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In my experience, patience wins vs Ike. Try to get him off stage because his recovery options are super limited. Up-B can be punished with proper timing.Hey guys can some one help e with ike ? I have a hard time dealing with his quick draw spamming. Also i have a hard time dealing with quick draw attack it seems to beat out every move I try to use against it. So yeah any advice ?
I think you just explained how to play Marth perfectly.how to beat bad characters-
wait or them to do something, then grab it or swing at it.
against good characters it's usually the same thing except you have to wait better
i just know my shitI think you just explained how to play Marth perfectly.
The first thing you need to learn in that situation is how to apply perfectly spaced shieldpressure (using sh fair waveland, sh double fair and d-tilt) while staying out of up-B OoS range and either being quick enough to avoid shieldgrab or also staing out of that range.I need some tips on dealing with ultra campy Link players. You know the type: Get space - Chuck 'rang - Bomb Toss up/Arrows until suddenly they want to move for ftilts/fsmash or gimps with the lingering ground up B hitbox as you recover. I was already improvising some stuff after seeing Sethlon using crouch cancels and power shields to get in on basic boomerang tosses, but I'm not consistent enough in imposing my will to force the Link I play against now to make more decisions for me to capitalize off of.
I think Marth wins neutral because of his grab range, dash speed, and mix ups. Also, powershielding in PM feels closer to Brawl so if Pit tries to arrow you, just PS it. Just don't jump because that's basically a free arrow juggle for Pit. In terms of killing Pit, Marth's Dair being a true spike is a big help considering PIt's Up-Special can only send him so high. The multiple jumps aren't as big a deal as you might think, considering each jump has a certain amount of lag frames before the next. You could punish Pit's jumps if you time it well enough. As for his Side-Special, there's not a whole lot Pit can do with it that Marth can't counteract.So Zero thinks Marth beats Pit at high level.
But I was wondering what you players of Marth though. To me, it seems like Pit has the MU easier but I don't play at ZeRo's level.
Can combo Pit really well and I don't think Marth can kill Pit that easily with his multiple jumps, Up-B, and Side-B.
So what's the secret to getting close enough lolMarth's options are a lot better than Pit's once you're in close enough to prevent him from using arrows at all.
seem to me that wavedash oos cannot punish dsmash and fsmash is this true?Hard to explain in detail, but basically use positional judgment on how you need to respond to Mario fireballs. For the majority of players, that will be the biggest issue for the MU. Sometimes you want a clank (where your attack stops), sometimes you want an overriding attack (usually aerials as their version of "clanking" does not reset your attack), and other times you want to use shield/power shield. You'll want to analyze their patterns, and the specific context of how the move is being used in the moment.
1. What direction, if any, is he moving while using it? Retreating, neutral, or approaching?
2. How high is he when he uses the move? Full jump or short hop, is he near the apex of his jump, already FFing, will he be able to waveland or attack before touching the ground, etc.
If you understand those things clearly while it's happening, you can pick efficient options that usually allow you one of 2 things: Small space gains/safely encroaching on Mario's space, or positionally you stay roughly the same but you get freed up to punish any bad habits. It's very rare for a decently fast character like Marth to be stuck in a position where you can't gain either of those two, assuming you respond to the projectile properly. If you can't, chances are you were stuck in a very bad stage position or choosing incorrect responses. A common mistake would be using an overpowering option when they opt to double fireball. Usually you beat the first one, but then aren't in a good place to beat the second. So on and so forth
The other aspects of the MU are still important, like recovering/edgeguarding/combo capabilities, but I think the overwhelming majority of players are basically asking how to deal with fireballs and/or dealing with edgeguarding from both characters. How Marth can recover, and how he can nab Mario.