DariusM27
Smash Ace
- Joined
- May 5, 2015
- Messages
- 518
Just a quicklist for possible newcomers to Marth, from my personal opinion.
-Never play with lag online. If you do, don't be near loved ones for the next 4 to 8 hours, until rage wears off. It's not worth it, just jump off.
-Never play ballstothewall aggressive only or super mega campy only with Marth. You are not safe whan you are always "forced" to approach, and you are not safe when they approach constantly while you apply no pressure.
You are safest when they are forced to keep guessing.
If they camp, just play hard to get or hide off the ledge or something, and hope you can catch them off guard.
Even if it's Diddy or Pika jumping circles around you, play hard to get to try and frustrate them into some kind of opening, because you may not get one otherwise if they are very good.
If they are mega aggressive, that's kind of in your favor, if you make the right decisions.
-Never spam dash short hop fair. It will leave you wide open to getting clobbered, hard.
-Input errors, Wiffed punishes, SDs, and miss spaced attacks and landings - WILL result in a loss. You're either doing things right, or you're probably losing badly.
-This one is the most obvious, but never ever falling fair right into someone's shield grab range. Stay as close to tip range as possible, or reverse momentum with neutral b, use jump to evade, fastfall, roll, land into grab, spotdodge, ect.
-Never let off the pressure, unless they are camping you out with superb effectiveness, as I said before. Try to always have a "safely" spaced tip in their face, go for grabs/pivot grabs, be on point with your shield/dodge game.
-Don't neglect using shieldbreaker, especially if you've tact on some shield damage with your tips. It can be used in so many ways to mix up the opponent.
-Don't be afraid to take calculated risks. Sometimes your only oppening is a hard read dash pivot grab, dash neutral b, or dash turning side b.
-If possible, do an unexpected counter every now and then to keep them guessing, but don't use counter at the expense of a much safer and more tactically effective option.
-Occasionally try charging dsmash, usmash, or fsmash to catch counter attempts (Freaking Bayo)
-Master Fsmash. It's Marth's trump card, his chance to even the game in an instant when he's down. If you don't have Fsmash, you don't have anything, imo.
-Learn every possible thing Marth can do from ground to air, and air to ground. There's a situation for every move he has. Using his air/ground options well, and smartly and patiently navigating the neutral, is somewhat Marth's only ticket to having a chance against very good top tier players.
-If the oppenent tends to use airdodge, abuse the heck out of that. Wait for airdodges and punish. If they don't airdodge, chase aggressively, corner, and attack. Or dash into shield and react, based on the situation.
If anyone has anything to add to this list, go for it.
*Edit* adding more suggestions below.
-Don't expect to beat opponents out by walking up to them into shield, spacing ftilt, dtilt, nair, sh fairs, and jab, and expecting to be able to react safely into a spot dodge, shield, or jump. Some characters can do this (Sheik, Cloud), Marth can't.
As indicated before, you simply can't stay stationary when using Marth, against most of the cast.
One of ZeRo's recent vids where he's talking about his fiance', he is basically taking this approach with Marth, and it fails magnificently.
I think a good "safe" reset neutral space for marth is JUUUST outside the dash attack/dash grab range of your opponent, and you should advance and retreat to this space.
Walking up is definitely a good option sometimes, but it easily puts you at high risk.
But that distance should usually allow for you to keep the pressure up while also not getting eaten alive by chars with better frame data. A well timed ftilt from this distance is often well rewarded against dash happy characters.
-Below there is a comment about optimizing rising nair and nair spacing in general. CHECK IT OUT! It's pretty great.
-Never play with lag online. If you do, don't be near loved ones for the next 4 to 8 hours, until rage wears off. It's not worth it, just jump off.
-Never play ballstothewall aggressive only or super mega campy only with Marth. You are not safe whan you are always "forced" to approach, and you are not safe when they approach constantly while you apply no pressure.
You are safest when they are forced to keep guessing.
If they camp, just play hard to get or hide off the ledge or something, and hope you can catch them off guard.
Even if it's Diddy or Pika jumping circles around you, play hard to get to try and frustrate them into some kind of opening, because you may not get one otherwise if they are very good.
If they are mega aggressive, that's kind of in your favor, if you make the right decisions.
-Never spam dash short hop fair. It will leave you wide open to getting clobbered, hard.
-Input errors, Wiffed punishes, SDs, and miss spaced attacks and landings - WILL result in a loss. You're either doing things right, or you're probably losing badly.
-This one is the most obvious, but never ever falling fair right into someone's shield grab range. Stay as close to tip range as possible, or reverse momentum with neutral b, use jump to evade, fastfall, roll, land into grab, spotdodge, ect.
-Never let off the pressure, unless they are camping you out with superb effectiveness, as I said before. Try to always have a "safely" spaced tip in their face, go for grabs/pivot grabs, be on point with your shield/dodge game.
-Don't neglect using shieldbreaker, especially if you've tact on some shield damage with your tips. It can be used in so many ways to mix up the opponent.
-Don't be afraid to take calculated risks. Sometimes your only oppening is a hard read dash pivot grab, dash neutral b, or dash turning side b.
-If possible, do an unexpected counter every now and then to keep them guessing, but don't use counter at the expense of a much safer and more tactically effective option.
-Occasionally try charging dsmash, usmash, or fsmash to catch counter attempts (Freaking Bayo)
-Master Fsmash. It's Marth's trump card, his chance to even the game in an instant when he's down. If you don't have Fsmash, you don't have anything, imo.
-Learn every possible thing Marth can do from ground to air, and air to ground. There's a situation for every move he has. Using his air/ground options well, and smartly and patiently navigating the neutral, is somewhat Marth's only ticket to having a chance against very good top tier players.
-If the oppenent tends to use airdodge, abuse the heck out of that. Wait for airdodges and punish. If they don't airdodge, chase aggressively, corner, and attack. Or dash into shield and react, based on the situation.
If anyone has anything to add to this list, go for it.
*Edit* adding more suggestions below.
-Don't expect to beat opponents out by walking up to them into shield, spacing ftilt, dtilt, nair, sh fairs, and jab, and expecting to be able to react safely into a spot dodge, shield, or jump. Some characters can do this (Sheik, Cloud), Marth can't.
As indicated before, you simply can't stay stationary when using Marth, against most of the cast.
One of ZeRo's recent vids where he's talking about his fiance', he is basically taking this approach with Marth, and it fails magnificently.
I think a good "safe" reset neutral space for marth is JUUUST outside the dash attack/dash grab range of your opponent, and you should advance and retreat to this space.
Walking up is definitely a good option sometimes, but it easily puts you at high risk.
But that distance should usually allow for you to keep the pressure up while also not getting eaten alive by chars with better frame data. A well timed ftilt from this distance is often well rewarded against dash happy characters.
-Below there is a comment about optimizing rising nair and nair spacing in general. CHECK IT OUT! It's pretty great.
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