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.
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.