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Marth stuff: Learned the hard way, so you don't have to.

KaShank

Smash Apprentice
Joined
Aug 17, 2007
Messages
81
For those of you who are new to Marth here are ten things that I wish I had been told to me before I dabbled with this character. In hopes that you’ll have less trouble than me.


1. There are three things to playing a successful Marth
1. Timing
(As with any character)
2. Spacing
(Even more so important with Marth)
3. An aggressive
fair game (‘nough said)

1.B: http://youtube.com/watch?v=SZ7rpmsnX4w
An incredibly good example of an aggressive fair game. Notice how the use of the fairs allows Marth to control the pace of the battle. This is where you want to be in that portion of your gameplay.

2. Smash attacks ARE punishable
Over smashing is an incredible bad habit. A common Marth strategy is to fair fair F-smash, but what you HAVE to realize is that you are not only becoming predictable you are becoming punishable.


3. Stay out of grab range! Always!
You are Marth… Prepare to be grabbed. All your attacks are friggin longer than a grab attack, but every times you mis-space anything (told you it was important) you are going to be shield grabbed. Practice, practice, and practice never being in that grab range.


4. Tilts are still ballin
General statement: If you’re playing Marth, your not using
your tilts enough. Seriously though, Marth’s tilts are still amazing. Many people don’t realize that a fair fair f-tilt is a good option. And that d-tilt is still a viable edge guard (among other things). Or that u-tilt can kill surprisingly well. Not to say that they should replay your u-smash and d-smash as they did in melee. Tilts or smash attacks are all situational. So you have to practice them to know where.


5. Ledge guard! Not guarded against.
Marth has great edge guarding between the fairs and the bairs… Well hell any of his aerials and his quick recovery, Marth can control the off field quite well. But if you over extend yourself the tables can often times be turned and your may find yourself edge guarded. Also, it seems that counter is less laggy than air dodging. If you feel that you are about to be edge guarded against I would suggest countering instead of air dodging. Furthermore,
don’t underestimate the power of the Nair edge guard. It takes a lot of practice, but it can be well worth it. Finally, don’t overestimate the power of your up b. I can’t tell you how many times I missed the sweetspot, tilted against, and fell to my death. The difference between life and death here. So always try to get it right.


6. Marth still has a grab game?
He does! Yes the crumpled ruins of what it once was, but that doesn’t mean it’s not worth looking into. Basically, with his dash grab you have to be inside you opponent to grab him. But his standing grab isn’t ******** at all. Let’s say you double fair miss the spacing and now your stuck looking at a shield (trigger happy shield grabbing son of o ***** shield). Well, you can try jumping away or smash attacking or whatever, but sadly your most likely going to get grabbed. Unless, you grab him first. In fact, I often use this as a strategy. Into a forward throw for more comboing. In my opinion forward throw is Marth’s best comboing throw, but that’s just my experience and has yet to be proven.


7. Could use more Nair
Rising Nairs are all the rage. Or they should be. Another option for being inside grab range is a rising Nair. Great priority and hit box and especially power. That tipper can gimp crazy good. Again, not as “gay” as they were in melee. Still worth looking into.


8. Dair has teh lag!
Imagine Falco’s fair. That is Marth’s dair over land. Even if you get a tipper on the person the landing lag is so great that they’ll still be able to come down and punish you for it. So it’s not viable to come down on to characters with. Like out the *** don’t do it. In my experience, the only thing that you can come down on somebody with is the counter. Weird huh. But Marth isn’t a coming down on you kind of guy. So just don’t use him that way. Anyway, it’s still good for spiking off the edge. Yes you can do it. I do it all the time. It just takes like more than it’s worth amount of practice to get down the spacing (there it is again OMG), but it’s still viable.


9. Up b is like KaZam!
In general, people don’t think of this move. But it is like amazingness. And can be used in so many circumstances. Plus it kills. Generally, just make sure not to be predictable with it. Because if miss… Well it can be bad depending on the character. The best method I’ve found for using this is as a counter attack when I shield the opponents smash attack or another laggy move. Best use at 130% or higher for an easy kill. But I know it has so many more uses. I won’t even attempt to go over any of the other b attacks since I have even less of a clue.


But in the end…
10. Experience is key
Sorry folks. There is no substitute. I’m still struggling with many of the most basic things I’ve stated here. Many times you can’t tell you are open until you are punished for it... even if it takes like a gazzilion times. And Hell, Marth boards are no help.


Edit: More stuffses!
11. Master your B-Combo
It has a gazillion uses and is a great way to have a decent ground game to match ur air game.

12. Mix up your game.
Stop being predictable. Don't let him know that attack is coming. Make it come out of nowhere.

13. Abuse what works.
Don't be afraid of doing the same move 15 times when it works the first 3 times. So many players do something that works 3 times in a row, and then stop. They try something else. Why? You're winning. Make HIM try something else first before you worry about becoming predictable in your repetitive playstyle. If you're not getting punished for something, use it until you are.

14. Senseless attacks are senseless
Seriously, fairing for the sake of fairing or SH double fairing is just bad strategy. Notice in the video sourced earlier that he often times SH fast falls one fair. Make sure every attack counts. And always be sure to keep an eye on your opponent. One of the biggest mistakes to make when new to the game over watching your character and not paying enough attention to your opponent. How can you expect to consistently get good spacing when your not even even paying attention to your opponent. So as good strategy, get familiar enough with your own character so you can pay attention to your opponents.

15. TECH CHASING.
Kind of advanced, but the faster you get used to it the better. Never stop being aggressive. Even if you screw up your spacing it is almost always the best policy for Marth to be aggressive. String forward throws into fairs or side b or more forward throws. After you hit someone they only have a few options. Limit those options as best you can.
 

Hoobs

Smash Rookie
Joined
Jul 1, 2008
Messages
5
Location
Melbourne Australia
13. Abuse what works.
Don't be afraid of doing the same move 15 times when it works the first 3 times. So many players do something that works 3 times in a row, and then stop. They try something else. Why? You're winning. Make HIM try something else first before you worry about becoming predictable in your repetitive playstyle. If you're not getting punished for something, use it until you are.
i strongly dissagree with the above statement but god**** you just helped my marth playstyle (i main wolf you see). just came to this board for tips

helpful post THX :)
 

KaShank

Smash Apprentice
Joined
Aug 17, 2007
Messages
81
i strongly dissagree with the above statement but god**** you just helped my marth playstyle (i main wolf you see). just came to this board for tips

helpful post THX :)
11, 12, and 13 aren't mine. This was originally posted on AiB with only 10 and those were suggested by a different person. I later added 14 and 15.
 

dodoromeo

Smash Apprentice
Joined
Dec 23, 2006
Messages
106
Very nice tips and strategies, copied and pasted for future views. =P
 

flash7

Smash Journeyman
Joined
Mar 13, 2008
Messages
381
Location
Ottawa Ontario
You can somewhat 'cancel' the dair landing lag by doing a full hop. If someone is behind you can jump(hold the jump button) immediately do a dair and once you land it will be lag free.
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
i strongly dissagree with the above statement but god**** you just helped my marth playstyle (i main wolf you see). just came to this board for tips

helpful post THX :)
He is talking about putting up brick walls; once its effectiveness starts to wane you should switch.

As for Dair, I can spike people on to the ground (while they're on the ground or in the air), and I can usually get an attack in before they get up.
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Well, as an experienced Marth player, I can back up most of these statements, and add one more REALLY important piece of advice.

Walk, don't run.

Your options are increased dramatically.
 

BananaTrooper

Smash Journeyman
Joined
Feb 19, 2008
Messages
420
Location
U of T
For those of you who are new to Marth here are ten things that I wish I had been told to me before I dabbled with this character. In hopes that you’ll have less trouble than me.


1. There are three things to playing a successful Marth
1. Timing
(As with any character)
2. Spacing
(Even more so important with Marth)
3. An aggressive
fair game (‘nough said)

1.B: http://youtube.com/watch?v=SZ7rpmsnX4w
An incredibly good example of an aggressive fair game. Notice how the use of the fairs allows Marth to control the pace of the battle. This is where you want to be in that portion of your gameplay.

2. Smash attacks ARE punishable
Over smashing is an incredible bad habit. A common Marth strategy is to fair fair F-smash, but what you HAVE to realize is that you are not only becoming predictable you are becoming punishable.


3. Stay out of grab range! Always!
You are Marth… Prepare to be grabbed. All your attacks are friggin longer than a grab attack, but every times you mis-space anything (told you it was important) you are going to be shield grabbed. Practice, practice, and practice never being in that grab range.


4. Tilts are still ballin
General statement: If you’re playing Marth, your not using
your tilts enough. Seriously though, Marth’s tilts are still amazing. Many people don’t realize that a fair fair f-tilt is a good option. And that d-tilt is still a viable edge guard (among other things). Or that u-tilt can kill surprisingly well. Not to say that they should replay your u-smash and d-smash as they did in melee. Tilts or smash attacks are all situational. So you have to practice them to know where.


5. Ledge guard! Not guarded against.
Marth has great edge guarding between the fairs and the bairs… Well hell any of his aerials and his quick recovery, Marth can control the off field quite well. But if you over extend yourself the tables can often times be turned and your may find yourself edge guarded. Also, it seems that counter is less laggy than air dodging. If you feel that you are about to be edge guarded against I would suggest countering instead of air dodging. Furthermore,
don’t underestimate the power of the Nair edge guard. It takes a lot of practice, but it can be well worth it. Finally, don’t overestimate the power of your up b. I can’t tell you how many times I missed the sweetspot, tilted against, and fell to my death. The difference between life and death here. So always try to get it right.


6. Marth still has a grab game?
He does! Yes the crumpled ruins of what it once was, but that doesn’t mean it’s not worth looking into. Basically, with his dash grab you have to be inside you opponent to grab him. But his standing grab isn’t ******** at all. Let’s say you double fair miss the spacing and now your stuck looking at a shield (trigger happy shield grabbing son of o ***** shield). Well, you can try jumping away or smash attacking or whatever, but sadly your most likely going to get grabbed. Unless, you grab him first. In fact, I often use this as a strategy. Into a forward throw for more comboing. In my opinion forward throw is Marth’s best comboing throw, but that’s just my experience and has yet to be proven.


7. Could use more Nair
Rising Nairs are all the rage. Or they should be. Another option for being inside grab range is a rising Nair. Great priority and hit box and especially power. That tipper can gimp crazy good. Again, not as “gay” as they were in melee. Still worth looking into.


8. Dair has teh lag!
Imagine Falco’s fair. That is Marth’s dair over land. Even if you get a tipper on the person the landing lag is so great that they’ll still be able to come down and punish you for it. So it’s not viable to come down on to characters with. Like out the *** don’t do it. In my experience, the only thing that you can come down on somebody with is the counter. Weird huh. But Marth isn’t a coming down on you kind of guy. So just don’t use him that way. Anyway, it’s still good for spiking off the edge. Yes you can do it. I do it all the time. It just takes like more than it’s worth amount of practice to get down the spacing (there it is again OMG), but it’s still viable.


9. Up b is like KaZam!
In general, people don’t think of this move. But it is like amazingness. And can be used in so many circumstances. Plus it kills. Generally, just make sure not to be predictable with it. Because if miss… Well it can be bad depending on the character. The best method I’ve found for using this is as a counter attack when I shield the opponents smash attack or another laggy move. Best use at 130% or higher for an easy kill. But I know it has so many more uses. I won’t even attempt to go over any of the other b attacks since I have even less of a clue.


But in the end…
10. Experience is key
Sorry folks. There is no substitute. I’m still struggling with many of the most basic things I’ve stated here. Many times you can’t tell you are open until you are punished for it... even if it takes like a gazzilion times. And Hell, Marth boards are no help.


Edit: More stuffses!
11. Master your B-Combo
It has a gazillion uses and is a great way to have a decent ground game to match ur air game.

12. Mix up your game.
Stop being predictable. Don't let him know that attack is coming. Make it come out of nowhere.

13. Abuse what works.
Don't be afraid of doing the same move 15 times when it works the first 3 times. So many players do something that works 3 times in a row, and then stop. They try something else. Why? You're winning. Make HIM try something else first before you worry about becoming predictable in your repetitive playstyle. If you're not getting punished for something, use it until you are.

14. Senseless attacks are senseless
Seriously, fairing for the sake of fairing or SH double fairing is just bad strategy. Notice in the video sourced earlier that he often times SH fast falls one fair. Make sure every attack counts. And always be sure to keep an eye on your opponent. One of the biggest mistakes to make when new to the game over watching your character and not paying enough attention to your opponent. How can you expect to consistently get good spacing when your not even even paying attention to your opponent. So as good strategy, get familiar enough with your own character so you can pay attention to your opponents.

15. TECH CHASING.
Kind of advanced, but the faster you get used to it the better. Never stop being aggressive. Even if you screw up your spacing it is almost always the best policy for Marth to be aggressive. String forward throws into fairs or side b or more forward throws. After you hit someone they only have a few options. Limit those options as best you can.
So, basically use common sense? Gee thanks lol, I'll keep it in mind.
 

meepxzero

Smash Master
Joined
Jan 7, 2005
Messages
3,039
Location
teaching the babies....
from personal experience playing both marth aggressive and defensive marth benefits playing aggressive especially with fairs he has way too many options to pressure the opponent and make them play into ur game as opposed to trying to read ur opponent. Only exception of course is metagay, but everyone has to play against him defensively.
 

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
9,720
Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
Marth has the best defensive play in the game so why not abuse it?

He is 2nd or 3rd in offense.

Number 1 in defense.

So...it makes sense to abuse what he does best.
 

bobjamesbob

Smash Rookie
Joined
Mar 29, 2008
Messages
20
No, not at all. As long as you recognize that it's as situational as any other attack.
Agreed
always watch the opponent
shdf is great when they don't shield, but if they shielded, then you're on the opposite side of them facing the wrong way
better to sh fair ff
 

LoyalSoldier

Smash Apprentice
Joined
Mar 30, 2008
Messages
192
Location
Coeur d' Alene, ID
He is talking about putting up brick walls; once its effectiveness starts to wane you should switch.

As for Dair, I can spike people on to the ground (while they're on the ground or in the air), and I can usually get an attack in before they get up.
Why would you want to? I mean really anything against a grounded foe that you could do with Dair you can do with several other attacks. I only recommend using Dair for spiking. Too much risk for too little reward otherwise.
 

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
9,720
Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
What does Snake have in his defense better then Marth?

Shield Grenade isn't something that can be done to surprise an opponent and good spacing will take care of that. Shield drop to F-tilt or u-tilt is good, but is a bit slower then up b out of shield. But it has more range.

Eh. Snake and Marth are very close in the number one spot. Snake has more power in his defense, Marth has more speed and is more versatile.
 

frozensilver

Smash Rookie
Joined
Jul 5, 2008
Messages
10
Very useful. I'll have to remember these tips.

Btw, what are good finishing moves for him?
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
Why would you want to? I mean really anything against a grounded foe that you could do with Dair you can do with several other attacks. I only recommend using Dair for spiking. Too much risk for too little reward otherwise.
Spiking an opponent into the ground allows for them to go up into the air, at which point I usually fair chase them off the ledge, or try to. Even into usmash/tilt it's good. It puts you from being defensive in the air, to them. It really just depends on the situation and is just another way to switch up either DIing this/tat way or coming down with counter.

Anyways, I read this a few weeks ago on AiB and it really helps, and reading it again just reminded me again of some of these things. Thanks :)
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Eh, I started to mess around with Dairing on stage, but too much risk vs too little reward is probably right. I use it intelligently, as to not miss and get owned, and it actually has a great trajectory tipped or not, but the CHANCE of it getting shielded means you shouldn't use it.
 

LoyalSoldier

Smash Apprentice
Joined
Mar 30, 2008
Messages
192
Location
Coeur d' Alene, ID
Spiking an opponent into the ground allows for them to go up into the air, at which point I usually fair chase them off the ledge, or try to. Even into usmash/tilt it's good. It puts you from being defensive in the air, to them. It really just depends on the situation and is just another way to switch up either DIing this/tat way or coming down with counter.

Anyways, I read this a few weeks ago on AiB and it really helps, and reading it again just reminded me again of some of these things. Thanks :)
Yet one miss and you are instantly punished for it and what you say can be achieved through other means without nearly the risk. Also if you screw up and don't get a tipper you are still in a lot of trouble.

Like I said too much risk for too little reward.
 

PCHU

Smash Lord
Joined
Jan 4, 2008
Messages
1,901
Location
Jackson, Tennessee
Didn't really change my gameplay, but thanks anyway.
I basically keep people in the air with uairs.
I am also a fan of NOT fair, fair, fsmashing.
I am the kind of person to fair, fair, SH fair, fair, SH fair, fair, then Usmash or fsmash.
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
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Yet one miss and you are instantly punished for it and what you say can be achieved through other means without nearly the risk. Also if you screw up and don't get a tipper you are still in a lot of trouble.

Like I said too much risk for too little reward.
The first part is true, but not getting a tipper isn't so horrible. It's never a stale move and has a psuedo-push linear trajectory, which tosses opponent's out to the side if done right. This can be very good.

Still too much risk though.

Didn't really change my gameplay, but thanks anyway.
I basically keep people in the air with uairs.
I am also a fan of NOT fair, fair, fsmashing.
I am the kind of person to fair, fair, SH fair, fair, SH fair, fair, then Usmash or fsmash.
Your opponent's must have horrible DI. Find better people to fight, and you will see this tactic fail against many. Airdodging is fixed in this game, lol.

N Air is my favourite aerial, anytime I can use it over F Air, I will do.
It's situational, but until you level up, this is a decent idea.
 

LoyalSoldier

Smash Apprentice
Joined
Mar 30, 2008
Messages
192
Location
Coeur d' Alene, ID
The first part is true, but not getting a tipper isn't so horrible. It's never a stale move and has a psuedo-push linear trajectory, which tosses opponent's out to the side if done right. This can be very good.

Still too much risk though..
I have had several times where a lack of tipper gave them control in the air while I was still in the attack animations.
 
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