Corrupted
Smash Journeyman
- Joined
- Dec 14, 2008
- Messages
- 446
Brawl and it's mechanics
Due to how the shield works and he overall slowness of the game, punishing moves OoS shield is made easy. Unlike many characters, Marth has the tools to create a unpunishable approach. This is however sometimes matchup specific. In this guide I would like to name all the options for approaching with marth and in which match-ups they should be used (or steered clear of).
Marth and why he can be so hard to punish
Due to having 3 autocanceling aerials, all with good range, Marth has the ability to create frame traps for the opponant by using one of these aerials shortly before landing. This can make it impossible for the opponent to punish Marth or can actually end up in a disadvantagous position just by shielding!
The options
SH Double fair - A staple on most marth's gameplay. Get off the first fair on a shield and many characters will be hard pressed to punish before the second one comes out. FF near the end for a better advantage. Bair can replace the first fair (don't FF near the end in that case).
FH Fair/Bair - Marth hits the sheild/opponent and continues to rise. Most characters will be unable to punish after this hits their shield before Marth can double jump/airdodge/fair. This is because marth is too high be punished. This shouldn't be used for combos or punishing. Ending up above your opponant can lead to being juggled if your not careful and their fast enough to chase you DI. Autocanceled nair is a great option to cover your landing.
SHFF nair/fair/bair - A slight bit more complicated here. With the aerial buffered after the SH - used for punishing, doesn't give marth a good advantage. SH wait and execute aerial just before landing gives marth a amazing shield advantage. Nair has slightly more range and more power/damage, fair is fast and should be used against people trying to attack before the nair comes out. SHFF upair forces airdodges.
SH airdodge - Bad for Marth. He has the DI to get way in, but lacks the options in CQC.
Match-up specific
Metaknight - Well spaced aerials should beat the tornado. However, Meta Knight can punish Marth in between the SH double fairs, can punish FH fair/bair with Up-B. Play passive and try to create traps and beat his approaches. MK can punish your approaches, but you can beat his.
Snake - He can dash attack in between the SH double fairs. He has a very hard time punishing FH Fair/Bair. Deny his dash attack approaches with fair when your short hopping around. Air dodge cancel item toss his grenades back at him. Mindless SH double fair spam is going to get you blown up too.
Wario - Has trouble punishing all of Marth's approach options. He could punish FH fair with a FH upair if you don't DI away. Space well, ftilt has great range. DACUS could catch you under a SH if you don't stay alert and don't deny with fair.
Imput would be greatly appreciated!
Due to how the shield works and he overall slowness of the game, punishing moves OoS shield is made easy. Unlike many characters, Marth has the tools to create a unpunishable approach. This is however sometimes matchup specific. In this guide I would like to name all the options for approaching with marth and in which match-ups they should be used (or steered clear of).
Marth and why he can be so hard to punish
Due to having 3 autocanceling aerials, all with good range, Marth has the ability to create frame traps for the opponant by using one of these aerials shortly before landing. This can make it impossible for the opponent to punish Marth or can actually end up in a disadvantagous position just by shielding!
The options
SH Double fair - A staple on most marth's gameplay. Get off the first fair on a shield and many characters will be hard pressed to punish before the second one comes out. FF near the end for a better advantage. Bair can replace the first fair (don't FF near the end in that case).
FH Fair/Bair - Marth hits the sheild/opponent and continues to rise. Most characters will be unable to punish after this hits their shield before Marth can double jump/airdodge/fair. This is because marth is too high be punished. This shouldn't be used for combos or punishing. Ending up above your opponant can lead to being juggled if your not careful and their fast enough to chase you DI. Autocanceled nair is a great option to cover your landing.
SHFF nair/fair/bair - A slight bit more complicated here. With the aerial buffered after the SH - used for punishing, doesn't give marth a good advantage. SH wait and execute aerial just before landing gives marth a amazing shield advantage. Nair has slightly more range and more power/damage, fair is fast and should be used against people trying to attack before the nair comes out. SHFF upair forces airdodges.
SH airdodge - Bad for Marth. He has the DI to get way in, but lacks the options in CQC.
Match-up specific
Metaknight - Well spaced aerials should beat the tornado. However, Meta Knight can punish Marth in between the SH double fairs, can punish FH fair/bair with Up-B. Play passive and try to create traps and beat his approaches. MK can punish your approaches, but you can beat his.
Snake - He can dash attack in between the SH double fairs. He has a very hard time punishing FH Fair/Bair. Deny his dash attack approaches with fair when your short hopping around. Air dodge cancel item toss his grenades back at him. Mindless SH double fair spam is going to get you blown up too.
Wario - Has trouble punishing all of Marth's approach options. He could punish FH fair with a FH upair if you don't DI away. Space well, ftilt has great range. DACUS could catch you under a SH if you don't stay alert and don't deny with fair.
Imput would be greatly appreciated!