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Marth Grab Options

Toe

Smash Apprentice
Joined
Mar 22, 2014
Messages
76
Location
Connecticut
As a relatively new Marth, I'm aware that Marth has insane grab range and an overall good grab game. But I'm just not sure what grabs are best/what to do out of those grabs at different percents and what not. If anyone has insight on this topic I would greatly appreciate it!

BumpBumpBump
 
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harMoNiC

Smash Rookie
Joined
Apr 7, 2014
Messages
17
U-throw on fast fallers (Fox, Falco especially; also CF and Sheik) is good to either chain grab or u-tilt/u-air into aerial combos. D-throw fsmash tipper is good to throw people off who are DIing forward if you think they'll miss the tech. Marth has fake F-throw CGs versus a lot of the cast at very low% — F-throw -> grab 3X into tipper fsmash if they keep DIing toward you the whole time, but it only works if they don't DI down and away. B-throw is probably his worst throw. Also all sorts of F-throw/D-throw pivot fsmash tipper or WD fsmash stuff you can do if your opponent DIs wrongly.
 
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Joined
Aug 6, 2008
Messages
19,345
Get out there and play. You will learn the percentage ranges best best by simply playing many times. There is a lot of improvisation with characters given stage layout, percentage, character properties, and directional influence. Only a few situations I can think of are worth memorizing for Marth's throws.

On that same note Marth's throws are good for the control you get over your opponent. For example, you probably will find it best to try keeping a person locked into a bad position for as long as possible. Doing your Uthrow -> Dair on Fox for example is probably going to release Fox from a bad position in most cases. Ultimately, doing combo's mean nothing since a person can die at 0% if something dumb happens. Your goal is to get your opponent into a blast zone. Throw's help to start your chain of events to put the person into that blast zone.

Without getting into a long analysis of an example let me just finish by saying that you should make choices with your throws that further this goal of keeping your opponent in a bad spot for either as long as you can or better yet until they get KO'd. Try to avoid simply throwing away a person for them to instantly get back into a neutral setting.
 

Littlebear

Smash Rookie
Joined
Jul 5, 2014
Messages
24
Location
Seattle, Washington
you should make choices with your throws that further this goal of keeping your opponent in a bad spot for either as long as you can or better yet until they get KO'd
This. A lot of people combo to get damage (which is nice, more knockback is good), but your goal is to get people to fall off the stage. So use your grabs (whether it is a f-throw to d-tilt off the edge on a fox, a u-throw to a couple uairs and then fair them off the stage) to get your enemy away from center, above you, or better yet, off the stage. Especially with Marth's early gimping, edgeguarding ability, throws are very useful in gaining position and getting early gimps.
 

Toe

Smash Apprentice
Joined
Mar 22, 2014
Messages
76
Location
Connecticut
Thanks Xeylode and Littlebear, I think I was definitely looking at it wrong and I'll definitely try to use your advice, I appreciate the feedback!
 

Mr. Bean

Smash Apprentice
Joined
Jan 5, 2014
Messages
79
Location
Newark, Delaware
This thread is awesome.
So up-throw against Sheik? I don't really want to play Marth against Sheik but if I'm playing Marth I inevitably will.
 

DJ _ICE

Smash Apprentice
Joined
Nov 20, 2013
Messages
179
Up throw is your best throw in general, puts them in a bad position, lets you juggle forever. Up throw on to platforms also puts them into a bad spot. You can tech chase anyone from under the platform with short hop upair on reaction and continue with more upairs or uptilts (face away from the edge if you want to up tilt, they might get the horizontal hitbox sending them offstage, another good position for marth) and try for a tipper.

And yes, upthrow sheik. On her no di you can uptilt or upair pretty guranteed
 

Littlebear

Smash Rookie
Joined
Jul 5, 2014
Messages
24
Location
Seattle, Washington
Also the outer two hitboxes of the first three (out of seven) frames of the utilt send them backwards. So basically if you're tilting them and they're in front of you at all. The outer two hitboxes of the last four frames send them straight up, so if they're above or behind you. The inner two hitboxes send them forward with low knockback (avoid the inner two hitboxes).
 
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