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Good Recovery tips for Marth

TriffHR

Smash Apprentice
Joined
Jul 28, 2015
Messages
94
Location
nowhere
The name says it all. I really need help with this and also, some tips for not SD'ing while going deep to spike and not being able to recover.
 

cisyphus

Smash Ace
Joined
May 2, 2014
Messages
672
Location
Grand Rapids, MI
- DI well, including SDI. This puts you in the optimal position to recover (i.e. top corner)
- never jump until you absolutely need to. Marth has a low fall speed and decent horizontal drift. Make use of that
- Stall with side-b, but only once or twice. I'm not entirely sure how the decay works here, but it's only a noticeable stall on the first one.
- Mix up your up-b. Marth killer isn't nearly as common in PM (yet) so sweetspot normally is sufficient, but it helps to go with different heights and timings sometimes.
- Air dodge. Pretty good if you have a read on how your opponent wants to cover you. Air dodge through their attack and unless they're smart about how they're covering you you might just get off free.

As for down air spiking, try to go for trades if you really wanna go low. Example: wait for fox to start the firefox and then the firefox hitbox will cancel out your down air endlag if you time it to trade; you also get a vertical boost from the knockback for firefox in this case, making it even easier to get back. But really, you tend to have better options than dair to edgeguard with, so don't become hyperfocused on that. Learn your flowcharts. D-tilt, back air, forward air, and reverse up b are all really good tools depending on the situation.
 
Last edited:

TriffHR

Smash Apprentice
Joined
Jul 28, 2015
Messages
94
Location
nowhere
- DI well, including SDI. This puts you in the optimal position to recover (i.e. top corner)
- never jump until you absolutely need to. Marth has a low fall speed and decent horizontal drift. Make use of that
- Stall with side-b, but only once or twice. I'm not entirely sure how the decay works here, but it's only a noticeable stall on the first one.
- Mix up your up-b. Marth killer isn't nearly as common in PM (yet) so sweetspot normally is sufficient, but it helps to go with different heights and timings sometimes.
- Air dodge. Pretty good if you have a read on how your opponent wants to cover you. Air dodge through their attack and unless they're smart about how they're covering you you might just get off free.

As for down air spiking, try to go for trades if you really wanna go low. Example: wait for fox to start the firefox and then the firefox hitbox will cancel out your down air endlag if you time it to trade; you also get a vertical boost from the knockback for firefox in this case, making it even easier to get back. But really, you tend to have better options than dair to edgeguard with, so don't become hyperfocused on that. Learn your flowcharts. D-tilt, back air, forward air, and reverse up b are all really good tools depending on the situation.
Thanks it helps
 

FrankTheStud

Smash Journeyman
Joined
May 21, 2015
Messages
248
NNID
FrankDaStud
Don't overcommit offstage. Dtilt from ledge is a good way for Marth to harass people approaching from below. His spike is somewhat risky because the sweetspot is very tricky to land consistently, so sometimes reading air dodges and using fair to punish is better than going offstage.
 

TriffHR

Smash Apprentice
Joined
Jul 28, 2015
Messages
94
Location
nowhere
Don't overcommit offstage. Dtilt from ledge is a good way for Marth to harass people approaching from below. His spike is somewhat risky because the sweetspot is very tricky to land consistently, so sometimes reading air dodges and using fair to punish is better than going offstage.
This does work but only if the don't sweetspot but thanks (talking about dtilt)
 
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