.

for the fire stage go to the left under the tree. most foxes can waveshine you there yes but they also should be scared of up tilts on their way down and most wont even try.

for the mountains again get on the left most part of the stage. there you can camp by doing repeated up b's to the ledge on the mountain. the invincebility frames from grabing the ledge should make it so fox will get hit by your sword and can't hit you
 

Mar~

Smash Apprentice
Joined
Feb 2, 2007
Messages
77
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Last edited:

Schweppes

Smash Ace
Joined
Jul 23, 2006
Messages
608
Location
1080 West Addison
====================
Characters Marth counters
====================

Strong disadvantage: Sheik

Small disadvantage: Link

Even: Fox, Falco, C. Falcon, Ganondorf

Small advantage: Yoshi, Ness, Roy

Strong advantage: Peach, Samus, Ice Climbers, Mario, Dr. Mario, Luigi, Kirby, Jigglypuff
Should be something like that...although a lot of it is debatable (especially concerning Sheik), and most of Marths match-ups are very stage dependent. I left out characters I don't know too much about.

Edit: There's many other things to fix too. >_>
 

AS Money

Smash Lord
Joined
Sep 22, 2005
Messages
1,224
Location
UP-MI
Oh claro, Tienes razon. El problema de Marth contra Fox en esa etapa es el bajo techo que tiene, Fox con un par de patadas hacia arriba puede knockear a Marth con poco daño (Usmash, Utilt o Uair). Es un detalle relevante pienso yo
__________________________________________

Oh yes, you have reason. Marth's problem against Fox in this stage is the low roof that has, Fox with a couple of kicks up can knockout Marth with little damage (Usmash, Utilt or Uair). Is a relevant detail i think
__________________________________________

Dew!
yes i know the sealing sucks on that stage but its still one of my favorites even against fox.
 

metroid1117

Smash Master
Joined
Sep 1, 2005
Messages
3,786
Location
Chester, IL
For the combo section, don't forget BAir -> DAir; Kizzu likes to use it a lot on floaties. Also, you should also add FAir -> UAir in the same short-hop; non-sweetspoted UAirs lead to a free grab while sweetspotted ones lead to an UTilt juggle.
 
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