Gum
Smash Journeyman
There has been lot of debate as to whether or not samus can handle marth. im here to tell you that she can, but there are things you must know as a samus player.
1. Try not to go into the air too much. focus on staying on the ground.
2. USE UNCHARGED SHOTS. A good marth will get under you SHHM's and sword dance. Uncharged shot are key. they stun, and you dont need to go into the air. If marth shields or rolls, you have done your job and you should punish both accordingly.
3. If you zair, be sure to DI back while you fall, otherwise Marth can dash under it to get to you
4. Along with UC shots, you want to use power missiles (if your gonna short hop anything, these are good) because they will eat his shield, they travel fast, and put lots of damage on him really fast if he gets hit by too many.
5. Bombs are great in this match-up. Because Marth has no projectiles, he has no choice but to try to get past your barrage of stuff and get in close. This is why you should use bombs in between volleys to cover your ***. If he does get in and sword dance, the bomb will stun him outt of the combo and open him up for a counter attack.
6. Kill with well timed charge shots, and spikes ( since Marth will normally go below the stage to recover). Dtilt works after a spot dodge as well. Nair also gimps his recovery. A good thing to do while he is trying to recovery is to drop bombs right off the edge to set up for spikes, that way you dont risk getting hit by his upB and getting stage spiked.
Play smart, and Marth isn't scary. Still broken (and still looks like Sailor Mercury) but not scary at all.
1. Try not to go into the air too much. focus on staying on the ground.
2. USE UNCHARGED SHOTS. A good marth will get under you SHHM's and sword dance. Uncharged shot are key. they stun, and you dont need to go into the air. If marth shields or rolls, you have done your job and you should punish both accordingly.
3. If you zair, be sure to DI back while you fall, otherwise Marth can dash under it to get to you
4. Along with UC shots, you want to use power missiles (if your gonna short hop anything, these are good) because they will eat his shield, they travel fast, and put lots of damage on him really fast if he gets hit by too many.
5. Bombs are great in this match-up. Because Marth has no projectiles, he has no choice but to try to get past your barrage of stuff and get in close. This is why you should use bombs in between volleys to cover your ***. If he does get in and sword dance, the bomb will stun him outt of the combo and open him up for a counter attack.
6. Kill with well timed charge shots, and spikes ( since Marth will normally go below the stage to recover). Dtilt works after a spot dodge as well. Nair also gimps his recovery. A good thing to do while he is trying to recovery is to drop bombs right off the edge to set up for spikes, that way you dont risk getting hit by his upB and getting stage spiked.
Play smart, and Marth isn't scary. Still broken (and still looks like Sailor Mercury) but not scary at all.