HeroMystic
Legacy of the Mario
- Joined
- Aug 3, 2008
- Messages
- 6,473
- Location
- San Antonio, Texas
- NNID
- HeroineYaoki
- 3DS FC
- 2191-8960-7738
Marth is a rather popular matchup.Haha, that's quite the large amount of info.
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Marth is a rather popular matchup.Haha, that's quite the large amount of info.
I think Ike's recovery is a little better. Dolphin Slash is basically the only move I use for recovery with Marth. Shield Breaker is too predictable and leaves you open. And Dancing Blade hardly moves Marth forward, only slowing his fall speed marginally. Not nearly as useful as in Melee. Just like with Ike, I'd rather drop down under the stage and edge-grab with Up-B. Much safer and reliable.Uh, they're recoveries aren't too similar... xP Marth has a lot of extra options when recovering (ShieldBreaker, Dancing Blade, etc...)...
I disagree with this. Marth's Up B has virtually the same vertical distance as Ike's, and gives more horizontal distance. It has a bigger sweetspot range (or as it seems anyways). It's also basically ungimpable, unlike Aether.Also be sure to realize that Marth's recovery is probably slightly worse than yours, actually, even with all the neat tricks he can do with his specials (They all help recovery in some way or another).
If you use Dancing Blade right after you do your second jump, you get vertical distance, not horizontal like in Melee.I think Ike's recovery is a little better. Dolphin Slash is basically the only move I use for recovery with Marth. Shield Breaker is too predictable and leaves you open. And Dancing Blade hardly moves Marth forward, only slowing his fall speed marginally. Not nearly as useful as in Melee. Just like with Ike, I'd rather drop down under the stage and edge-grab with Up-B. Much safer and reliable.
I guess you do have a point. Though Ike also does more damage with Aether and it can of course use Super Armor frames. When I think about it, it's more preference based, so I guess I'll take the line out of there when I come back from classes.I disagree with this. Marth's Up B has virtually the same vertical distance as Ike's, and gives more horizontal distance. It has a bigger sweetspot range (or as it seems anyways). It's also basically ungimpable, unlike Aether.
Plus Marth has more aerial speed, falls slower than Ike and appears to have a slightly higher midair jump.
Before you guys go to Zelda...
I disagree with this. Marth's Up B has virtually the same vertical distance as Ike's, and gives more horizontal distance. It has a bigger sweetspot range (or as it seems anyways). It's also basically ungimpable, unlike Aether.
Plus Marth has more aerial speed, falls slower than Ike and appears to have a slightly higher midair jump.
Marth doesn't have SA frames on his Up B... o-o Did you mean Ike's Up B?Marth's Dolphin Slash indeed sweetspots the ledge better than Ike's Aether. Having tested both, Marth's goes a bit lower than Ike's but more horizontal (just slightly). I wouldn't say it's ungimpable. Super armour frames last only for the start-up of his Up-B, so Marth can still be knocked out of the move before he sweetspots the ledge. The other problem is that Marth sometimes gets trapped under ledges in stages like Final Destination.
I'm pretty sure Dolphin Slash has super armour for the first 4 frames.Marth doesn't have SA frames on his Up B... o-o Did you mean Ike's Up B?
Lol, and a good Marth really shouldn't get caught under ledges.... If you're THAT close to the stage already, just di toward the stage, then Dolphin Slash away from the stage to grab the ledge... xP Not that hard...
Oh, no, those are invincibility frames... Lol... =PI'm pretty sure Dolphin Slash has super armour for the first 4 frames.
Similar to Ike, Marth safest way to recover is from under stage. However, his UpB is a single vertical slash, making his recovery much easier to speed hog. He’ll die immediately if he was aiming for the ledge and, if not, you can punish him during his landing with a ledge hopped Fair or Nair.I think Ike's recovery is a little better. Dolphin Slash is basically the only move I use for recovery with Marth. Shield Breaker is too predictable and leaves you open. And Dancing Blade hardly moves Marth forward, only slowing his fall speed marginally. Not nearly as useful as in Melee. Just like with Ike, I'd rather drop down under the stage and edge-grab with Up-B. Much safer and reliable.
Ah, you're right, the guide doesn't mention that Marth is fantastic at juggling. I'd say that it's not shallow by any means, as it explores the character well. I'll add a bit on juggling soon.And where the guide mentions Marth’s powerful juggling? Your matchup guide over Marth is very shallow in my opinion Light.
Thankslol @ xace's new avatar.
Battlefield sounds pretty good for a stage, I guess... I'm thinking that Lylat Cruise would be a good stage though... It could REALLY screw up Zelda's recovery... Either, she miss the ledge and she falls to her death, or lands on the stage... From there, you could charge up Eruption and use the SA frames to negate the hitbox when she reappears onto the stage. Or, even if they do angle the Up B right, they'll reappear and grab the ledge. The good thing about this is that it takes a sec for Zelda to grab the ledge after her Up B... (Unless they do it at just the right spot, in which case they'll reappear on the ledge... but I think it's A LOT more difficult for them to do and I don't even know if it's possible for them to reappear on the ledge because of the tilting) Anyway, yeah, once you get a Zelda far enough of the stage, just start charging Eruption, and you'll probably hit them with it on this stage... Unless, they try to recover using Din's Fire, in which case, use the SA frames on the eruption (or just shield it if you can =P), then jump out and hit her with an aerial...I'd say go for BF in the neutrals, as she has landing lag if landing right after an air attack on a platform. Not sure on Counter Picks...
Agreed. That's her option for KOing Ike.And one last thing, Zelda's dsmash really screws with Ike... It comes out fast and sends you almost completely horizontal... So just watch for it...
I asked the Zelda boards a while ago. how to di out of her usmash.. I believe that the character must be small, light, and di... Uh... Was it downward? I dunno... xDI don't have much experience against good Zeldas, so I'll refrain from giving advice.
However, you can easily SDI out of her FSmash by DI'ing up and towards her. There's supposed to be a way to SDI out of her USmash, but I don't know how.
Makes sense also, where did you get that pic of DDD? I'm just curious to know.Yeah, it wasn't stickied before.
That said, I'm giving another day to discuss Zelda, just for the weekend crowd, I guess.
I'm going to work on making the guide have better headings and color in the future, for no real purpose besides style.
For all of the pictures, I just use Google and search images until I find one that I particularly like.Makes sense also, where did you get that pic of DDD? I'm just curious to know.
Well that picture looked like it was from one of the kirby games but I didn't know which one.For all of the pictures, I just use Google and search images until I find one that I particularly like.
The address for the Dedede pic in specific is:
http://i20.photobucket.com/albums/b208/MrSaturn99/King Dedede/kingedede.gif
Hmm, I'd say either 6-4 Zelda, or 5-5...Well that picture looked like it was from one of the kirby games but I didn't know which one.
Also, what is the match-up number thing (like 7-3, 5-5, etc) for Ike vs. Zelda? I really have little knowledge on this match-up.
If that's what Ryoko says, then I believe it... Ryoko is one of the most intelligent members I've seen on these boards......its 6-4 dude tons of zelda mains say that she has nothing on Ike. Even really good ones like ryoko.
Theres my two centsits 6-4