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Smash Legend
A Guide to Juggling With Marth
Overview:
One of Marth's main ways of racking up damage quickly and easily is by "juggling" opponents.
Some characters are easier to juggle than others, and this thread will rate how easy it is to juggle every character on the roster, as well as what moves they can use to effectively escape your juggle traps. the scale is from 1-10, 1 being extremely hard to juggle and the opponent can punish you for trying, and 10 being very easy to juggle and the opponent will have an almost impossible time trying to punish you.
Characters:
Rating: 6/10
Opponent's Effective Interrupting Moves: Bowser's weight may make him seem like an ideal character for juggling, right? CORRECT! His Down-B packs a punch and sends him straight to the ground, but it is so laggy it doesn't mater. It's kind of sad actually.
Rating: 7/10
Opponent's Effective Interrupting Moves: Falcon isn't that hard to juggle, he has a Dair meteor smash, and even though it has OK range, it can still be outranged by all of your moves used for juggling. His Down-B sends him downward at a slight angle, but it doesn't have super armor or anything so you can repeat the cycle after he uses it.
Rating: 3/10
Opponent's Effective Interrupting Moves: Diddy should always have his bananas with/near him, so he can get one in his hand, and then throw it down at you in between Uairs, which then enables him to DI away and escape your juggle traps. His Dair also spikes, but you outrange it so it doesn't play a big part in this.
Rating: 8/10
Opponent's Effective Interrupting Moves: If you space right, this works. DK's spike has pretty good range, but it is just his foot and not disjointed, so you can hit him without any real risk of being spiked. DK's heavy *** isn't too hard to juggle.
Rating: 7/10
Opponent's Effective Interrupting Moves: Falco can be juggled if you space well. His Dair doesn't have great range, and unlike Fox, his reflector doesn't stall him. If you can space Uairs well, then go for it, but be wary of the spike and don't let him get to close to you vertically. I suppose if he wanted to he could use Up-B to return to the ground, but I doubt it, it's a bit too laggy.
Rating: 4/10
Opponent's Effective Interrupting Moves: Fox is the fastest faller in Brawl, so he will fall quickly into your next Uair after you use one on him. This would make it seem like it would be easy to juggle him, except that his Dair is good, and he can Shine stall. Hid Dair is really not a problem, it isn't disjointed, but his Shine stalling will throw off your timing and mess you up.
Rating: 2/10
Opponent's Effective Interrupting Moves: You really don't want to try this. His Dair is not only a good meteor smash, but it's also disjointed. He can use this to hit you and escape, and his Dair can kill you if you are at high percents. He can also use his up-B and DI away and then AD and turtle or Nair you.
Rating: 7/10
Opponent's Effective Interrupting Moves: This is a lot like trying to juggle CF, but Ganon's spikes are more powerful. You outrange his spikes well but the power of the spikes makes it crucial to space your moves well. This will work in most situations just don't get careless.
Rating: 7/10
Opponent's Effective Interrupting Moves: The IC's don't have many options below them to take out opponents. Their Dair really sucks, and you outrange it. All the really have is Airdodge, but it they De-synch it can mess you up as always.
Rating: 4/10
Opponent's Effective Interrupting Moves: Watch out for Ike's Dair! It is a very powerful spike, so don't get careless. That being said, it is pretty slow, but I think it outranges your options, so be careful. There are easier ways to rack up dmage against Ike than juggling, and I do not recommend it. He can also use Up-B I guess, but you can Counter that. His B also has super armor and is very powerful.
Rating: 2/10
Opponent's Effective Interrupting Moves: Amazing aerial maneuverability+Dair+great Side-B=Not going to work.
Rating: 3/10
Opponent's Effective Interrupting Moves: His Dair can go through all of your moves really... His falling Dair is pretty stupid though and can be easily punished. His Dair has great range, and this plus his extra jumps makes it hard to hit him. You should also always watch out for Bair as well against D3, you never know.
Rating: 1/10
Opponent's Effective Interrupting Moves: Kirby might be the hardest person for Marth to juggle. DO NOT TRY THIS! Kirby has a great Down-B that is impenetrable except by a grab, which of course you can't do in the air. Once you hit him, he can just use this to immediately get back to the ground. His Up-B also sends him downwards after the rising part, but the Down-B is to be feared more, since it can kill at pretty high percents.
Rating: 6/10
Opponent's Effective Interrupting Moves: Link has a falling Dair but it DOES NOT METEOR. He really only has bombs, which are obnoxious but can be maneuvered through with out too much effort, and caught as well.
Rating: 4/10
Opponent's Effective Interrupting Moves: Lucario has a really good Dair. It sends you off at a weird angle and it can kill. The main thing that it can help Lucario with while he's being juggled, is because it helps him stall, like Fox's Dair. This is very annoying. This won't really work, you will probably just end up getting punished by his Dair, and that can be fatal at high percentages.
Rating: 5/10
Opponent's Effective Interrupting Moves: Lucas as a very powerful spike with his Bair. This is bad for Marth in between Uairs, so be careful. His Dair is also a very good move for racking up damage, since it can do up to 20% damage when fresh. It is disjointed on the little hexagon's that come out.
Rating: 5/10
Opponent's Effective Interrupting Moves: Luigi is a weird character to juggle. A lot of his moves have weird properties, like his Down-B. He can use that to go upwards, which will pretty much negate your juggling possibilities on him. His Side-B can also help him escape if he has enough time, but if you time your Uairs well you can mess that up.
Rating: 4/10
Opponent's Effective Interrupting Moves: Another guy with stall techniques, this time with his Cape (Side-B). This will mess you up, and he can then stall->punish you with his Cape->Dair, and his Dair is a good multihit move.
Rating: 7/10
Opponent's Effective Interrupting Moves: Marth vs. Marth, the Marth under will probably win. Upper Marth has only Dair really, and a perfect;y spaced Uair outranges it I believe. If he wiffs Dair, you can easily punish the long lag time afterwards.
Rating: 6/10
Opponent's Effective Interrupting Moves: Believe it or not, MK actually is not that hard to juggle. His Dair is extremely fast, definitely faster than your Uair, but you outrange it. He can Nado you if he wants to, but if he is too far off the ground you can hit him back up before he gets back on the ground. This can actually be a reliable way to rack up damage against Meta Knight.
Rating: 5/10
Opponent's Effective Interrupting Moves: Ness has Dair to mess with you, he is a lot like Lucas in that aspect, except his PK thunder goes through you. If he wants to he can aim it at him towards you, and that can kill.
Rating: 4/10
Opponent's Effective Interrupting Moves: Olimar's Whistle (Down-B) has super-armor and he won't take knock-back when hit during it. This will let him abuse this and return safely to the ground and continue the fight there, where he likes it. His Dair can also spike, but the Whistle is the real thing he can use to escape. The good thing is, he can't punish you for trying except with Dair, which you outrange anyway.
Rating: 2/10
Opponent's Effective Interrupting Moves: Try this if you want, but this isn't going to work well at all. Peach can float to stall above you and get out of it very easily. As an added bonus, she can also throw a Veggie down at you if she has one with her, and there is a good chance she does.
Rating: 3/10
Opponent's Effective Interrupting Moves: This is not something you really want to try. If Pika airdodges a Uair, then he can use a Down-B to not only hit you for a lot of damage, but also stall in the air while it hits him. His aerials aren't too much of a threat here. He can also DI away a bit, not even out of the juggle trap, and then use a B which goes downwards and at about a 45 degree angle in the way he is facing. This has a slight stun, but possibly just enough to buy him enough time to DI out.
Rating: 4/10
Opponent's Effective Interrupting Moves: This isn't really going to work past 1-2 Uairs because Pit can glide out and then arrow you to keep you away. He cannot really punish you for trying, like TL can, but he can get out easily.
Rating: 5/10
Opponent's Effective Interrupting Moves: Samus is very floaty, so she'll be falling slower and stay farther above you, so you'll have to repeatedly land to keep her farther up. Her Dair, although slow, is a spike, and disjointed as well I believe, so watch out for that.
:shiek:
Rating: 3/10
Opponent's Effective Interrupting Moves: Sheik can use her Dair, which sends her straight to the ground, or her Up-B to get back on stage, negating your ability to juggle her. With her Up-B though, if she is too high off the ground, she can be re-juggled if you continue the Uair cycle. Sheik isn't a great character to attempt this on.
Rating: 9/10
Opponent's Effective Interrupting Moves: His Dair is really bad, so it's really only airdodge, but even then it is easy to wait it out and then punish and continue juggling.
Rating: 3/10
Opponent's Effective Interrupting Moves: Another falling Dair, a bit like Sheik's. This makes him hard to juggle and so it isn't a great idea to try. Also, his Up-b can be used to help him DI away after he uses it. There are much easier ways to get damage on this guy.
Rating: 2/10
Opponent's Effective Interrupting Moves: TL is just like link in this aspect of the game, his Dair, when used in between your attacks, will send him straight to the ground, thus making it very hard to keep him up. He can also throw a bomb down at you and then DI away. Toon Link is one of the harder characters to juggle with Marth.
Rating: 4/10
Opponent's Effective Interrupting Moves: I believe Marth's Uair does outrange all of his aerials while you are below him, but with his amazing maneuverability in the air, he could probably DI off to the side and land. He can also use his bike to get out of it.
Rating: 7/10
Opponent's Effective Interrupting Moves: Wolf's Dair isn't disjointed and it also has limited range below him, Uair easily outranges it, even when not spaced perfectly. His Shine does have invincibility frames, so he can shine through it and get back on the stage.
Rating: 3/10
Opponent's Effective Interrupting Moves: Yoshi's Down-B is a lot like Bowser's. It will send him to the ground and is fairly powerful, albeit not as much as Bowser's. This will effectively put him back on the ground. This won't really work well.
Rating: 6/10
Opponent's Effective Interrupting Moves: Zelda has a bretty bad Dair. This negates some options of her's, but she can still use her Up-B to teleport to the ground. If she is too high though, like Sheik, she can be hit back up, re-starting the cycle.
Rating: 4/10
Opponent's Effective Interrupting Moves: ZSS has her Down-B to escape in an arc away from you. Her Dair also sends her straight to the ground, but is kind of laggy. The Down-B can also be cancelled into a kick that spikes, so watch out for that as well.
CREDITS:
Huge thanks to ZMT for helping right this, he wrote some of the summaries you see here!
Thanks also to crazn137 for his help with the Overview section!
Also, huge thanks to everyone who indirectly helped me make this by posting their knowledge of this on the Marth Boards!
Feel free to add suggestions for each character or for the general area. I hope this helps all of you with your games', happy juggling!
More will be up tomorrow hopefully!
Overview:
One of Marth's main ways of racking up damage quickly and easily is by "juggling" opponents.
General Strategies
Juggling is one of Marth's easiest and most effective ways to rack up damage on your opponent. Your juggling tools consist of Blue Dancing Blades, Utilt, Uair, Usmash, and Uthrow. The easiest way to execute juggling is by using Blue DB, and using Uthrow.
In The Air
When in the air, simply use uair to hit the enemy back up. Expect your opponent to try and airdodge through your attack. If they do airdodge, just wait it out and then use your attack while they are vulnerable. If they fastfall past you while airdodging, take note of this. The next time you are juggling, fastfall with them and punish the airdodge.
Closer to The Ground
If you are closer to the ground, do not jump high to follow your enemy. Instead, try and stay closer to the ground at about FH height. Keep them up in the air by using a FFUair. If they airdodge past this, the fastfall allows you to punish the airdodge with either an Usmash/tilt/throw to reset the juggling situation. At higher percents, this method will kill depending on the stage.
Some characters are easier to juggle than others, and this thread will rate how easy it is to juggle every character on the roster, as well as what moves they can use to effectively escape your juggle traps. the scale is from 1-10, 1 being extremely hard to juggle and the opponent can punish you for trying, and 10 being very easy to juggle and the opponent will have an almost impossible time trying to punish you.
Characters:
Rating: 6/10
Opponent's Effective Interrupting Moves: Bowser's weight may make him seem like an ideal character for juggling, right? CORRECT! His Down-B packs a punch and sends him straight to the ground, but it is so laggy it doesn't mater. It's kind of sad actually.
Rating: 7/10
Opponent's Effective Interrupting Moves: Falcon isn't that hard to juggle, he has a Dair meteor smash, and even though it has OK range, it can still be outranged by all of your moves used for juggling. His Down-B sends him downward at a slight angle, but it doesn't have super armor or anything so you can repeat the cycle after he uses it.
Rating: 3/10
Opponent's Effective Interrupting Moves: Diddy should always have his bananas with/near him, so he can get one in his hand, and then throw it down at you in between Uairs, which then enables him to DI away and escape your juggle traps. His Dair also spikes, but you outrange it so it doesn't play a big part in this.
Rating: 8/10
Opponent's Effective Interrupting Moves: If you space right, this works. DK's spike has pretty good range, but it is just his foot and not disjointed, so you can hit him without any real risk of being spiked. DK's heavy *** isn't too hard to juggle.
Rating: 7/10
Opponent's Effective Interrupting Moves: Falco can be juggled if you space well. His Dair doesn't have great range, and unlike Fox, his reflector doesn't stall him. If you can space Uairs well, then go for it, but be wary of the spike and don't let him get to close to you vertically. I suppose if he wanted to he could use Up-B to return to the ground, but I doubt it, it's a bit too laggy.
Rating: 4/10
Opponent's Effective Interrupting Moves: Fox is the fastest faller in Brawl, so he will fall quickly into your next Uair after you use one on him. This would make it seem like it would be easy to juggle him, except that his Dair is good, and he can Shine stall. Hid Dair is really not a problem, it isn't disjointed, but his Shine stalling will throw off your timing and mess you up.
Rating: 2/10
Opponent's Effective Interrupting Moves: You really don't want to try this. His Dair is not only a good meteor smash, but it's also disjointed. He can use this to hit you and escape, and his Dair can kill you if you are at high percents. He can also use his up-B and DI away and then AD and turtle or Nair you.
Rating: 7/10
Opponent's Effective Interrupting Moves: This is a lot like trying to juggle CF, but Ganon's spikes are more powerful. You outrange his spikes well but the power of the spikes makes it crucial to space your moves well. This will work in most situations just don't get careless.
Rating: 7/10
Opponent's Effective Interrupting Moves: The IC's don't have many options below them to take out opponents. Their Dair really sucks, and you outrange it. All the really have is Airdodge, but it they De-synch it can mess you up as always.
Rating: 4/10
Opponent's Effective Interrupting Moves: Watch out for Ike's Dair! It is a very powerful spike, so don't get careless. That being said, it is pretty slow, but I think it outranges your options, so be careful. There are easier ways to rack up dmage against Ike than juggling, and I do not recommend it. He can also use Up-B I guess, but you can Counter that. His B also has super armor and is very powerful.
Rating: 2/10
Opponent's Effective Interrupting Moves: Amazing aerial maneuverability+Dair+great Side-B=Not going to work.
Rating: 3/10
Opponent's Effective Interrupting Moves: His Dair can go through all of your moves really... His falling Dair is pretty stupid though and can be easily punished. His Dair has great range, and this plus his extra jumps makes it hard to hit him. You should also always watch out for Bair as well against D3, you never know.
Rating: 1/10
Opponent's Effective Interrupting Moves: Kirby might be the hardest person for Marth to juggle. DO NOT TRY THIS! Kirby has a great Down-B that is impenetrable except by a grab, which of course you can't do in the air. Once you hit him, he can just use this to immediately get back to the ground. His Up-B also sends him downwards after the rising part, but the Down-B is to be feared more, since it can kill at pretty high percents.
Rating: 6/10
Opponent's Effective Interrupting Moves: Link has a falling Dair but it DOES NOT METEOR. He really only has bombs, which are obnoxious but can be maneuvered through with out too much effort, and caught as well.
Rating: 4/10
Opponent's Effective Interrupting Moves: Lucario has a really good Dair. It sends you off at a weird angle and it can kill. The main thing that it can help Lucario with while he's being juggled, is because it helps him stall, like Fox's Dair. This is very annoying. This won't really work, you will probably just end up getting punished by his Dair, and that can be fatal at high percentages.
Rating: 5/10
Opponent's Effective Interrupting Moves: Lucas as a very powerful spike with his Bair. This is bad for Marth in between Uairs, so be careful. His Dair is also a very good move for racking up damage, since it can do up to 20% damage when fresh. It is disjointed on the little hexagon's that come out.
Rating: 5/10
Opponent's Effective Interrupting Moves: Luigi is a weird character to juggle. A lot of his moves have weird properties, like his Down-B. He can use that to go upwards, which will pretty much negate your juggling possibilities on him. His Side-B can also help him escape if he has enough time, but if you time your Uairs well you can mess that up.
Rating: 4/10
Opponent's Effective Interrupting Moves: Another guy with stall techniques, this time with his Cape (Side-B). This will mess you up, and he can then stall->punish you with his Cape->Dair, and his Dair is a good multihit move.
Rating: 7/10
Opponent's Effective Interrupting Moves: Marth vs. Marth, the Marth under will probably win. Upper Marth has only Dair really, and a perfect;y spaced Uair outranges it I believe. If he wiffs Dair, you can easily punish the long lag time afterwards.
Rating: 6/10
Opponent's Effective Interrupting Moves: Believe it or not, MK actually is not that hard to juggle. His Dair is extremely fast, definitely faster than your Uair, but you outrange it. He can Nado you if he wants to, but if he is too far off the ground you can hit him back up before he gets back on the ground. This can actually be a reliable way to rack up damage against Meta Knight.
Rating: 5/10
Opponent's Effective Interrupting Moves: Ness has Dair to mess with you, he is a lot like Lucas in that aspect, except his PK thunder goes through you. If he wants to he can aim it at him towards you, and that can kill.
Rating: 4/10
Opponent's Effective Interrupting Moves: Olimar's Whistle (Down-B) has super-armor and he won't take knock-back when hit during it. This will let him abuse this and return safely to the ground and continue the fight there, where he likes it. His Dair can also spike, but the Whistle is the real thing he can use to escape. The good thing is, he can't punish you for trying except with Dair, which you outrange anyway.
Rating: 2/10
Opponent's Effective Interrupting Moves: Try this if you want, but this isn't going to work well at all. Peach can float to stall above you and get out of it very easily. As an added bonus, she can also throw a Veggie down at you if she has one with her, and there is a good chance she does.
Rating: 3/10
Opponent's Effective Interrupting Moves: This is not something you really want to try. If Pika airdodges a Uair, then he can use a Down-B to not only hit you for a lot of damage, but also stall in the air while it hits him. His aerials aren't too much of a threat here. He can also DI away a bit, not even out of the juggle trap, and then use a B which goes downwards and at about a 45 degree angle in the way he is facing. This has a slight stun, but possibly just enough to buy him enough time to DI out.
Rating: 4/10
Opponent's Effective Interrupting Moves: This isn't really going to work past 1-2 Uairs because Pit can glide out and then arrow you to keep you away. He cannot really punish you for trying, like TL can, but he can get out easily.
Rating: 5/10
Opponent's Effective Interrupting Moves: Samus is very floaty, so she'll be falling slower and stay farther above you, so you'll have to repeatedly land to keep her farther up. Her Dair, although slow, is a spike, and disjointed as well I believe, so watch out for that.
:shiek:
Rating: 3/10
Opponent's Effective Interrupting Moves: Sheik can use her Dair, which sends her straight to the ground, or her Up-B to get back on stage, negating your ability to juggle her. With her Up-B though, if she is too high off the ground, she can be re-juggled if you continue the Uair cycle. Sheik isn't a great character to attempt this on.
Rating: 9/10
Opponent's Effective Interrupting Moves: His Dair is really bad, so it's really only airdodge, but even then it is easy to wait it out and then punish and continue juggling.
Rating: 3/10
Opponent's Effective Interrupting Moves: Another falling Dair, a bit like Sheik's. This makes him hard to juggle and so it isn't a great idea to try. Also, his Up-b can be used to help him DI away after he uses it. There are much easier ways to get damage on this guy.
Rating: 2/10
Opponent's Effective Interrupting Moves: TL is just like link in this aspect of the game, his Dair, when used in between your attacks, will send him straight to the ground, thus making it very hard to keep him up. He can also throw a bomb down at you and then DI away. Toon Link is one of the harder characters to juggle with Marth.
Rating: 4/10
Opponent's Effective Interrupting Moves: I believe Marth's Uair does outrange all of his aerials while you are below him, but with his amazing maneuverability in the air, he could probably DI off to the side and land. He can also use his bike to get out of it.
Rating: 7/10
Opponent's Effective Interrupting Moves: Wolf's Dair isn't disjointed and it also has limited range below him, Uair easily outranges it, even when not spaced perfectly. His Shine does have invincibility frames, so he can shine through it and get back on the stage.
Rating: 3/10
Opponent's Effective Interrupting Moves: Yoshi's Down-B is a lot like Bowser's. It will send him to the ground and is fairly powerful, albeit not as much as Bowser's. This will effectively put him back on the ground. This won't really work well.
Rating: 6/10
Opponent's Effective Interrupting Moves: Zelda has a bretty bad Dair. This negates some options of her's, but she can still use her Up-B to teleport to the ground. If she is too high though, like Sheik, she can be hit back up, re-starting the cycle.
Rating: 4/10
Opponent's Effective Interrupting Moves: ZSS has her Down-B to escape in an arc away from you. Her Dair also sends her straight to the ground, but is kind of laggy. The Down-B can also be cancelled into a kick that spikes, so watch out for that as well.
CREDITS:
Huge thanks to ZMT for helping right this, he wrote some of the summaries you see here!
Thanks also to crazn137 for his help with the Overview section!
Also, huge thanks to everyone who indirectly helped me make this by posting their knowledge of this on the Marth Boards!
Feel free to add suggestions for each character or for the general area. I hope this helps all of you with your games', happy juggling!
More will be up tomorrow hopefully!