• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Help me be a teacher please

Corigames

Smash Hero
Joined
Oct 20, 2006
Messages
5,817
Location
Tempe, AZ
I have a friend who wants to play marth very well ( I play Roy, just to spite him. I've gotten Ok with him though). I can't play him very well, but I am trying to learn. I just read that entire Faq on marth in the sticky. I understand the combos like chain throwing, the up tilts to f smash and that. I know that the down smash and up smash really isn't that useful. The counter can be useful, but it shouldn't be used that much. Tipper is everything. L-cancel all moves cancelable. Wave dash back and forth to get the tipper spacing.

Anything I need to change or add?
 

Kada

Smash Journeyman
Joined
Feb 15, 2007
Messages
297
Location
Waterloo, Ontario
As a general rule, grabbing is one of the most important aspect of Marth. Grabs are a good Marth's trump card. Dash dance through an opponent's approach, grab them, and then combo with u-tilt, u-air, fair, and usually finish off with a f-smash or n-air. Being able to jump cancel grabs is also really important.

This isn't always the case, but grabbing is almost always the best course of action that you can take. Much smarter than throwing out dash attacks and f-smashes.

When you're on the ground, you should basically spam shffled fairs. Retreating, advancing, standing still, fair is always a great move. And, yes, tippers are very important. Spacing should come naturally with experience, when you start to get a good feel for Marth. Be sure to use dashdancing and wavedashing to your advantage, in order to score a lot of tippers. :lick:

Try not to underutilize any of Marth's more obscure attacks, either. d-tilt is a very safe approach, and you can cancel it early with another move. Dancing blade is also a great move to throw out every once in a while, it makes a great anti-spotdodge. You can use your d-air in many situations safetly, I love u-throw --> d-air on space animals, off the edge. You can also jump out and spike them down, if you do it right. It can also be used as a final-stock spike, but try not to overuse it, unless you're feeling really flashy. F-tilt is basically a mini-f-smash, and never forget about the reverse dolphin slash. People almost never see it coming :chuckle:

You can mix up your edgeguard with Shield breaker, d-tilt and counter. Depending on who you're facing. Shield breaker actually makes a really nice edgeguard move, especially against space animals, and captain falcon/gannondorf. Counter can be used situationaly, as an edgeguard, and d-tilt can easily poke them away, to set up for a more abusable recovery.

Basically, try not to fall to temptation, and just start throwing out F-smashes. Be sure to utilize your fair, almost as a shield, and use Marth's insane grab game to it's fullest. It'll take some practice, but if your friend is willing to learn, he'll definetly have a great time, Marth is an awesome character, but he sometimes get a bad reputation of being spammy. Try not to play that way, because we all know that Marth is so much more l337 than that. ;)


That's a lot if info, but hey. As they say, when you're learning, information overloads are a good thing ;)
 

Corigames

Smash Hero
Joined
Oct 20, 2006
Messages
5,817
Location
Tempe, AZ
Basically, I'm preping him for OC3 in August. He has all this time to learn how to Marth correctly. I think first we will work on the spacing, then the edge guarding, and then the combos. His main goal is to just not get out in the first round. So he may have a challenge.

Thanks, I wil re-read that to him when I get the chance.
 

LaserBust

Smash Journeyman
Joined
May 21, 2007
Messages
308
Location
NewportNewZ,Va
The Dsmash isint useless, just shouldn't be spammed, like most of the great attacks. It can sneak under weakend shields and be used as a launcher, or a high % vertical KO. Be sure to use Marths edgeguarding techniques to its fullest, IMO Marths 2 best edeguarders are Bair and Ledgehopped Dairs. The Bairs r just quick and usefull while the ledgehopped Dair is just a little more unexpected and can rly own those grapplers.

Linkin Fairs is a technique in itself. You sometimes have to spam the Fair to rly show its true power. Try not to make it completly overused tho, instead of startin a chain of Fairs with a sweetspotted fair try hitting a Nair instead, wit that said, just try not to set yurself up for failure.

Learn his recovery. Its not as bad as it looks. Understand how high his UpB goes and learn how to sweetspot it. Also remember its also quite good to put in a Fair in the middle of a recovery to fight ppl off who true to jump out and spike u and such.. Speakin of Dolphin slash, reverse dolphin slash as kada said is just pure awesome. Its just so unepected and can be thrown from DashDances very easily. Use it, its rly helpfull, its used sorta like Jigglypuffs rest, U hit and have time to recover from the lag ooor u miss and get owned.

Grab as kada covered is essential.

And dont forget to Taunt. Its the most important skill that a Marth needs to know.
 

thebluedeath1000

Smash Champion
Joined
Aug 14, 2006
Messages
2,348
Location
N.C, Bladenboro
Marth's greatest game parts are his tech-chase ability, his range and his edgeguarding.

Teach him how to follow up his tech-chases, marth can claim stocks extremely fast by getting their opponent in a bad situation..like putting them near the edge with marth standing close after a throw...they tech standing, they get f-smashed, they tech and roll toward the edge, they get tippered, they tech and roll toward you, they get regrabbed..

thats just one example that he should be learning, tech-chasing on platforms is also a big thing.

Spamming f-airs as kada said is a good thing for a novice marth to due as its getting him the hang of the move and learn its spacing. Spacing is highly important..most marth players just have to get experience to learn when certain moves will tipper and when others will not. Hes probably going to fall victim to major sheild grabbing untill he gets his feel.

Try to teach him to combo into the f-smash for the most part, as they sets up for edgeguarding earlier...f-airs are extremely easy to combo into.

Edgeguarding..ah..most marths will simply wait at the edge and f-smash, sometimes this is a good tactic, other times..no, it will not do well. Marth needs to learn when he needs to hop out and give an aerial against his enemy to make his life harder. Samus is a good example..if shes bombjumping too close to the edge, you go out and swipe her one.

Just for a few misc things. He needs to learn the d-air. Its not just a spike, d-air to f-smash works on most characters at mid percents if you l-cancel it properly. shuffled d-airs punish crouch cancelers badly. As he knows, the ken combo..he needs to learn when he should jump and d-air and when he should follow through with the momentum and d-air..either canceling his lag with the ledge or being high up enough he can regain himself.

Another thing, the dancing blade...marth's netural a (jab) sucks..but his dancing blade, not so much. Whenever he wants to jab like that, teach him to use the over b combo instead of the neutral a.

Big thing: Teach him to keep his momentum and second jump. Marth can be entirely too easy to kill if he loses his second jump as most of his momentum goes with it. Him randomly using that second jump will make him lose many stocks. He'll learn the sweetspot with time of his up-b with time.

Just don't teach him everything, you'll make a horrible player that can't fight on his own. Teach him the basics and then just give him a hard time in matches.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
dude, if you want to teach him a few things, teach him these things, in this order.

1.Dash Dance-Marth's dash dance *****
2.Space your attacks-Particularly your fairs, and dtilt after them
3.GRAB

dude, if worst comes to worse, teach him how to Dash Dance grab camp. It ***** noobs, and then teach him how to follow up his grabs. Like, tech chase, or make his opponent miss techs with throws, and then fsmash. DD GRAB CAMP!! It's a good strat to rely on, unless playing a really good player who will catch on, and even then it's hard to punish.
 

Randizzle

Smash Ace
Joined
Aug 9, 2004
Messages
744
Location
Ann Arbor, Michigan
I think marth should be a pretty intuitive character. You just utilize the sword range and grab range the best you can with wavedashing. Learn to dash dance to get grabs. Learn how to control momentum and spacing and learn how to quickly read DI to combo. And of course, learn how to take advantage of every edgeguard opportunity. Most importantly, you just really have to pay attention and think when you play marth.
 

Corigames

Smash Hero
Joined
Oct 20, 2006
Messages
5,817
Location
Tempe, AZ
Jesiah, that would be good if we were going to play noobs, but this is OC3 we are talking about!

I play Samus, so I give him a run for his money when it comes to recovery with any of his characters (Doc, Roy, Marth, and also Samus). He has come to like Marth though, and I think that is the best choice for the tourny. Starting this weekend, I'll have him start dash dancing to grabs and see where we go from there then. It should be fairly easy to teach, and after a while, I'll start fighting him full on.
 

LaserBust

Smash Journeyman
Joined
May 21, 2007
Messages
308
Location
NewportNewZ,Va
My god, plz dont forget to teach him the ways of the taunt. Its not as ez as it sounds.

The Taunt
Marths taunt is a bunch of jiberish that ownz the lower intellictual peeps. The key to using the taunt is to use it unexpectedly as a surprise mindgame. Sure sure, any1 can dashdance but only every 3/17 players can truly taunt well. (Me being 1 of em) A quick taunt combo is to Fair>Fair> Fsmash > Taunt. Try to taunt b4 t3h victim is fully dead so as he burnZ in the deathzones as he hears yur jiberish. The 2nd way to lead into a taunt is to use it in the middle of the combo, or as a edgeguard. Ex. Fair>Nair instead of chasing them with more Fairs, and grabs and such, try taunting instead, as it will either A. Surprise them B. Make them nervice C. Make them think yur noob, and attack you dumb and relentlessly. Try these quick Taunt techniques and teach yur apprentice that, and mayb, just mayb, he'll have a chance in OC3.
Definitly no place for noobs.

EDIT - Looks like MiggZ got the idea, datz wazzup!. Keep it up Miggy.
 

Corigames

Smash Hero
Joined
Oct 20, 2006
Messages
5,817
Location
Tempe, AZ
To Lazer burst:
Due to the fact that there was no current Fire Emblem game in North America at the time [3] , Marth (and Roy alike) only spoke in Japanese. Here is a list of what Marth is saying, translated into English:

Marth's taunt in battle is "みんな、見ていてくれ!" "Minna, mite kure!" which directly translates to "Everyone, please look!".
Marth's counter move is performed while saying "そこだ!" "Soko da", which translates to "There it is"; in other words, he sees an opening to counter.
Marth's three possible statements he makes with a victory pose after he wins a match are:
"今回は僕の勝ちだね。" "Konkai wa boku no kachi da ne?" which translates to "It's my win this time, huh?"
"今日も生き延びることが出来た。" "Kyou mo ikinobiru koto ga dekita", which translates to "Today I have survived."
"僕は負ける訳には行かないんだ。" "Boku wa makeru wake-ni wa ikanainda!" which translates to "There's no way I can lose!"

In the master sound test room (that can be accessed through the debug menu), Marth has an additional phrase players can listen to that he does not say in the game: "レッツダンス!" "Let's Dance!"
 

LaserBust

Smash Journeyman
Joined
May 21, 2007
Messages
308
Location
NewportNewZ,Va
To Lazer burst:
Due to the fact that there was no current Fire Emblem game in North America at the time [3] , Marth (and Roy alike) only spoke in Japanese. Here is a list of what Marth is saying, translated into English:

Marth's taunt in battle is "みんな、見ていてくれ!" "Minna, mite kure!" which directly translates to "Everyone, please look!".
Marth's counter move is performed while saying "そこだ!" "Soko da", which translates to "There it is"; in other words, he sees an opening to counter.
Marth's three possible statements he makes with a victory pose after he wins a match are:
"今回は僕の勝ちだね。" "Konkai wa boku no kachi da ne?" which translates to "It's my win this time, huh?"
"今日も生き延びることが出来た。" "Kyou mo ikinobiru koto ga dekita", which translates to "Today I have survived."
"僕は負ける訳には行かないんだ。" "Boku wa makeru wake-ni wa ikanainda!" which translates to "There's no way I can lose!"

In the master sound test room (that can be accessed through the debug menu), Marth has an additional phrase players can listen to that he does not say in the game: "レッツダンス!" "Let's Dance!"
I luv you. Not only do you assist me by saving me the trouble of findin this myself but you also respect my taunting skill. Thx, now I can put it in my sig.
 

Corigames

Smash Hero
Joined
Oct 20, 2006
Messages
5,817
Location
Tempe, AZ
I luv you. Not only do you assist me by saving me the trouble of findin this myself but you also respect my taunting skill. Thx, now I can put it in my sig.
See, I can return help to those who help me! (Roy's translations are a lot cooler though because he isn't an attention garnerer)
 
Top Bottom