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I'd count you if you actually ENTERED TOURNAMENTS
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Tether recoveries suck now. Marth can challenge TLink's recovery fine. TLink is coming low? ledgehop dair. TLink is coming middle kinda? React to his whatever and ledgedrop Bair. TLink is going high? LolF-Smash.
To most of your boomerang/bomb stuff I could just say that Marth has a sword. Also bombs/boomerangs didn't really make Link/YLink good in Melee.
Tink always has ledgehop fair, and his nair is both fast and covers quite a bit for him.TLink's projectile's are fairly similar iirc. Arrows are different I know for sure but negligible.
Tether recoveries suck pretty bad in 3.5. If TLink uses tether at all Marth can hold into the ledge and wait for the forced ledgehop -> Tipper F-Smash. Marth can also ledgedrop Nair/Fair (Nair messes with timing if they try to tech).
Marth's Bair can cover TLink's Up-B if he's recovering from the side, if TLink is covering low Marth can just edge hog then ledgehop Dair if need be.
TLink can cover ledge with a bomb throw but even so if it's mis-spaced Marth gets a free Bair. Marth can also grab it -> throw back.
Marth can pressure TLink to the point where he can't really pull out projectiles unless Marth is hit offstage or he puts himself in a bad position and then if TLink grabs a projectile while Marth is offstage then he's giving up an egdeguard opportunity.
I feel like Marth-TLink is a tad bit in Marth's favor with the power of speculation.
That's not at all what I'm saying.Lunchables, you suck. TLink's recovery is gahlike and you don't know how to use it.
kappa
How is it irrelevant?I don't see how that's relevant but sure.
"You get them above you and keep them there until they die."
- Umbreon
Marth is a good edge guarding character, but I don't think that it is his main strength. I think his main strength is his ability to wall your opponent when they are in the corner. his long ranged aerials combined with his amazing dash dance grab game gives him a really good punish game against characters stuck in the corner. he really can just keep them ion that spot until they either get edge guarded or outright killed.Marth's grabs make you move where he wants you to move. He has decent options with where he can throw opponents. Though you wont see things like down throw to down air that can lead to a kill (looking at you angrily Mario). Notice that at "Marth percents" a forward trow is going to throw you toward or off the ledge. For a character that is best when it comes to edge guarding, this is a good thing because a good edge guard game will kill opponents no matter what their percents are. In a simple way Marth's base game can be summed up as - push them off stage and don't let them grab the ledge. The side and top blast zones need not be involved here.
Before saying who has a good or bad match up consider that if Marth controls spacing and positioning better than his opponent he is likely going to win. A character that can control space and position better than Marth is going to have the advantage. Who cares if DK can kill marth at 60% with a punch, Marth can gimp donkey any time he's off the stage. It doesn't matter if yoshi has power armor, throw him off the ledge until he exhausts himself. Tired of being slapped by Sheik? Grab her and toss her like a rag doll over and over again until you can edge guard her. Combos are very helpful, but fundamentals are what makes Marth succeed.
Just throw him offstage and spike him.Marth vs. Snake advice? (Not just throw him off stage and spike him).
That's pretty much how I feel about it. The generally larger stages in PM also don't help Marth as far as actually landing the kill on Pikachu goes, which is one of his main problems in that MU. Probably like 55-45 to Pika in PM. It's a fair and honest matchup that pretty much just comes down to who plays better.I'd give Pikachu a slight advantage, because it was kinda even in Melee and Pikachu got a few buffs, but they don't turn around the matchup enough to give Pikachu a overwhelming advantage.
According to Heysuess, the match-up is about even (Not sure if its him sucking against Melee characters or if its actually true). As Marth, you have to do a lot of grabs and do your best to juggle DDD, because Marth juggles the **** out of him and can get a lot of regrabs and chaingrabs on him. Fair is a good way to approach iirc, because it gets rid of any waddle dee's and doo's, it has good range (It might go further than his grab), and its very safe and will juggle him. Never ever ever EVER go off stage. Like ever, you will probably die. Also, you will have to work harder and kill from spikes and tippers (Mostly).The DDD matchup... just... ugg.
I'm looking for general thoughts to keep in mind. I know my spacing needs to improve but approaching DDD can just be a nightmare.