BarDulL
Town Vampire
He's mid tier at most.Marth for top tier!!
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He's mid tier at most.Marth for top tier!!
I wasn't kidding.good 1 sir
Edited for accuracy.He's mid tier at most...on wifi
Well you've given me nothing to work with to prove this to me or anyone. So i'm not going to come to any quick conclusions about why you think this.I wasn't kidding.
Interest piqued.He's mid tier at most.
He's mid tier at most.
Yeah you are right fear. This should be good.Interest piqued.
After you answer Steel's question(and I mean answer his before you say anything on this) would you answer me two things:
-Do you think Marth's match-up numbers are correct for the most part? In your opinion what are the big changes you'd make?
-How is Marth worse than, say, Kirby or belongs with a character like, say, Bower?
This is going to be interesting >>
Well you've given me nothing to work with to prove this to me or anyone. So i'm not going to come to any quick conclusions about why you think this.
And so I ask.. why do you think this?
Interest piqued.
After you answer Steel's question(and I mean answer his before you say anything on this) would you answer me two things:
-Do you think Marth's match-up numbers are correct for the most part? In your opinion what are the big changes you'd make?
-How is Marth worse than, say, Kirby or belongs with a character like, say, Bowser?
-(optional)Do you include Marth's final smash?
This is going to be interesting >>
Yeah you are right fear. This should be good.
I have some Qs for ya 2, BarDulL.
1) From the opinion i got from you, how screwed up is the tier list to you?
2)Who would you say is keeping marth down?
He's joking. I think. I hope.
ok ok ok STOP. This isn't attack bardul thread.Bardull's MM marth ditto me :D
Im not Havokk.Wow, I just read this for the first time. FINALLY someone knows what the hell their talking about, so I'll add on a few tips of my own. Havokk, you can add these to the guide if you'd like. ****, where has West Coast (besides Junk) been??
mmm maybe but it sounds risky ima test it. Sounds like a one time thing though, next time they'll just fly right past you lol. Like I said , ill give it a shot cuz it does sound legit since it could kill. hmmmm.A) When you jump out to edgeguard MK, and he starts Gliding, COUNTER his Glide Attack. They love challanging with it, because they know it has stupid amounts of range and power. It can kill MK pretty early if he messes up DI, since he's light and already off stage.
wow, VERY useful. (No sarcastic meter here) You're right. I never thought of that. Does anyone have the frame data on shield dropping? Because MK's dtilt comes out (or hits) on frame 3 and that's a *itch.B) If you perfect shield a dtilt, you should be able to shield drop dsmash. If you normal shield a dtilt, you should be able to shield drop into shield, and you'll perfect shield. See what I'm getting at here?
I MM'd an MK who started using Oos shuttle loop but since he was doing that he couldnt't kill me with it! I would die to dsmash instead. Yes this is true, you can also bait it and power shield. I'll add this in a different section (I might add something later)C) If MK starts stopping your Fair approaches with SH (**** that dragon punch), airdodge through, then chase and aerial, or upsmash.
yes, its actually a bit longer but the prolem is MK's 5 jumps. Ill add this.D) Your Uair beats out MK's Dair. Attempt to Juggle MK. It actually works a little.
I agree, you CAN be aggressive. I think it's a balance, when hes running stay back, when he's retreating Fairing, dtilting (spacing) APPROACH! Yes, running- shield to dancing blade IS AN OPTION. I remember someone telling me that its not. I do all of this in tournament, how could you tell me anything of this doesn't work?E) Be aggressive. A MK who is allowed to pressure you will not lose to your OOS options. It will also keep you from needed to summon Dolphin Slash prematurely.
yeah i was wondering this also.How do you DS out of grab release? Like do you jump towards them after the GR or what?
I've tried the Nair thing but its difficult to get consistently, so you have to buffer it? Tipper Nair kills super early, im going to test this soon.Here's some stuff you can add to your guide. Grab release>nair it's auto tipper for both hits and is good damage. Just another option for the kill. Also to always land the tipper dash attack out of grab release you have to dash and down on c-stick at the same time. The only thing that screws this up is the lag on Marth's grab release animation which can screw up the buffering so that you run a little before you dash attack but that just means delay your timing a bit.
Question: Which way should I DI if I get hit with his dash attack?
this you actually have to practice, my method I run then SH and DS. I thought this was how everyone did it but i have a friend he told me he just runs towards them and does DS. Look at the 2nd video on the last part of the OP to see how to do it. It was the kill move in that game.How do you DS out of grab release? Like do you jump towards them after the GR or what?
the one thing im scared would be----full jump out, counter, he doesn't bite, cancels his glide then kills you with a Dair.As for MK being able to glide past counter, this is true. However, what can he really do after that? He's in mid-glide, he'll have to glide under you, or risk you throwing the Bair at him and eating a hit. After that, you can recover pretty reliably, especially if you didn't waste your second jump. If he jumps out at you, you should be above him, and therefore at vertical advantage. Not really a threatening situation. Perhaps I might hold able on this tactic if I'm at high percentages, since the risk of being forced to the ledge might then lead to loss of a stock, but it's generally a well payed off tactic. MK's love whoring out that Glide Attack, and counters beats it.
Yea this works it's completely up to the MK if he lets you juggle him though, he can just jump away...and away...and away lol. But yes it does out range it!Seriously, UAIR IS GOOD. MK can't do **** while he's above you, and there is ground beneath your feet. Actaully, you just outright win in the air. The only thing to watch out for is Tornado.
I usually go crazy on my control pressing jump and up-B over and over sometimes i get it sometimes i whiff which means a free dsmash for MK. At high percentages its good timesOh, and I forgot one important thing. You can Dolphin Slash out of Tornado if MK doesn't catch you in it properly. If you're near the top, and you manage to DI toward the center, spam UpB. I've killed Inui and M2k before by Dolphin Slashing out of tornado mid move, while they were at high percentages. Be careful not to Dolphin Slash if you are too much above MK though, as you'll miss, and most likely get punished by that annoying Nair, or a charged smash attack.
yes, the recovery for marth on this stage is a bit worse because you can get caught under that lip (playing on the stage a lot helps, same with pokemon stadium) BUT there is absolutely no interruptions on your grab release whatsoever. The ceiling is the same as battlefield, yoshi's. Good ol' flat stage + its a neutral so in tournament you get it as a random.Last time I remember the lips of FD makes it a little hard to recover and MK exceeds more then Marth on that level..
mk's ftilt outranges, dtilt out prioritizes but it still contributes to a wall where MK has to work around. I've had experiences where the MK is doing dtilt of their own as I was doing mine and because of the timing I ended up hitting him.nice spacing and control down tilt can't contain/control mk like that
i wish it could tho lol
The reason being that blocking and then punishing w/ side-B ends up being a better option because it refreshes moves, it deals %5-8 in worst case scenario. No doubt counter does help but if you stand still and counter the tornado can go right past you, you can be punished by an MK Dsmash while side -B can sometime give you the opportunity to stop half way/push him of the edge/use green to push him away making it so MK can only punish with dash attack or grab which won't be as bad especially if they keep dsmash fresh . Anyone with half a brain will eventually see that you're countering their tornado attempts so they'll start tornado'ing in front of your face, wait for counter to be nullified and then semi **** you with the rest of a tornado or at least put you in the air. On a super happy nado spammer noob, please, continue to counter. Someone smart will eventually catch on.Why does no one think to say down+b to stop a nado spammer? >.>
A spam happy counter marth is going to make a spam happy nado MK think twice about spamming tornado if he's only going to get punished for it. Obviously you don't *spam* but use it intelligently, it doesn't take much prediction to know when MK is going to nado, so just pick your counters.
The thing is Fsmash doesn't come out faster, dsmash comes out faster BUT has more lag time. Fsmash has a hard time killing because its so slow compared to MK's downtilts and Ftilts. Yes, the fsmash will deal more dmg but dsmash kills more reliably (kills at %115 tippered, which is easy because MK's dtilts push you far enough for dmash to be tippered) using the piece of information that Pierce7 gave us (which in reality its only way to land this thing. otherwise its really hard). MK's size prevents Fsmash from being great, MK's dtilt and ftilt too (some other ones as well but these are the annoying ones that count on the ground).In the same time you could do a downsmash or a forward smash that would do 14% or more if tipped instead of 8%.