Discussion Library
Updated as we move along
Discussion #1:
Meta Knight Mach Tornado
Meta Knight's Tornado is a move that is pretty hard to get out of unless your at a high enough damage for it to pop you out the top, but even then the move is still a force to deal with. It has priority over many moves, difficult to DI out of, and it does a good amount of damage if your in it's full duration. The mach tornado is an easily spammed move that racks up any characters damage % quick.
How to deal with this move:
Shielding - Probably one of the easier and possibly safest way to avoid taking damage. Tilt your shield upward so that you don't get shield stabbed since the tornado takes up a lot of your shield. If you get through the whole thing shielding you can punish MK with pretty much any move. Other ways to deal with it are to up-B OoS. Giving the MK reasonable damage and knockback.
Counter - just jump back and counter as he's going towards you otherwise the counter will still protect you but you won't hit anything and the MK could probably turn back around and still hit you with part of the tornado. A good MK can probably mindgame you into countering too soon so be careful.
Forward Smash - Using Marth's forward smash attack will stop MK from hitting you with the mach tornado. Just be sure you have enough time to get the move out before MK comes and sweeps you up in it.
RUN AWAY! - Running away doesn't seem too bad. If he's giving chase then depending on where you are you can do different things. If you have some space inbetween you and the MK you can run and then dash cancel into what you want. You can Fair and Nair him but only if you get it tipped and near the top of the tornado. If your near the ledge and he tornado's to you, you can drop down on the ledge but don't linger there! A MK can just stop the tornado and then your stuck in a bad position to be as Marth.
Discussion #2
The joy of explosions they make people happy. Unless your the one that exploded. Snake's can be very tricky when it comes to this. Even Marth's incredible swordplay can fall at the explosion of a gernade. The gernades can stop Marth (or any character without a projectile) from whatever he was doing and mess up what you had planned.
How to deal with this move:
Shielding - Simply shielding will protect you and if the gernade was cooked then you'll get pushed back a bit. Watch the Snake really closely to see what he will do afterwards.
Correctly/Properly Spaced Fair, Bair, Uair, Dtilt, Dsmash - When these are spaced properly you can hit the Snake without hitting the gernade while Snake is holding it. Other moves work but will require more accurate spacing.
Catching/Grabbing the nade - You can shield it then pick it up (if it is not cooked long!!) or air dodge and catch it to throw it back.
Short hop -> Air dodge - Pretty much self explanetory, just be sure that once you land the Snake isn't getting ready for something worse.
Really watch what the Snake is doing. His gernades can be distractions from somethng much more damaging.
Marth has no great solutions to grenades.
Snake can shield drop one, then bring out another, shield and pick one up, so he has his feet and his body covered (whilst the only gap available is the few frames between snake chucking a grenade/it exploding and shield grabbing you [ridiculously small space of time]), and just about anything but perfectly spaced moves will have you getting exploded. Anything else and you're in major danger of a 21% dealing ftilt, or even a more damaging dthrow set up. Not to forget the grenades blowing up on you.
Marth has HUGE ISSUES with MEDIOCRE to GOOD grenade camping.
Don't set off his gernades, but at the same time don't just sit around and wait for the Snakes next move. Take note that Snake can't Ftilt while holding a gernade. Go in, ignore the ping, and get a nicely spaced Nair or Fair to his shield and try to grab him a lot.
Do not dancing blade him, or Dtilt when the gernade drops. Try to keep at a tipper range.
Discussion #3
While not being rapid fire like Fox's blaster. Falco's fires slower but are stronger and do knockback. He can laglessly land and fire at the same time. Since Marth needs to get up close to deal damage Falco can keep firing and running away to slowly rack up damage.
How to deal with this move:
Perfect Shield - Perfect shielding the lasers is a good way to continue your approach and not get hit.
Full hop - This gets you over any short hop lasers Falco will fire. The only thing that could hit you was if he full hopped and fired which, by the time he finished his short hop lasers, wouldn't be able to get in time.
Uh, I also like to Full Hop over them, because it leaves Falco guessing what I'm going to do next. I've been mixing this in effectively a lot lately. He loses his jab as a tool, as I'm coming in for a Fair.
If Falco is doing SHDL you can run under the first shot and PS the second one.
Discussion #4
Who would have thought this big guy could get people on this? King Dedede's chaingrab is always annoying and an easy way for him to rack up some damage on you in a short amount of time.
How to deal with this move:
First of all try not to get grabbed. Not getting grabbed will completly rid you of this problem with Dedede, but, that's a lot harder to do than to say. If you do get grabbed here's what you can do...
Walk out of it - Really? Who would have thought you could lol. When you walk out you can punish the Dedede for trying to grab and miss you with dancing blade or Dtilt.
Dolphin Slash(Up-B) - This works pretty well as well but don't be predictable with it. A good dedede will probably expect something like this so be careful. If the Dedede if at high % this could possibly kill him. If it doesn't then he'll fly off at least and away from you, giving you a chance to reset your playing,
Not getting grabbed is a major part of this matchup. FH rising fairs, Retreating fairs and nairs, AD THROUGH him and Dancing Blade, all to avoid getting grabbed. NEVER AD in front of D3 and try and get behind him/under him as often as possible.
When he does CG you, Marth can walk away if he screws it up. So, you're gonna wanna hold away as he's doing it, and from there DB is your safest option.
Try as hard as you can to break out as he attempts to pummel you, because DDD has a relatively slow pummel and if he pummels you, his bair is that much closer to killing you.
Also, don't fall for dumb mindgames after CG. Don't try and spot dodge because Dash Attack will **** you, just keep walking away and punish his lag. Don't try and jump out of it, he can **** that too.
When he CGs you offstage, you will get ***** by bairs unless you recover intelligently. Hit him back and recover as horizontally as possible, going high or low can be detrimental to your stock. DI is also important, aim for that corner and swing your fair to avoid early death.
That's it, I think
Discussion # 5
Mr. Game and Watch's Uair
G&W's Uair, two big puffs lol. Unfortunately for us Marth users those two puffs aren't good. Marth doesn't have much to do when his enemies are below him and since G&W's Uair can keep you in the air that means trouble for us.
How to deal with this move:
B reversing DB1 - doing this will push you back while your in the air. Your best bet is to try and go for a ledge, using Marth's arieal mobility and B reversing will help to get to a ledge so that G&W can't **** you in a Uair trap.
B Reversing DB1 pushes you backwards continually, as long as Marth hasn't DS'd into an uair trap, he is best using his aerial mobility + B reverses to move towards the ledge, where a G&W cannot sustain uair **** forever.
Also you can try go for luls and do a fully charged shieldbreaker.
Going off and to the ledge seems to work but that puts you into a bad position. Good G&W's know that Marth is limited while they are below him so putting him in the air and keeping him there with their Uair is something you'll see happen. You gotta get your footing back or you'll just get *****.
Discussion # 6
Our very own awesome move, the dancing blade, Marth's punisher and move refresher. The dancing blade is Marth's move to use when you mess up, each hit counts towards decay so this move helps a lot in keeping Marth's move fresh and at good damage %. The move can be varied into many branch offs, and each branch off of the move do a good amount of damage.
How to deal with this move:
Shield - It works, lowers your shield a lot but it will keep you safe.
SDI and up B out of it if you get hit.
If they go for the 4th down hit DI out of it if you can and punish.
Discussion # 7
Pic comming soon
Diddy's Bananas
How to deal with this move: