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Marth Stage Counterpick discussion

AcidJazz

Smash Apprentice
Joined
May 31, 2006
Messages
112
Location
Austin TX
I'll follow this thread daily and try to get some info from everyone on what are good counterpicks and why. The why is really important because it defines the overall strategy vs the character on the stage.

I say we keep the format in

Character:

Basic idea behind counterpicking the character:
List every stage: Why is this stage good or why is this stage bad and give it a rating.
Other tidbits: Whatever else I probably haven't covered here.

Lets keep Marth's toughest matchups as first priority. If you have a discovery post it and we'll try to get an overall consensus of things.

For example,

Metaknight
Basic idea: Metaknight dies at low percentages. Metaknight's mobility is weak in the air. Any stage with small borders is good for early tippers to death.

Stages:

Metaknight's stage (sorry I'm bad with names) -
Pros: Small borders make it easy to kill metaknight fast!
Cons: When on the platform, metaknight has some tricks to get underneath the stage. Marth is a lot weaker at recovering in this manner.
Overall: I have no idea, but put some rating here.
Other: Metaknight is pretty gay.

Snake... rainbow cruise is a first to come to mind and he's also gay. Anyway I'll keep this formatted with info for everything. I'll throw people's ideas up if they sound logical and if anyone has any dispute, we can discuss in the thread.

Stages are important. I'd keep counterpicking stages at a priority because neutral stages are usually in the first round and random so it doesn't really matter.



Also a suggestion for characters to talk about up front would be nice to have. The few I suggest are

Metaknight, Snake, Rob, Ice Climbers.

I find Wario ridiculously annoying too.
 

The_Marth_Madness

Smash Journeyman
Joined
Oct 14, 2005
Messages
225
Location
Sacramento, CA
Rainbow Cruise.

Unless you're playing against Wario, Marth will almost always have the advantage over his hard matchups.

Snaks: He's easily comboed, has poor DI, has a harder time controlling this stage, and his recovery is very perdictable.

Metaknight: He is light. Rainbow Cruise has a pretty low ceiling. You may have better DI, but he 5 jumps and some pretty godly B moves. In this case, you have to hope the PLAYER is uncortable on this stage since it changed the basic rules of this matchup.

Diddy: He no room to manuever on the ground with nanner dashes until the stage goes to very top. Even then, you can just hide on the lower level. Without nanners, you will have the advantage. Since his recovery is rather linear and slow, all you have to do is camp platforms.

ROB: He will overall dominate you here. He's heavy, has godly recovery and range, and his projectiles are quick. Oh, and his tilts...

IC: It's easier to seperate nana here, but because of the low roof, the can KO you pretty quickly if you're not careful. You're faster, stronger, and have better options here. Just follow the basic IC matchup rule and don't get grabbed.

Brinstar is another good Marth stage.
 

Megavitamins

Smash Champion
Joined
Jul 22, 2007
Messages
2,418
Location
Flaming Europe.
Rainbow Cruise.

Unless you're playing against Wario, Marth will almost always have the advantage over his hard matchups.

Snaks: He's easily comboed, has poor DI, has a harder time controlling this stage, and his recovery is very perdictable.

Metaknight: He is light. Rainbow Cruise has a pretty low ceiling. You may have better DI, but he 5 jumps and some pretty godly B moves. In this case, you have to hope the PLAYER is uncortable on this stage since it changed the basic rules of this matchup.

Diddy: He no room to manuever on the ground with nanner dashes until the stage goes to very top. Even then, you can just hide on the lower level. Without nanners, you will have the advantage. Since his recovery is rather linear and slow, all you have to do is camp platforms.

ROB: He will overall dominate you here. He's heavy, has godly recovery and range, and his projectiles are quick. Oh, and his tilts...

IC: It's easier to seperate nana here, but because of the low roof, the can KO you pretty quickly if you're not careful. You're faster, stronger, and have better options here. Just follow the basic IC matchup rule and don't get grabbed.

Brinstar is another good Marth stage.

Olimar is at a severe disadvantage as well, because of the lag of ledges on the stage. (except for the ship of course)
 
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