Chesstiger2612
Smash Lord
Plus Zards aerials are more viable for the spacing war than DK's and Marth can even have issues of beng outspaced.
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I'm going to be real with you here. You have to read the link player like a book. Take them to a stage with platforms (it is easier to get past his projectiles when you can approach from multiple heights.How do you guys handle Link? I figured that since Link is awful under pressure that Marths should play aggressively and go for grabs as much as possible to start combos. However, haven't faced a solid Link with my Marth yet so I'm just curious if I'm right or wrong.
I'm going to be real with you here. You have to read the link player like a book. Take them to a stage with platforms (it is easier to get past his projectiles when you can approach from multiple heights.
Get him above you (that means use Up throw unless you can throw him off the map). He has basically 4 options when he is above you. Come down with a Dair, land on the top platform, come down to the edge and try to use the ledge to get back, come down with some other attack. For the first one, simply dodge the attack and punish. The Dair has enough lag that even an L-canceled one can be punished. For the top plat one (if the stage has a top plat) Full hop Uair can hit him 70% of the time if you time it well. For the edge option, Marth has a lot of edgeguarding tools to deal with link. For the last option, your Uair and Utilt have priority over every option he has and they hit through platforms.
In order to get past the projectile wall, you have to read when he will use them. All 3 require different responses so you have to deal with them on reaction or read. Boomerang can be swatted by Fair/Ftilt. Arrow usually has to be jumped over, dodged, or shielded. Bombs require you to not get your *** blown up, but are predictable to get around since he has to pull them out.
Spin attack will always come on the edge barring some off stage edgeguard. You have to sweetspot the edge or recover over link. Do not under any circumstances recover on stage. You will die. If you can shield the start of the spin attack, you actually do not have to keep shielding. You can attack him out of the attack.
If they are trying to zone you out with his jab combo, DI/SDI until you are just out of range and Fsmash. Unless he stops the second he sees you starting to DI, you can get the fsmash in before he can get out of the attack and it is a guaranteed tipper.
When you are above link, you are combo food. His Up smash and uptilt beat out all of your moves on priority (I believe) and if counter works against them, I have never gotten it to work. He can juggle you forever with Uair if he does it right. Because of this, you have to land away from link (usually on to a platform). If you can't land on a platform, usually that means that a boomerang/bomb will be waiting for you the second you land so either shield or do something like that.
Once you get enough damage on link, you can combo Fairs into more fairs and carry him across the screen that way into an easy ken combo. It is easy to edgeguard link if you read his options. You can counter or fair the spin recovery and you can jump out and fair him off stage/edge drop bair him to avoid the chain recovery.
Basically, just play exactly like ken and you will be fine. Stay on him with Fair pressure, a few nairs, Fsmash tippers, dtilts, sword dances, and throws. He wants to be outside your sword range so if you can stay close to him, he has virtually no options. The only time he should get far away from you is when you hit him super hard.
I feel like low level to intermediate level, sheik still poops on marth, but at the top level, the matchup is almost even.Sheik traded guaranteed kill setups and a guaranteed cg at certain percents for a maybe cg and maybe kill setups, which hurts her against Marth who can still juggle her just fine. I still think it's in her favor, but it's not as significant as in Melee.
I don't see how Marth wins over Ivy either. Maybe you can try the Ivy boards and see how they deal with Marth. As a Marth main I personally don't like going on small stages against Ivy, since it makes it hard to maneuver around her large disjoints and great projectiles.
This is a super old question, but I am pretty sure Yoshi is his worst MU. With good DI and frame 1 double jump armor in to frame 3 nair Marth simply cannot combo Yoshi. Neutral can be in Marth's favor on some stages, but not nearly enough or often enough for the difference in punish game. All of Yoshi's moves also perfectly combo Marth/send him off stage in destructive angles. It's a very unique MU and one that I don't think a good Yoshi should lose to often.What is Marth's worst matchup? I'm trying to find a co-character for my main, G&W, and since I feel Marth is my worst match-up I would like to choose a secondary character that I can pull out to **** marth in tourney.
I'm talking about at the highest level. At a, well, lower level player Marth is very good against Yoshi. At a national level that's not so true. A good Yoshi isn't nearly as predictable as you say, and his grab is far better than you think, especially his pivot grab. Yoshi throws also lead in to much more than Marth throws.Yoshi is a bit difficult at first but he is fairly predictable. He has a poor ground game and very bad grab, plus he's not as fast as Marth. The only thing yoshi has is the weird movements that he can do with platforms and super armor. Once those 2 things, which many yoshi mains build their game around, are exploited they lose to marth players like nothing. The real worst match up is the ditto where one grab can mean the stock for either player.
With Yoshi's parry you have to realize that people are going to expect Yoshi players to do it. That's just the way the meta is being developed at the moment, but that could change over night (though why I couldn't say). It's like how people expect Marth players to start countering when they're in a corner, they just adapt a different pace and bait it out. When the super armor is over, Yoshi can be juggled like any other character.At a national level that's not so true. A good Yoshi isn't nearly as predictable as you say.
There are several zones where yoshi's grab won't actually grab and marth can outreach yoshi's grab anyway. Factor in that it comes out a bit faster and we can see the reasons I feel he has a bad grab overall (not to insinuate that it isn't viable or isn't effective). Marth's grab is used to gain positional advantage instead of damaging follow ups anyway. The grab the results of throwing are completely different. For damage, yea, Yoshi takes the cake being able to juggle Marth almost like he's in a ditto.His grab is far better than you think, especially his pivot grab. Yoshi throws also lead in to much more than Marth throws.
Wha? I'm not sure you know what a parry is. Yoshi's don't double jump randomly, but even if they do... The armor lasts EVERY FRAME of his double jump animation, and he has SO MUCH mobility that he can easily move out of the way of any attack with a lot of safety. Yoshi is the worst of Puff ( crazy good air control, hard to combo, can't get grabbed where others can ), and the worst of Sheik (destructive combos, all of Yoshi's moves send at INSANE killing angles vs Marth). This MU has very little redeeming values for Marth, I've deeply considered every other character and Marth just has so little dirt on Yoshi in this game. It's pretty wild.With Yoshi's parry you have to realize that people are going to expect Yoshi players to do it. That's just the way the meta is being developed at the moment, but that could change over night (though why I couldn't say). It's like how people expect Marth players to start countering when they're in a corner, they just adapt a different pace and bait it out. When the super armor is over, Yoshi can be juggled like any other character.
In a situation where marth hits against super armor over and over again throughout the match I fully yield to the belief that that marth player had absolutely no adaptability/idea what they're doing. But, in national levels you won't see many players repeating that mistake. At the end of the day Yoshi's parry works like a moving counter, nothing that can't be avoided and exploited.
There are several zones where yoshi's grab won't actually grab and marth can outreach yoshi's grab anyway. Factor in that it comes out a bit faster and we can see the reasons I feel he has a bad grab overall (not to insinuate that it isn't viable or isn't effective). Marth's grab is used to gain positional advantage instead of damaging follow ups anyway. The grab the results of throwing are completely different. For damage, yea, Yoshi takes the cake being able to juggle Marth almost like he's in a ditto.
A formidable match up at best, but not Marth's worse.
you wound meTheres no actual good marths who play PM tbh.