• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Marth's Shield Pressure

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
Inspired by Ankoku's Shield Pressure for Dummies thread in the Sheik boards. Thanks Ankoku. ^_^

Also, since shield pressure relates directly to approaching, you may want to check out this thread I made. http://www.smashboards.com/showthread.php?t=164063 In this thread I talk about approaching with Marth as well as some other things that any Marth should know.

In any fighting game it's important to know what moves a character has at thier disposal, that allows them to apply pressure on a defensive opponent while still remaining safe. This way you can force a reaction from your opponent, so they can't turtle and block all day.

If you do something unsafe, your opponent can just block and beat your face in. But if you attack them with a safe move, then your opponent can't retaliate and if they try then they will leave themselves open and you can punish. Before we get into what is safe on block, let's go over what is unsafe on block. Basically, these are the moves you should never ever attack an opponents shield with.

Dash attack
U-smash
F-smash
D-smash
Up B
Bair*
Dair
Nair*

Do NOT attack a shield with these moves. If you do prepare to have your face rearranged by your opponent. Nair is a special case that I will get into after I go over the safe moves. Now, that you know what is unsafe, I will list what is safe on block.

Tipper F-tilt
Tipper D-tilt
Tipper SH Fair
Tipper SHFF Fair
Tipper SHFF Uair
Cross-up SHFF Uair
Cross-up SHFF Nair
Tipper Jab
Tipper Forward B

You will noticed that I use some terms that you may not be familiar with. Tipper just means that the attack has to be spaced at the tip of Marth's sword. This is very important for shield pressure. Tipper hits deal increased shield push back. It's vital that you space out your attacks, since it makes Marth a much safer character and one of the safest characters in the game. I also use the term cross-up. This is an old-school fighting game term used to describe when you do an action that puts you behind your opponent, making it harder for them to punish you. In this case you do a SH forward and then an aerial so that you end up behind your opponent. This not only allows you to pressure safely, but gives you an advantage in positioning. SH is an acronym meaning Short hop. SHFF is an acronym meaning Short hop fast fall.

I will go into a bit of detail with each of these moves. The Uair is safe, since when Marth fast falls it the blade arc starts right in front of him. So as soon as he hits the ground the sword will just start to come out and hit his opponent's shield, while he will have almost no lag from the Uair which makes it very safe. Jab and forward b both come out fast at 4 frames, but jab seems a bit safer since it has noticable IASA frames on it and it seems to have a bit more shieldstun. Fair is bread and butter as is the d-tilt. Any Marth should know that these moves are extremely safe and they are two pillars of Marth's gameplay. The Nair is nice, since it can be tricky. Normally it wouldn't be good for pressure since Marth does the attack at a higher angle then in Melee, but if he does a cross-up with it then it becomes a viable shield pressure tool. This works well vs taller and medium height characters. Don't use it vs short characters at all since it will miss unless you land right on top of them. Cross-up Uair works in a similar fashion, but is a better option, since it leads into things better if it hits, since it pops the opponent upwards slightly.

*Note that Bair and Nair aren't safe if you use them more aggressively on shields out of a SH, but if you retreat with them, then they are very safe overall.

I'll also list some other moves that wouldn't exactly qualify as shield pressure, but they are options that Marth has at his disposal that are good to know. It's always good to have some extra tricks up your sleeve.

Tipper Shieldbreaker
Dash cross-up to pivot grab
Dash cross-up to Dancing Blade
Dash cross-up to ShieldBreaker
Dancing Blade to Shieldbreaker
Grab

None of these tactics is really safe, they are just tricks Marth has it his disposal. The dash cross-up stuff are mix-up tools to keep your opponent guessing. Also if your opponent is sitting in their shield and you suddenly dash at them, most of the time you can expect a spot dodge, so when you dash cross-up, your dash will draw out the spot dodge then you can retaliate. You can only dash cross-up to Shieldbreaker if you are in the full run. The other stuff is done out of the opening dash animation. Also to do a Shieldbreaker in the opposite direction, just hit b when you are running after letting go of the analog and then hit the opposite direction. Marth will draw back for the Shieldbreaker and then switch directions. Grabbing needs no explanation. It is the counter to shielding. Dancing Blade to Shieldbreaker can be tricky for your opponent. After hitting a shield with 2 or 3 strikes of the Dancing Blade, the shield will be low enough that the Shieldbreaker will destroy your opponents shield. So do those 2 or 3 hits then use Shieldbreaker. It's a very easy set-up and you can mix-up the number of Dancing Blade attacks you do and what you do after you stop. Although you are vulnerable after you stop the Dancing Blade, as long as you don't overuse this tactic and you space yourself well, you won't be punished often or severely for using this.


Well, just knowing what you can pressure with is great, but it's also helpful to know what you can follow-up with. Well, Uair will be followed up with U-tilt, U-smash , or Dancing Blade. D-tilt leads to grabs, smashes, another D-tilt or Dancing Blade. When you get a grab you should U-throw to set up for juggles. You can also f-throw to f-smash at very low percents. F-throw or D-throw can set-up for positioning advantage and allows you to reset your spacing and continue pressuring. If ShieldBreaker breaks a shield then do a fully charged Tipper Shieldbreaker. It will kill if your opponent's percent is high enough or if they are very close to the edge they will probably fall to their doom. Even if it doesn't kill, it will still get them off the stage and set-up for edgegaurding. F-tilt won't really lead to anything, since it has high knockback. It's really just a move to use when you want some breathing room. Jab is the same way, but it doesn't have quite as much knockback as the f-tilt. If the forward b hits then just continue with the rest of the Dancing Blade. Fair can be follow-up with Dancing Blade if the Fair was a SHFF Fair.

Alright, that wraps it up.

Discuss.
 

meepxzero

Smash Master
Joined
Jan 7, 2005
Messages
3,039
Location
teaching the babies....
Nice guide shield pressure is crucial for marths game as you can set up shield break when they lose a good amount of their shield.

Lately ive been using retreating bairs as opposed to retreating fairs. bair aims a bit higher and has slightly more range than fair plus its a decent kill move ( highly reccommended highly if they are on a platform or doing a short hop). tippered bair is pretty safe on shields especially when u can glide backwards if you do it instantly outta a short hop.
 

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
Yeah, Bair is safe when you retreat, but for pressure generally you want to be on the offensive which is why I didn't list it as safe. But yes, it's great when you retreat it.
 

Nintendo_lord

Smash Journeyman
Joined
Jul 19, 2007
Messages
217
Just a random question, is Marth a Jigglypuff counter because of his shieldbreaker? Just a little random...

Anyways, great guide!
 

Zankoku

Never Knows Best
Administrator
BRoomer
Joined
Nov 8, 2006
Messages
22,906
Location
Milpitas, CA
NNID
SSBM_PLAYER
Marth wins against Jigglypuff for a lot more reasons than just a Shieldbreaker >_>
 

Nintendo_lord

Smash Journeyman
Joined
Jul 19, 2007
Messages
217
In my opinion, marth counters almost everyone. Sure Snake, DeDeDe (so I've heard), and MK are hard to handle but they're not invincible.
Dedede's not hard to fight. I can even take on CO18, and I'm definitely not the best Marth in the world.
 

FishkeeperTimmay!

Smash Ace
Joined
Mar 12, 2006
Messages
673
Location
Pembroke, Ontario, Canada
Ahhh, Emblem Lord, just when I thought there wasn't gonna be more awesome posts from you. =P

I am very iffy on Nair. I would never use the move to pressure shields... its just so... iffy. xD

It has the range, but lacks reliability on the ground. Tipping with both hits is a ***** on ground. The move is STELLAR in the air, though. I can't see many situations, if any at all, that would call for a Nair instead of a Fair or SB.

Also, about SB; how is it NOT one of your better options? My personal experience with its spacing has shown it's practically nonpunishable when tipped. Only characters with HUGE range or HUGE speed can snag you, and even then its rare because the psychological effects of seeing their shield gets ***** like that.

I'm sure I'll think of more later. xD
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
^^Ironically, when people see their shield get ***** like that, they actually hold their shield for a little longer while they try to figure out what just happened (like a natural defensive reflex or something. lawl brawl) It's even better when that little bit of holding their shield is actually what breaks it.

Probably b/c of chaingrab and they don't know they can upB out of that.
You can up B out of a lot of things.

lol Marth Dragon Punch.
 

BacklashMarth

Smash Lord
Joined
Apr 2, 2008
Messages
1,784
Location
Directly above you tipping a dair.
^^Ironically, when people see their shield get ***** like that, they actually hold their shield for a little longer while they try to figure out what just happened (like a natural defensive reflex or something. lawl brawl) It's even better when that little bit of holding their shield is actually what breaks it.



You can up B out of a lot of things.

lol Marth Dragon Punch.
He is right you know. I once heard that a Marth up B'd his way out of a lawsuit.:chuckle:
 

Zankoku

Never Knows Best
Administrator
BRoomer
Joined
Nov 8, 2006
Messages
22,906
Location
Milpitas, CA
NNID
SSBM_PLAYER
SHORYUKEN.

Also, in my experience hitting a shield with Shieldbreaker pretty much guarantees they won't shield for the next 20 seconds.
 

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
Yeah. But Marth goes very far from the CG. Farther then anyone that can be CGed by Dedede. Unless you are on FD he will usually only get 2 grabs and that's only if he is on the other side of the stage.

So the damage isn't that serious.

Anyway I think Marth vs Dedede is even.

But this thread isn't about that.

Stay on topic plz.
 

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
Read the first post completely. I explain all the terms I use.
 

∫unk

Smash Master
Joined
Mar 22, 2008
Messages
4,952
Location
more than one place
Good thread. I would just make it a little more clear on various approach tactics. It feels like it's just jumbled into your paragraph.

Problem with shieldbreaker is if they move in then they either take 8% with low knockback or their shield is barely affected. For it to be effective it has to be at the tip, which is hard to land on good opponents. That's why it's on the relatively safe list.
 

Doodx

Smash Journeyman
Joined
Oct 21, 2007
Messages
497
i actualy started using this move alot
forward b
when someone is shielding,when u forward b then stop while in the air they will try to attack u and when they do so use fair
little mindgame i did to a few people
forward b stops momentum so u stay on the same spot and it is an awesome combo starter
 

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
This really isn't about approaching so much as stuff that Marth can do when he and his opponent are at neutral and his opponent happens to be shielding, which so happens to be alot of the time when someone faces Marth.

Most of the time, I don't even think about approaching since I'm usually walking around.
 

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
Not neccessarily.

Pit's approach is pretty average and some might even say he sucks at approaching, but his shield pressure is solid. Approaching involves literally approaching in some way. This is just stuff that Marth can do to remain safe. These are the tools that Marth has, but I'm not talking methods in which he would use them in regards to approach.

Now if you want me to add a section about approaching, then that's cool.
 

∫unk

Smash Master
Joined
Mar 22, 2008
Messages
4,952
Location
more than one place
Fair enough... I figured you posted this to help approaching, but I see the difference between the two. Related but different topics.

I'd like to see an approaching section.
 

Nick Nasty

Smash Journeyman
Joined
Dec 11, 2006
Messages
280
Location
Dover, DE
How about the first part of the dancing blade into a grab? If your opponent blocks the attack you can just get a free grab. Also, if they don't block at all they'll get hit and you can still grab them afterwards.
 

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
If your opponent blocks the Dancing Blade the grab is certainly not free. They could roll, spotdodge, or shield drop attack. That's actually a mix-up then a gauranteed follow-up.

Also I just remember that I went over approaches in my Marth strategy thread. I'll probably just post a link to that thread in my orginal post.
 

Nick Nasty

Smash Journeyman
Joined
Dec 11, 2006
Messages
280
Location
Dover, DE
If your opponent blocks the Dancing Blade the grab is certainly not free. They could roll, spotdodge, or shield drop attack. That's actually a mix-up then a gauranteed follow-up.

Also I just remember that I went over approaches in my Marth strategy thread. I'll probably just post a link to that thread in my orginal post.
I thought that it would give you a free grab, but the mix-up actually does make more sense. Thanks.
 

FishkeeperTimmay!

Smash Ace
Joined
Mar 12, 2006
Messages
673
Location
Pembroke, Ontario, Canada
If anyone wants a nifty way to bait a Shieldbreaker...

Short hop Fair in your opponent's face. It'll annoy him and make him cautious. Then randomly DI towards him, forcing a reaction to shield.

Thats when you DI back and do a SB. If pulled off right, you should be able to be far enough away that your opponent can't shield-grab, but you still hit with the SB. It takes a nice chunk out of their shield. ^^

From there... well, D-tilts are the shield-poke of choice!

People complain about Shieldbreaker only being useful 2-3 times a match. Thats the great thing about the move, you only NEED to use it that many times. Once your opponent realizes that you WILL break the shield if they keep blocking, they adapt, or they die. And when they adapt, you're lucky enough to have the options to crush frequently rolling and spotdodging (through D-smash and the almighty Dancing Blade!).

God I love Shieldbreaker too much...
 

Nintendo_lord

Smash Journeyman
Joined
Jul 19, 2007
Messages
217
lol play m2ks DDD i garentee he will 3 stock u :laugh:.

oh if ddd does the cg perfectly u cant up b outta it made me sad when i realized this the hard way -_- hate to burst ur bubbles guys.
I really wanna fight him. I found vids of him vs. Azen over at videoguru and I am like...*dies from awesomeness*...
 

Eltrotraw

Smash Journeyman
Joined
Apr 16, 2007
Messages
254
Location
Being alonesomeness in Long Beach, CA.
I see that Marth's always been able to pressure the player into playing defensively if you space your swings correctly...

The fact that the shieldbreaker now kills shields and dancing blade punishes spotdodging just adds to punish playing too defensively
 

IDK

Smash Lord
Joined
Mar 28, 2008
Messages
1,708
Location
Yo Couch
i know marth is supposed to be a lucas counter, but why? he has so much range advantage. the approach is insane if you have a good opponent who is NOT predictable.
 
Top Bottom