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Marth Q&A-Ask your questions here!!

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IrArby

Smash Ace
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Wow great quote from Taj. I mean some of it we sorta already know but it he put it better with more insight. I think he made a great point as far as Marth having more of a "margin of error" than Fox. Alpha Zealot was talking about how dominant Marth has been in major tourneys (something like 50% of them won by Marths alone) and I feel we couldn't quite successfully explain why.

Obviously, many of the best players: Ken , M2K, Azen, etc play him but why do they play him. I think this pinpoints it. Fox's get auto-comboed by almost everyone where Marth can be a little more tricky (unless your Falcon). You don't have to be spot on with everything to win as Marth. Sure a perfectly played Fox is almost unstoppable but even pros don't play perfect.
 

elvenarrow3000

Smash Master
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Yeah, that, and I also think it has a lot to do with the metagame. Most people play spacies and are prepared to deal with that matchup, but Marth is a character I feel like a lot of people don't know how to deal with and he has a very robust game against both spacies.
 

IrArby

Smash Ace
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Very true also. My original argument was that he had greater ability to control matches which is I think true and it sorta plays into what Taj said. A Fox that gets grabbed has lost control and possibly a stock at most percents. A Marth who gets grabbed takes a decent percent but usually not a stock and can sorta take control back. If a Fox drillshine upthrow to upairs Marth he make take extra damage due to juggling but its no longer a combo and very escapable since you've got alot of moves to use. If Marth upthrows CGs Fox he's doing a juggling combo and only good DI or a mistake by Marth will save you.

Still, a perfect Fox would beat a perfect Marth.
 

CommanderCody08

Smash Apprentice
Joined
Aug 3, 2008
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149
Alright, So I'm chainthrowing Fox/ Falco. I hear that the best thing to do is "Pivot Grab" Is pivot grabbing just doing a quck dash dance and then Grabbing again? Or is there something more to pivot gabbing? I know about jump canceling so I assume I should JC the grab.

Also All I ever really practice against are CPUs since my ******** friends prefer Brawl. If I'm playing a human controlled Space animal are they able to DI way behind me because the CPUs never ever do. It seems like half the time a human would DI behing Marth were they being chain thrown.
 

elvenarrow3000

Smash Master
Joined
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Yes, that's right, and yes, they can, but you can chaingrab up to thirty percent without them being able to break out.
 

HowdYdoo

Smash Cadet
Joined
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33
Location
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You start using utilts from there right? And would you use the forward utilt of the backwards one (hitting with the hitbox behind your head) I always get confused as to which one to use.
 

Tero.

Smash Champion
Joined
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Messages
2,686
Alright, So I'm chainthrowing Fox/ Falco. I hear that the best thing to do is "Pivot Grab" Is pivot grabbing just doing a quck dash dance and then Grabbing again? Or is there something more to pivot gabbing? I know about jump canceling so I assume I should JC the grab.
Pivoting is a turnarround in the initial dash animation, you should have a look at the "Advanced how to play" video to see good examples.
Also if you pivot correctly you do not need to jc your grabs, because you are in a standing position. You can do jc grabs so you don't dash grab if you mess up the pivot.
 

elvenarrow3000

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It doesn't matter which utilt you use, really. People use the reverse one because it's easier to hit with the sweetspot.
 

IrArby

Smash Ace
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If you JC your pivot grab it becomes possible for you to cancel your pivot with your jump (which is canceling your run). Its kinda wierd but trust me you'll do more consistent pivot grabs (at least when you're CG spacies). So in summary, just dash away and back really quick and hit Z. No JC required as that can cancel the turn.
 

IrArby

Smash Ace
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I'm not so sure. Someone knowledgable on the subject was discussing it a while back. I think if you JC while turning it also cancels your turn. It can't be instataneous. I wouldn't even call it pivoting when I do it but it works. Its more like a dash dance with an immediate running grab.
 

elvenarrow3000

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IrArby, if you could find proof, that'd be interesting to see. I was always under the impression that dashdance turn arounds were instant.

*sigh* Y'know, you guys don't have to take my advice if you don't want to and you can use your dash grabs or pivot grabs or whatever, I'm just saying it's not a good idea.
 

Sybawave

Smash Ace
Joined
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728
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I just did them both lol I just feel safer with Pivots than JCs (this only applies to when they are at the 20% area XD) I JC the rest of the time
 

elvenarrow3000

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[13:21] <Mew2King> 0-16
[13:21] <Mew2King> dont move
[13:21] <Mew2King> just grab
[13:21] <Mew2King> where thye DI
[13:21] <Mew2King> if they are at 17, and they DI forward
[13:21] <Mew2King> you prolly need to dash grab
[13:21] <Mew2King> if they are at 20
[13:21] <Mew2King> and dont DI
[13:21] <Mew2King> pivot grab
[13:22] <Mew2King> dont worry about back DI
[13:22] <Mew2King> you can CG 0-28 with back DI
[13:22] <Mew2King> o_O
[13:22] <Mew2King> without moving
[13:22] <Mew2King> but only 0-17 for forward DI
[13:22] <Mew2King> 0-20 for no DI
[13:22] <Mew2King> for up tilts
[13:22] <Mew2King> if they are at 22/23% +
[13:22] <Mew2King> when they dont DI
[13:22] <Mew2King> if you do it REALLY fast
[13:22] <Mew2King> you can hit them up
[13:22] <Mew2King> you can up tilt as soon as 22/23% +
[13:22] <Mew2King> and hit them UP
[13:22] <Mew2King> if they do no DI
[13:22] <Mew2King> i usually
[13:22] <Mew2King> dont up tilt
[13:23] <Mew2King> till around high 20s
[13:23] <Mew2King> or 30
[13:23] <Mew2King> but you can do it that soon with no DI
[13:23] <Mew2King> i dont tho
[13:23] <Mew2King> cuz if they DI
[13:23] <Mew2King> you cant get them
[13:23] <Mew2King> so anyway
[13:23] <Mew2King> if ur at 0-25
[13:23] <Mew2King> i mean
[13:23] <Mew2King> 0-35
[13:23] <Mew2King> up tilt always hits
[13:23] <Mew2King> if you do it really fast
[13:23] <Mew2King> 0-35 works for forward DI
[13:23] <Mew2King> 36 + if you dont move, with forward DI they can escape
[13:23] <Mew2King> 0-50 for back DI
[13:24] <Mew2King> exactly 0-50 >_>
[13:24] <Mew2King> i usually stop
[13:24] <Mew2King> at like mid 40s
[13:24] <Mew2King> if they DI forward at over 35
[13:24] <Mew2King> i walk forward a bit
[13:24] <Mew2King> then do up tilt
[13:24] <Mew2King> cuz it works till low 40s that way
[13:24] <Mew2King> or mid 40s
[13:24] <Mew2King> no **** >_>
[13:24] <Mew2King> usually like 40-80 range or so
[13:24] <Mew2King> up throw + forward smash
[13:24] <Mew2King> if they dont DI you can get them up to like mid 40s to like 80 or so
[13:24] <Mew2King> without them getting out

I would really just try doing the "pivot grab" on no one and make sure that you're actually getting the standing grab animation.
 

Tero.

Smash Champion
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Messages
2,686
I'm not so sure. Someone knowledgable on the subject was discussing it a while back. I think if you JC while turning it also cancels your turn. It can't be instataneous. I wouldn't even call it pivoting when I do it but it works. Its more like a dash dance with an immediate running grab.
JC can cancel your turnarround, i had that problem when they DI back and i tried to turn arround jc grab (it canceled my turn arround), but that never happened to me while doing pivot grabs.

wow good stuff from m2k
 

Dark Sonic

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I'm not so sure. Someone knowledgable on the subject was discussing it a while back. I think if you JC while turning it also cancels your turn. It can't be instataneous. I wouldn't even call it pivoting when I do it but it works. Its more like a dash dance with an immediate running grab.
If you use the flick method for pivot grabbing you should have no problems. You can still JC the grab and it will not stop your turn around.

Really though, you shouldn't even be seeing your turn around when pivot grabbing. All you should be actually seeing is Marth dashing in one direction, and then immediately doing a standing grab (where did you get running grab from?) in the other direction.

Pivoting is instantaneous (it only takes 1 frame dude). Empty pivots are not, however. Doing the pivot without inputting any further action results in your character stopping mid dash and doing a normal turn around. In putting any action during the pivot itself skips this and just does the action while facing the direction you would've been facing after the turn around.
 

Tee ay eye

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[13:21] <Mew2King> 0-16
[13:21] <Mew2King> dont move
[13:21] <Mew2King> just grab
[13:21] <Mew2King> where thye DI
[13:21] <Mew2King> if they are at 17, and they DI forward
[13:21] <Mew2King> you prolly need to dash grab
[13:21] <Mew2King> if they are at 20
[13:21] <Mew2King> and dont DI
[13:21] <Mew2King> pivot grab
[13:22] <Mew2King> dont worry about back DI
[13:22] <Mew2King> you can CG 0-28 with back DI
[13:22] <Mew2King> o_O
[13:22] <Mew2King> without moving
[13:22] <Mew2King> but only 0-17 for forward DI
[13:22] <Mew2King> 0-20 for no DI
[13:22] <Mew2King> for up tilts
[13:22] <Mew2King> if they are at 22/23% +
[13:22] <Mew2King> when they dont DI
[13:22] <Mew2King> if you do it REALLY fast
[13:22] <Mew2King> you can hit them up
[13:22] <Mew2King> you can up tilt as soon as 22/23% +
[13:22] <Mew2King> and hit them UP
[13:22] <Mew2King> if they do no DI
[13:22] <Mew2King> i usually
[13:22] <Mew2King> dont up tilt
[13:23] <Mew2King> till around high 20s
[13:23] <Mew2King> or 30
[13:23] <Mew2King> but you can do it that soon with no DI
[13:23] <Mew2King> i dont tho
[13:23] <Mew2King> cuz if they DI
[13:23] <Mew2King> you cant get them
[13:23] <Mew2King> so anyway
[13:23] <Mew2King> if ur at 0-25
[13:23] <Mew2King> i mean
[13:23] <Mew2King> 0-35
[13:23] <Mew2King> up tilt always hits
[13:23] <Mew2King> if you do it really fast
[13:23] <Mew2King> 0-35 works for forward DI
[13:23] <Mew2King> 36 + if you dont move, with forward DI they can escape
[13:23] <Mew2King> 0-50 for back DI
[13:24] <Mew2King> exactly 0-50 >_>
[13:24] <Mew2King> i usually stop
[13:24] <Mew2King> at like mid 40s
[13:24] <Mew2King> if they DI forward at over 35
[13:24] <Mew2King> i walk forward a bit
[13:24] <Mew2King> then do up tilt
[13:24] <Mew2King> cuz it works till low 40s that way
[13:24] <Mew2King> or mid 40s
[13:24] <Mew2King> no **** >_>
[13:24] <Mew2King> usually like 40-80 range or so
[13:24] <Mew2King> up throw + forward smash
[13:24] <Mew2King> if they dont DI you can get them up to like mid 40s to like 80 or so
[13:24] <Mew2King> without them getting out

I would really just try doing the "pivot grab" on no one and make sure that you're actually getting the standing grab animation.
Is this for Fox or Falco?
 

IrArby

Smash Ace
Joined
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Messages
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Turning around from a DD is the same frame time as a pivot right? I swear I'm not trying to frustrate anyone of be an *** but, if thats the case whats the advantage to pivoting the grab so you can consistently JC it? I'm asking not stating because I really don't know fully but I only see an advantage to pivot JC if you miss. Less lag obviously. Where as I just hit > then < (DashDance) very quickly immediately followed by Z. Thats worked for me and I'd like to know if theres a big difference.
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
If you didn't properly pivot and you didn't jump cancel, the grab comes out like three frames slower and lags for ten frames more if you miss.
 

Sybawave

Smash Ace
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Mar 29, 2008
Messages
728
Location
Friendswood, Texas
No...If you Dash away and then Dash back and do a DASH GRAB instead of Standing Grab (JC Grab/Pivot Grab) then that will take 3 frames longer to happen and if you miss that Dash Grab, you will lag for 10 frames.
 

KyloWinter

Smash Ace
Joined
Aug 17, 2005
Messages
780
Location
Omaha, NE
How to I play against yoshi? Where do I counterpick stages? It's so hard to edgeguard him because i have nothing quick that can stuff his double jump.
 

Dark Sonic

Smash Hero
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Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Turning around from a DD is the same frame time as a pivot right?
No it is not. The pivot actually comes out a little quicker. That's because the frame for the pivot is actually right before the frame for your turn around (your character is standing straight up for one frame before dashing backwards, and you can do a backwards grab from this position)
I swear I'm not trying to frustrate anyone of be an *** but, if thats the case whats the advantage to pivoting the grab so you can consistently JC it?
The point isn't to jump cancel it, the point is to get the grab out as quickly as possible at lower percentages and outrange a possible shine. But if you happen to miss the pivot, you get your dash grab by mistake, which has a little more startup lag and a lot more ending lag.
 

Clone Z

Smash Journeyman
Joined
Dec 16, 2008
Messages
224
Location
Philly
Wow I just realized I suck at stages with platforms especially Yoshi's Story. I've been practicing too much on FD.

Other than learn how to waveland what should I generally do?
 

Dark Sonic

Smash Hero
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Messages
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Location
Orlando Florida
Wow I just realized I suck at stages with platforms especially Yoshi's Story. I've been practicing too much on FD.

Other than learn how to waveland what should I generally do?
Learn to tech chase with uptilts, fairs, and uairs when opponents land on the platforms. Also note that on YS Marth can reach the top platform with a short hopped uair.

In general, just play around with the platforms more. You can do some crazy stuff if you mix platform drops in with your combos.
 

IrArby

Smash Ace
Joined
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Messages
883
Location
Portsmouth VA
Thank you to everyone who patiently allieviated me of my pivot JC grabing ignorance. I understand it now and intend to practice it later. Thanks again.
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Against Yoshi? I dunno, just take potshots at him when he's recovering.

EDIT: I'd go Yoshi's Story, that's always good for Marth... Final Destination would screw up his recovery options too. Maybe Battlefield.
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Yoshi's... Pokemon Stadium could work, maybe Battlefield. Not sure on that one. Fountain of Dreams? Just stages with close blastlines and are small.

EDIT: I dunno about Green Greens... the bombs can hamper your swing and the edges are close enough so that you barely have an advantage... it's taste, I guess.
 

Tero.

Smash Champion
Joined
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Messages
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^Neutral Stages are better for Marth.

Go Yoshis Story. If it's banned go Battlefield.
 
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