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No I thought she would barely live, looking back I guess it may have.Yeah I try to avoid DB on a floaty character at those percents. So when you got the 2 grabs near the end, did you not think Uthrow would kill?
2:35 was super lame. I forget killing luma helps tremendously, like that should always be the sub goal, I'm still unsure what move to use to get rid of luma that's not summer laggy.There were a few times when you hit Rosalina up/away and the luma stayed behind, and you just kinda sat there focusing on the Rosa, but you definitely should have gotten the quick kill on the luma (or at least some percent on it). This will also help prevent things like 2:35 from happening...
Nicko is really good. Looks like he's not a fan of CS or DB.SoS #5 Winner's Bracket, Nicko (Marth) vs Mr. R (Sheik) [Hell of a match]
https://www.youtube.com/watch?v=6c68hpJWd4w
Loser's Semis, Nicko (Marth) vs Void (Monster of a Sheik)
https://www.youtube.com/watch?v=fqTafRVfCd0
Also here's some great custom Marth matches by Airvault who has the best application of Crescent Slash I've seen and according to commentators is the second best player in Arizona.
SoS #6 Winner's Bracket, Airvault (Marth) vs Bam (Sonic)
https://www.youtube.com/watch?v=BpiWm33A2ac
Winner's Bracket, Airvault (Marth) vs Void (Sheik)
https://www.youtube.com/watch?v=JjHBAIJxs4Y
Loser's Quarters, Airvault (Marth) vs Vinnie (Sheik)
https://www.youtube.com/watch?v=d76OGbl5Ul4
Overall, this is some amazing stuff coming out of California against most of the best Sheiks in the world.
Nicko airdodges way too much. Granted, Sheik kinda does that to everyone...Nicko is really good. Looks like he's not a fan of CS or DB.
Airvault with the tipper Dsmash. Showing CS is still king of the Marth up Bs.
When both Emblem Lord and Shaya say that ZSS is our worst matchup, I just have to agree. My own experience points to it being the case as well. Sheik is bad, of course, but ZSS's tether just makes everything so much worse. If it weren't for the tether grab, I'd say that Sheik would be the worst.http://www.twitch.tv/210smash/b/679950906 KJ vs Paw at 9:15 (Marth vs Zss)
I've always thought this mu was doable, and definitely not Marth's worst (think that belongs to a sheik that knows the mu) , but never had a match recorded vs a good ZSS. Alot of my shieldgrabs were me attempting to upsmash OoS.
I wonder if I had gotten a grab at the very end if it would've KO'd?
you don't DI boost kicks down... www.youtube.com/watch?v=ylVAJur_wVsDefinitely had Uthrow with this stage's lowish ceiling. Also don't think you DI'ed her up B correct that first stock. Didn't look like you DIed that down. This was definitely a match you should've won. That ZSS didn't look that great.
Okay that's good to see. There is another video that shows you DI down when near the side blast zones and IIRC it does better than down and in.you don't DI boost kicks down... www.youtube.com/watch?v=ylVAJur_wVs
Edit: I see what you meant, yeah that wasn't optimal DI...
Weird... You're supposed to DI perpendicular to the initial trajectory and toward the corner in general when you get hit, so that would be down and away when you're getting hit by the last hit of boost kicks.Okay that's go to see. There is another video that shows you DI down when near the side blast zones and IIRC it does better than down and in.
I wrote up a whole spiel on this matchup somewhere, but basically it all revolves around gimping Ness and avoiding getting PKT2'd. Unfortunately that didn't happen in these matches...Hey, could I get some input here. The commentators pointed some things out, but feel free to re-iterate.
https://www.youtube.com/watch?v=rQMXDJ8VTkA
Yes but with vectoring being necessary for horizontal knockback, diagonal knockback moves become complicated. It was already proven that DIing horizontal knockback down decreases knockback (just like holding toward the stage). So if holding down decreases knockback AND gets you away from the top, depending on the situation, you want to DI down.Weird... You're supposed to DI perpendicular to the initial trajectory and toward the corner in general when you get hit, so that would be down and away when you're getting hit by the last hit of boost kicks.
Near the blast zone you're pretty much screwed no matter how you DI, you'll either die off the top or the side. You can only hope to DI out of the boost kick's final hit... Which is apparently dependent on how the ZSS spaces it and how they DI while doing it.
I wrote up a whole spiel on this matchup somewhere, but basically it all revolves around gimping Ness and avoiding getting PKT2'd. Unfortunately that didn't happen in these matches...
Definitely a tough matchup for Marth, especially so without those gimps. You really need those early kills as Ness can rack damage up like crazy.
Marth/ness is probably even, a good ness rarely gets gimped, and you have to be at the right distance for counter to hit him out of upb otherwise he grabs the ledge for free/sometimes the other hits still hit you.Yes but with vectoring being necessary for horizontal knockback, diagonal knockback moves become complicated. It was already proven that DIing horizontal knockback down decreases knockback (just like holding toward the stage). So if holding down decreases knockback AND gets you away from the top, depending on the situation, you want to DI down.
Also you and the video are making it sound like you should give up with boost kick near the ledge. If you are at lower percents, your DI method can save or kill you, near the ledge or not.
Marth slightly beats Ness. How can you call it a tough MU when Marth is absolutely amazing at keeping characters (esp ones like Ness with the ****y double jump and bad air speed) off-stage? In Ness's case Counter is a killer at any percent and the counter attack almost always connects if you space it right. If the Ness is good at staying on stage the entire match he could definitely win, but even then it's not that tough for Marth v. Ness on stage either.
I agree, onstage Marth can handle his own onstage. What saddens me is the inevitable both at high percent dance which favors ness greatly...What you're saying is definitely true especially including your last sentence. I still think Marth slightly wins because even on stage he has the range and maneuverability where if both players are equally skilled Marth can go toe to toe on stage (while PK Thunder sucks for Marth there are many ways of getting out of PK Fire) and eventually some Ftilt, jab mixup, or DB will send Ness off-stage. Off-stage Ness can do a lot of things to prevent getting gimped or even challenge the edge-guarder. An equally skilled Marth has great tools both on and off-stage to work with these things. Even then, it's still a rock-paper-scissors. Gimping Ness requires reads that often has to do with his options pertaining to double jump.
Edit: probably even pre-patch but due to Ness range and maneuverability, the Jab, Utilt, and Nair buffs benefit Marth a lot here and this is what ultimately gives him the MU edge. Using these and other Marth things, Marth can compete on-stage pretty decently.
Yes but with vectoring being necessary for horizontal knockback, diagonal knockback moves become complicated. It was already proven that DIing horizontal knockback down decreases knockback (just like holding toward the stage). So if holding down decreases knockback AND gets you away from the top, depending on the situation, you want to DI down.
Also you and the video are making it sound like you should give up with boost kick near the ledge. If you are at lower percents, your DI method can save or kill you, near the ledge or not.
Marth slightly beats Ness. How can you call it a tough MU when Marth is absolutely amazing at keeping characters (esp ones like Ness with the ****y double jump and bad air speed) off-stage? In Ness's case Counter is a killer at any percent and the counter attack almost always connects if you space it right. If the Ness is good at staying on stage the entire match he could definitely win, but even then it's not that tough for Marth v. Ness on stage either.
Vectoring is gone for vertical angles, it's still a thing for horizontal angles.I thought vectoring was long gone in this game... <_<
son of a... that explains a few things. Like DI'ing Ness' back throw up... not up and in, just up.Vectoring is gone for vertical angles, it's still a thing for horizontal angles.
Love that tourney name.Well I know the new patch is out but I went Marcina in a recent weekly against a old buddy of mine that was a Yoshi/D3 player. Got a little mad that my Marth whom I'm practice more got bopped sadly while Lucina who I rarely use much nowadays did better vs Yoshi. Marth match is game one and Lucina match is game 3.
I see and yeah that's true. My friend also hates fighting Marcina for some strange reason and I'm generally a defensive type of guy so game 1 and that type of Yoshi style I hate fighting but I was able to clutch it out.Love that tourney name.
Nice job by the way. The Lucina did better simply because you consistently avoided his Yoshi tricks and changed your gameplay accordingly after the Marth lost. This MU is definitely Yoshi's and I believe Lucina would do equal to Marth here.
Yeah I've done this, basically at max jump heights with a double jump buffered SBer he'll slide against the ground a bit giving you more range. It's pretty cool.This is specifically for optimal shield break punish.
If you execute this move correctly, you will get kills at 25% or lower after every shield break.
So, this is my first upload from the wii u.
https://m.youtube.com/watch?v=sn8HXl6HaD0
During the second stock, I break the shield, then do the following
1. Push them as close to the edge as possible (walk don't run)
2. Jump backward while still facing the opponent. Make sure you are almost right next to them before you jump back.
3. Begin the second jump right before you start to fall. Begin charging the shieldbreaker, using an input just like you would short hop nair, only with the b button.
4. Watch Gurren Lagann. Say very loudly, "Finishing move!
Giga....Shield... BREEEEAAAAKEEEER!!!"
Have fun getting kills at 20% or less every time you break a shield.
But screaming "Giga Shield Breaker" at the top of your lungs should always be necessary imoNot that it was necessary there lmao
Just a quick analysis here.Hey guys, I'm going to my first tournament in a few days and I would really like some advice. I recently uploaded a video, and while it wasn't my best performance because I had some rust I needed to break, I still would like advice as to my mistakes in this match and what I can do to improve. The Marth match is the very first one. (I'm P2 btw)
Yeah, I would like a more in-depth analysis, as those aren't stuff I actually spam too often. I usually end up replacing those dash attacks with with just a quick dash and f-tilt to space, but lag/my rust made me not do it as much. Most f-smashes I make are supposed to be f-tilts tbh, but I will make sure I note to use c-stick attack more, and if I'm not supposed to f-tilt in the situations where I f-smash please tell me! Running I agree though, I got to start utilizing walk more. D: Your shieldbreaker is a valid point too, but I think I did that more as panic. I think I should be going for n-air/f-air most of the times I went for shieldbreaker, as those are actually decently safe moves with a good amount of range.I'm seeing you doing lots of really unsafe stuff. Too many shield breakers, dash attacks, and f-smashes, among other things. You've got to cut that out. That's your main problem that I see.
Also, stop running everywhere. Marth walks quite quickly. Don't limit your options needlessly.
Those are just my initial impressions, I can give a more in depth analysis if you want.
Assuming this is pre-patch cuz Nair looked weak.Hey guys! I uploaded a clutch match with senpei Mr. E himself. Tell me what you think! > https://www.youtube.com/watch?v=soO8mFkG3n8
Thanks for the tips!Assuming this is pre-patch cuz Nair looked weak.
The only things I can come up with are:
You DI Marth's Uthrow behind him not in front.
Your weird Dancing Blade tactics are not optimal. The best DBs are forward 1, 2, 3, 4 (to kill near ledge and get them off-stage) and forward 1, 2, 3, up 4 (for floatier characters and to kill off the top since it's auto-tipper).
So, taking into account the second video, here's my analysis.Yeah, I would like a more in-depth analysis, as those aren't stuff I actually spam too often. I usually end up replacing those dash attacks with with just a quick dash and f-tilt to space, but lag/my rust made me not do it as much. Most f-smashes I make are supposed to be f-tilts tbh, but I will make sure I note to use c-stick attack more, and if I'm not supposed to f-tilt in the situations where I f-smash please tell me! Running I agree though, I got to start utilizing walk more. D: Your shieldbreaker is a valid point too, but I think I did that more as panic. I think I should be going for n-air/f-air most of the times I went for shieldbreaker, as those are actually decently safe moves with a good amount of range.
I guess I should link you to another video that plays a bit more like how I usually play. It's an FG video, but I still think I should showcase it just so I can get more help. Honestly I feel pretty annoyed that I didn't link this one as well, since now I'm worried I wasted your time. xD You don't have to watch it if you don't want to and I'll be perfectly okay. I'm just thinking that viewing this video could be nice as another attempt to show you how I usually play.
That's pretty smart... Using the aerial SB to utilize the forward momentum Marth gets from it.
Downright genius actually...
It's a good way to let your opponent know that you're a nut... If that's your style. Sometimes I do yolo/hyper-aggressive stuff like this and then play pretty conservative for the rest of the match just to mess with people. Maybe it could put them on tilt a little, maybe it could piss them off, idk, as long as I get to yell Giga Shield Breaker very, very loudly.Yeah, marth has had this ability since the game came out. Mind blowing that marth's don't use it, it's great because alot of opponents don't expect marth to come flying at them so quickly, I've definitely won alot of games with it.
It's a very powerful hail Mary.
I sometimes begin the match by jump forward - Dble jump forward - flying shieldbreaker.
If you do that, you will perfectly tip a link or Robin by the time they've prepared their projectiles.