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marth vs marth throw game

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
what throws should i be using to set up for aerials..what can i do if they di them different ways, etc?

right now i seem to almost always use the upthrow..and then try to follow up with an aerial..even if i hit though i have to fastfall rather than continue slicing like i would against other char because the opposing marth can recover and slash while being tossed around a lot easier due to his range.

Anyways i'm looking for any combos..right now my grab game against an opposing marth seems significantly weaker than vs other char
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
HAHAHA! Marth Vs Marth grab game is the easiest grab game in the game, assuming of course your good at not getting grabbed. The cheapest thing to do against marth with marth is to grab, fthrow--> Jump Cancel Grab--->Fthrow--->Jump Cancel Grab-->Fsmash, and then edge guard. Try it, your friend will get extremely mad since its inescapable...You may even be able to throw him three times and then Fsmash. This also makes people extremely angry, and its a sure way to lose your friend as a friend. He will be upset. I also like Upthrow---> Neutral air or a few shuffled up airs, but these are less of a guarantee.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
First of all it's not inescapeable. All they have to do is DI up and towards you out of your grab to both not get tipped and not be able to be grabbed again. Normally the Marth will be DIng away without thinking because that's how people generally escape combos. A smart opponent will easily avoid getting tipped just by not trying to get out of your range and instead moving closer in. You should watch your opponent's DI and if he is DIng towrads you just hit him with some Fairs to move him to the edge. If he does in fact DI away then just use the strategy Jesiah mentioned.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Fthrow--->fsmash is inescapable at 0% is what i meant to say...that is inescapable, i've played too many marth dittos to not know that. Most of the time you can do 2 fthrows, and with against roy you can deff do 3
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Ooooh. I thought you ment it was always inescapeable. I don't think it will really matter much unless they're near the edge. Although Marth has great edgeguarding, he also has a hard to edgeguard recovery. His up B is not the problem, it's the dreaded fair and reverse Bair that make it harder on you. He could also side B you into a spike as a reverse edgeguard.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
so basically mainly use the fthrow? if they di towards you you can hit them with fairs...is there a percentage when they can start hitting you back? because marth has decent range i would think he could swipe you with a fair almost as easy.

And when would you use the upthrow? at high damages it's not going to work well if they di left or right...though at low damages it shouldn't matter i would think..not totally sure..i havne't played many marths skilled enough to make me worry about my throw game before..but it needs improvement...i won significantly easier with CF than with marth..part of it is i have too much unnecessary motion in my marth game.

I want to improve my spacing of fairs and particularly get it so my DI while doing double fairs is good enough that i don't get shield grabbed...because of this i tend to continuously do them for hand practice even during a match:\

anyways, another thing i wonder about is the whole spacing thing with marth..if you space correctly from a standing fair you can not get shield grabbed while swiping at their shield with both ..while if you are doing a running double fair you can't di back...but you can go through them and land behind them...so far no one has been extremely good at punishing me when i do that so i usually just do that and then choose between my many options after landing behind them.

Anyways, my marth game as a whole needs a lot of work..especially against non - sheik/ fastfallers
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
if their percentage is too high, use fthrow, and they will think your going to either fsmash or jc grab. you should fthrow them, do a dash dance forward, backward, and then forward so you can do a jc grab or a fair.

Up throw is good at 20-40% cuz then you can utilt them. Another good thing to do is throw up, and wait for them to fall and u tilt them. If you are directly below them, the only thing they can do is dair, and you can easily dashdance when they dair and punish the lag. Utilt works well if you are directly under them, or else he will fair you as he lands.

Spacing of fairs is extremely important, don't double fair all the time. use a single fair, and if they shield, shffl it to a spot dodge or wavedash backwards. A lot of the time to keep your range, your going to want to jump forwards with a fair, and then in the air move backwards so you don't get shield grabbed. Obviously you know to hit them with the tip.

If you need any more help, get me on Aim. I am always on, and i will be willing to tell you anything you need, or refer you to people that can help you better. My screenname is eveofmorse. cya dude
 

UMBC Super Smasher

Smash Lord
Joined
Oct 12, 2006
Messages
1,077
Location
University of Maryland Baltimore County
Marth dittos are all about grabs. At 0%, grab the marth to fthrow to grab to fthrow to grab to fthrow to fsmash. At higher percentages, throw forwards or down (which sends them backwards) in order to throw them toward the edge of the stage or off the stage. If they land on the stage and are near the edge, that means it will be easy to grab them again after their tech since they can no longer tech to one side where the edge of the stage lies.

Always do a fthrow as fast as possible. Try to surprise the opponent so that he misses the DI away and you can fsmash him.

So yeah, do fthrow and dthrow depending on the situation.
 

dude225

Smash Apprentice
Joined
Jul 26, 2006
Messages
172
Location
Palmdale
i have a question for this chain throw to f-smash,

i use it and piss off my friends, (but almost none of them DI properly), and i wanted to know if this works against a peach who DI's the correct way (toward me and up)

since i have never played a peach player who DI'ed the right way, i was curious because i hate peach so much
 

JBM falcon08

Smash Master
Joined
Jan 24, 2006
Messages
4,374
Location
glenwood iowa
away at low %s, away and up at higher percents.

btw, personally its a matter of preference on how you want to throw the marth. obviously don't be predictable with your throws cuz a smart player would just punish you for it.

fthrow to uthrow going for utilts if they don't DI any direction and if the DI forward follow with fairs.
fthrow chained to fsmash.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
lol well its their best bet to DI away, at higher percentages they can get away, at lower percentages they can't.
 

FrostByte

Smash Lord
Joined
Nov 15, 2006
Messages
1,075
Location
London, England
Fthrow, Fthrow, Uthrow, combo. When you grab the opponent above this percentage, Grab, throw (Forward or back), WD in throw direction and tech chase with another grab. Once you get the hang of that, instead of tech chasing, space yourself for a landing fair if you notice they do the standing tech and low %, space for a Fsmash at high %. It's best to know your opponent's teching habits though.
 

skrach8

Smash Lord
Joined
Apr 3, 2006
Messages
1,151
Location
Orlando, Florida
all of his throws are super useful u can mind game with all of the throws. u throw is awesome for comboes and same with the forward throw. back throw and down throw can set up forward smashes. mind you, you have to mind game the back and down throw because the default trajectory is different for both.
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
For the fthrow if you learn to pivot then the Marth can't DI out of tipper range no matter what he does. If he DIs down and away you dash and immediately pivot an fsmash in the same direction. If he doesn't DI he's generally at tipper range. And if he DIs towards you and up, dash backwards and pivot an fsmash.

Still, at low percent, if you aren't near an edge to set up for edgeguarding it's probably better to use uthrow => utilts. I usually uthrow from 0 - 40ish. Around 60 - 80 you should be able to get KOs from fthrow => pivoted tipper depending on the stage and your position on it.
 

tw0 side

Smash Apprentice
Joined
Mar 22, 2007
Messages
134
I don't even throw into an air combo. Usually I SH into a double fair or fair dair. After that you will U-tilt and then they will be in the air with some damage already stacked on them.
 

skrach8

Smash Lord
Joined
Apr 3, 2006
Messages
1,151
Location
Orlando, Florida
well if you learn to use all of the throws u have more variety in your game. Marths best place to have an opponent is on top or in front of him. dont always fair, fair, fair, dair. its lame when thats all you do. against marth at zero percent you should grab forward smash, especially by the edge. its instant 20%-25%. after that its up to you in what you do. try lookin at marth dittos. ken vs azen is pretty good way to look at marth dittos seeing how they both have different style marths.
 
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