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Link's Match-ups: Export #10: Marth

#HBC | Red Ryu

Red Fox Warrior
Joined
Jun 15, 2008
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RedRyu_Smash
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Match-up #10 Marth



Link vs Marth
40:60 Marth

Marth, the tiara wearing prince of Altea. A spacing monster that has multiple good points to him despite being nerfed from Melee. Our recovery is our main hindrance here but don't let that trick you into thinking this MU is terrible, it's bad but not a train wreck.

Marth has an amazing defensive game, shame he isn't going to be using it too much since we're going to be zoning and camping him. Use your camp game to it's maximum levels, it's going to force Marth to weave in and out of our spam game. Still keep note that Marth's fair can beat out our projectiles if spaced correctly, more notably arrows and boomerang, but this can be used to your advantage to bait Marth to use a fair. Zair is going to make air approaches a bit harder for him as well, he needs to get in close and we're pretty much playing keep away with him.

Don't get grabbed at low %, Marth as a bunch of legitimate combos from a grab at low % that will add a ton of damage to Link. Fthrow to Fsmash tipped is legitimate at 0%.

Off stage is really bad for Link, Marth can do fair walls and Link will not recover if he does it right, however on the flip side, Marth is one of the few characters that can be gale guarded successfully. In terms of who is better at edge guarding Marth is better hands down.

Stages, you can large camping areas like FD, or stages that can capitalize on Link's ability to kill earlier, Halberd. Stay clear of Battlefield, it's great for Marth and it helps him approach easier thanks tot he platforms.
Important posts:

Marth can suck my balls. His aerial game is ****ed up and will combo you in chains you'd never imagine. Don't ty to jab cancel since Marth can UpB out of it and don't let Marth gimp you too early with un-tipped fairs or bairs. Zair is about your best projectile since most of Marth's sword attacks stops bombs and arrows. If Marth's approaching in the air punish with Zair and combo him out of a Zair. Space very carefully, you don't want to run into a tipped Fsmash to the face.

Some matches are mostly relied on the stage. Take a stage like BattleField, now oh boy that's a stage that Marth can give you the most ****. The small stage and platforms make pressuring with aerials and dolphin Slash extremley easy and is pretty unwinnable. Always go to a big stage like FD so you can space easier.

65:35 Marth.
Marth's Aerial game and range can be annoying.

Defensively Marth is a monster, but fortunately we force him to approach. Link is going to projectile spam and Zair all day, unless Marth gets too close, which he will at points. Marth has some grabs that can set up from nasty stuff on Link, I've heard of some psuedo death combo's but I've never seen a Marth actually do it on me.

The range of our swords is very close, Marth's is still long, but we can get in on it if we need to. The main problem comes from the speed of our attacks. Link is too slow to make use of his range like Marth can. Beware at low percents as Marth can juggle and string attack on Link fairly easily.

Marth can gimp Link, but at the same time so can Link. Marth has an easier time than Link when it comes to this, but Zair on the ledge can be deadly if used correctly.

Norfair is fun, battlefield is not.

60:40 Marth. His speed and off stage game is too good.
Marth mains:

6:4 marth imo
and thats it. ;_;.

Stages:

read above.

Sad to say not much was said for the MU, this will be one of the first for rediscussions in the future.
 
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