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Marth's Surefire Combos/setups

thebluedeath1000

Smash Champion
Joined
Aug 14, 2006
Messages
2,348
Location
N.C, Bladenboro
I'd like a topic that focuses on Combos/setups on each character as to help people that quickly want something to use in a matchup rather than making an entire topic on one character.

Such as marth being able to chain up f-throws like mad on another marth or being able to chain throw fox with the u-throw, I don't know many so when a few good posts come into play I'll organize a list from it. Thanks in advance to whoever decides to help out.

Be sure to tell the % if it requires a certain % to work and what character it should be used against. Heck, we might as well make a Character Strategy part too!

If someone disagrees with any info posted, please tell me so we can determine if it is true.

The Ken combo (Fair to Dair) and Hyuli Combo (Up-smash to F-smash) work well in all matchups!

Falco and fox are groupped together due to the same combos work against them.

Falco: his main approach involves short hopping his lasers as he gets closer, take to the air and space your jumps well to reach him if its a larger stage or put up your shield and wavedash closer quickly till you can reach him with a good jump. If the stage has platforms, waveland off of them to get faster but do not remain on them unless you want to take a ton of damage. His main form of dealing damage will be pillaring you like mad, jumping out of it is tempting but it can put you in worse positions, try to save your second jump while swiping him with your f-air. On smaller stages, keep the pressure on him and don't give him time to pound you with lasers, one good blow should win you this match considering his horrid recovery and its predictablity. Combo f-airs into f-smashes and edgeguard him, if he over-bs, you can neutral a it to set it up for another f-smash.

Strategies against falco by Tshahi10
-chaingrab(didnt see that one coming didja)
-RANGE KEEP YOUR RANGE
-if they get close, they have advantage. keep your range
- if they start spamming shl, play calm and approach cautious
-if they approach with a shl, COUNTER.
-Counter is not a noob move learn to react to situations with it
-counter is underrated. trust me aganst falco use it but NOT recklessly
-you may think counter is a noob move but it is not
WATCH THIS VID for good counter use
by ken-pc http://www.youtube.com/watch?v=nw8S35JN6Uc watch till end
-avoid stupid stages(rain bow cruise comes to mind)
- if you are in the air you are dead
-if your on a platform,you are dead
-if they are on a plat form, they are even more dead (utilt/smash tippers except kirby64)


Fox: Hes faster than falco but his ground attacks are weaker and his laser has no stun. Be wary of the lasers damage, it can put you into the damage range for death without you knowing. Around 90%, an up-smash will kill you and so will an up-throw to u-air. Try to smash Di out of the U-airs. His main approach will be to either attack with nair or to drillshine you and follow that up. Of course try to grab the little furry monster but also send f-airs at him, they combo him extremely well if you combo it into an f-smash. Despite how badly you want to shart shieldgrabbing, most experienced fox players want you to start doing this so they can combo you moreso, try to attack directly from your shield to mix things up. His firefox goes much farther than falcos so be wary of his recovery distance. A note on when you recover, try to save your second jump because he will surely try to shine you to finish you, your only hopes of surviving a shinespike is to keep your second jump till that point.

Combos: (At 0%) F-throw, Uthrow, Uthrow, Uthrow *repeat as necessary*, F-smash. Replace a few of the uthrows with a uptilt to knock them into a more suitable position for another grab or F-smash. 0 - 56~60% (They can escape at the end damages so end it quickly)
* A video example, its done on fox but it would be done the same against falco. http://youtube.com/watch?v=4fjJ1gB_RNE *

uthrow on space animals Info by Tshahi10
first grab at 0% can be fthrowed and regrabbed
-normal stand grabs until 20-26% depending on the oppponents skill
-after 20-26% jc grabs, unless they cant di
-after 33%ish percent you can utilt to tipfsmash
- after 40% if they are skilled, most likely they wont di cause that will help you get a tipper, so do utilt to whatev ...fsmash... nair... uair to fairs
- if they get a chance to jump or shine, you chaingrabbed to much, and you should have smashed or utilted
-sometimes you can pull off a chain throw till 40% utilt tipper one fulljump fair then a double jump to two fairs l-cancelled into a fsmash


Marth: Against himself, marth has plenty of combos to be put to use. Platforms can be your enemy or your friend in this matchup due to marth's weakness when on a platform and someone being below you. Grabs should be common in this match as they are so easy to combo from. Bait the f-smash then punish it heavily. When the marth is coming back to stage, edgehog to b-air works well for those coming in low. D-tilts absolutely kill a sweetspotting marth so be sure to use those if you don't want to edgehog. Ken combos and chaingrabs are your big helpers here. Fair chains to f-smash does wonders, Get the marth off the stage, that should be a stock, you have all the best edgeguarding tools at your disposal.

Combos: (0% to ?) F-throw, F-throw, Up-throw, up-tilt, up-tilt (or f-smash..this will end the combo but sometimes the u-tilt will put them in akward position for another uptilt so you have no real choice) then follow them in air with u-airs or f-airs.
*Rough video example: http://youtube.com/watch?v=IHzsCjlrzAg *


Captain Falcon: Hes fast, hes mean, hes going to knee you in the face over and over till you die. Falcon can chain up Nairs or Uairs on you like mad so try to stop the combo soon as it starts to prevent an early death. His main approach will either be a nair or a dair, the dair props you up, perfect for his knee to connect to your skull. Your air attacks will out-proporitize his if you can make contact. Also, a really great way to stop his combos from ever starting is to up-tilt, it stops his assault from the air completely and sets him up perfect from combos. Watch out when you tech out of his combos, he might can still reach you with his over-b and continue the combo. Be very wary of platforms, if he gets below you, panic and get off that platform..he will begin to u-air you till you die. His recovery is horrible thank god, you can gimp it all to pieces. Most falcons will sweetspot so be ready to switch down to edgehog at the last second, make them think you are going to try and hit them then suddenly grab the edge. Most good falcon players will ledgetech consistently so if they do come up high enough, follow up whatever you hit them with, that sole f-smash isn't going to kill them, you keep them coming. Spiking his recovery is a surefire kill but be warned, if you miss, you either kill yourself or he edgeguards you instead.
An F-throw or B-throw at the ledge, toward the ledge is a great starting setup..if you can reach him with a f-smash after the throw, go for it, if not, leap out and fair him, either should press him out far enough for you to edgeguard him.

Combos: F-throw to D-tilt works well at very low damages
F-throw, F-throw, U-throw,U-tilt(s) works as a opening combo


Sheik: Marth's supposed counter. She is all too fast and her combos are cruel so a marth really has to watch himself. Do not become predictable at all..Sheik loves to shieldgrab you and punish you for it. Be wary of her grabs, shes going to combo you all day from them. If you get a chance to grab her, go for it and be sure to follow it up as much as possible. When stuck in her tilt combos, do not double jump out of them, simply di..jumping out can put you in a really bad position. Stay on the ground for the most part.."Do not jump into the ****". As usual, combo into f-smashes..her Up-b makes her invincible before her teleport so spiking her is pretty much out of the question. Edgehog against her if you can to stop her from getting to the ledge, at least she'll get lag from landing directly on the stage so maybe you can hit her again, especially if you trick her into trying to land on stage then you waveland from ledge into a f-smash. Needles are a pain in this matchup, unless you approach her, shes going to throw them at you all day...and worse yet, she can needle cancel..either forcing up your shield for a grab or starting a combo on you, watch out for this. Needles really screw over your recovery so be wary of that as well. Her fair will be her main kill move so expect it. Pray you get a f-smash tipper.
 

AcidJazz

Smash Apprentice
Joined
May 31, 2006
Messages
112
Location
Austin TX
This is a great idea. Instead of making a thread about it, we should write a document on it. It'd be nice to add combos and stuff based on %...

Anyone have a slight interest in a small app that does that? I can code. We should write an app that allows us to insert gauranteed combos into a graph type thing.

I'm picturing something like

Code:
Player:  Marth


^
c1|
c2|
c3|          combo1
c4|                   combo3
c5| combo2
      -------------------> %
      0   20   40   60   80
c# are characters that the player is against and at certain percentages. Based on where the combo was in the chart, it would display what could be done and has been done. This is for gauranteed combos only.

Anyone else like that idea?



If you really wanna get spiffy, we can put each link to the actual video of a combo being done so we can see it, emulate it, and learn it.



You could create a "Smash Database" of combos and put them in there if they are true combos. If you were Marth and you wanted to play against fox and you wanted to see a list of combos, it'd be just as easy as clicking his face and understanding where he is in the % bracket.

If I'm being clear at all, let me know. If anyone likes the idea, let me know.

AIM - AcidJazz13
 

thebluedeath1000

Smash Champion
Joined
Aug 14, 2006
Messages
2,348
Location
N.C, Bladenboro
Whoa AcidJazz, thats really good to jump at the idea..lets not do the application rather I can just make the list..but having a video link to the combo in the list would be a great idea, I can't record right now so I'd need someone for that. also we might as well be turning this into a character strategy list too lol.

EDIT: Can someone please give me the percentages to u-throwing fox and f-throwing marth? that'd be a good start.
 

AcidJazz

Smash Apprentice
Joined
May 31, 2006
Messages
112
Location
Austin TX
I keep editing the message but this made me go off on idea after idea =) Reread it again. I think it'd be a great application, especially for the upcoming smash game.
 

AcidJazz

Smash Apprentice
Joined
May 31, 2006
Messages
112
Location
Austin TX
There should be at least a spreadsheet of data... Each character has a view tab and in each tab of that should be a list of all characters excluding themselves. Within that should have a list of combos that can be done (a link to a video would be tight).

It really wouldn't take too long to write a small app to do something like that, but documents work well too. I'm a fan of dynamically creating stuff
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
I would love to see an app, I wish I was more knowledgable so I could help you guys out with video links and combos. You guys rock BTW
 

UMBC Super Smasher

Smash Lord
Joined
Oct 12, 2006
Messages
1,077
Location
University of Maryland Baltimore County
just my opinion but... I think this whole smash database application thing is a bad idea. Just work on a new marth character matchup guide. The problem I see right now is there are no really good players helping out on this. How are you going to create a guide with useful information if none of the people contributing have much (of value) to give? I'm concerned that a lot of work will be put into something that does not get finished.
 

Miharu

Smash Hero
Joined
Mar 13, 2006
Messages
6,647
Location
Bay Area, CA
Also, from what I've seen, Marth combos are fairly improvisational and interchangeable between certain aerials. For example, for double fairs, on the second fair, sometimes you can replace it with a uair, and etc.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
or how bout making a combo guide where it just gives helps and tips on becoming a better combo marth player. I know combos are improvised for the most part, but it could still be done.
 

balladechina212

Smash Ace
Joined
Aug 28, 2006
Messages
680
Location
Chicago, IL
To answer your question about f-throwing another Marth:

The only time that you can grab again most of the time is maybe below 9 or 10% because they stay standing up (do not have to tech). However, they can still DI the throw farther away so it takes a long time for you to reach them, allowing them to roll, sidestep, etc.

At higher percentages, proper DI does not allow Marth to "chain-throw" another Marth using f-throw.
 

balladechina212

Smash Ace
Joined
Aug 28, 2006
Messages
680
Location
Chicago, IL
I think it takes three f-throws (without hitting before throws) before your opponent needs to tech the throw. Usually against space animals, I f-throw at 0% and immediately start u-throwing afterwards.
 

~Tac~

One day at a time.
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Whoa AcidJazz, thats really good to jump at the idea..lets not do the application rather I can just make the list..but having a video link to the combo in the list would be a great idea, I can't record right now so I'd need someone for that. also we might as well be turning this into a character strategy list too lol.

EDIT: Can someone please give me the percentages to u-throwing fox and f-throwing marth? that'd be a good start.
Fox...Hmm... u-throwing Fox is 0 - 56~60%. At that point, he can shine and/or jump out.
Marth is a tad hard to measure.
 

UMBC Super Smasher

Smash Lord
Joined
Oct 12, 2006
Messages
1,077
Location
University of Maryland Baltimore County
I'd like to know the exact percentage they can esacpe so they will know to throw upwards rather than forward, isn't it after three f throws?
Against any of the players currently discussing in this chat, marth can chain throw all of you twice then fthrow to fsmash since you guys DI away. Against other players who know to DI marth's fthrow or dthrow DOWN, marth has no chaingrab vs marth. I suppose you guys never wondered why the Ken vs Azen matches on youtube have no chaingrabbing??? hmmm? ;)

Thanks to Husband for teaching me that lol.
 

Byped

Smash Cadet
Joined
Oct 20, 2006
Messages
49
i might have also forced Balladechina to learn how to DI the marth v marth psudo-chaingrab...............



btw...




byped combo --> 0% - death on a fox ..... DI- proof....................



watch for an instructional vid................

(should be out soon)
 

BurningCrusader777

Smash Journeyman
Joined
Feb 3, 2007
Messages
302
Location
New Jersey
Well, I haven't been able to test this on a human, but it's worked countless times on a level 1 CPU.

Vs Bowser (Just In case Gimpy comes knockin' at your door lol)

SHFFL'd nair --> dtilit -->SHFFL'd nair --> dtilt --> fsmash -?-> dair.
(Takes Bowser from 0% ~ 45%. Usually results in death.)

The dair may or may not be needed, depending on Stale Move'age and placing/spacing.

Can someone who has someone to play as test this out for me? I have a feeling that human DI would kill it.
 
D

Deleted member

Guest
0kay i have been playing marth for a while now

marth f-throw on marth
-can be DI'd out of on the second chainthrow
-if they try to di first or most likely second, you can usually fsmash ito a tipper if they expect another grab
- it is very situational but great if they are near the edge two or one grabs off the edge and a sure hit fsmash unless they diagonally dodge upwards.....fsmash again

uthrow on space animals
first grab at 0% can be fthrowed and regrabbed
-normal stand grabs until 20-26% depending on the oppponents skill
-after 20-26% jc grabs, unless they cant di
-after 33%ish percent you can utilt to tipfsmash
- after 40% if they are skilled, most likely they wont di cause that will help you get a tipper, so do utilt to whatev ...fsmash... nair... uair to fairs
- if they get a chance to jump or shine, you chaingrabbed to much, and you should have smashed or utilted
-sometimes you can pull off a chain throw till 40% utilt tipper one fulljump fair then a double jump to two fairs l-cancelled into a fsmash (only works on non-di-able noobs)


Strategies against falco
-chaingrab(didnt see that one coming didja)
-RANGE KEEP YOUR RANGE
-if they get close, they have advantage. keep your range
- if they start spamming shl, play calm and approach cautious
-if they approach with a shl, COUNTER.
-Counter is not a noob move learn to react to situations with it
-counter is underrated. trust me aganst falco use it but NOT recklessly
-you may think counter is a noob move but it is not
WATCH THIS VID for good counter use
by ken-pc http://www.youtube.com/watch?v=nw8S35JN6Uc watch till end
-avoid stupid stages(rain bow cruise comes to mind)
- if you are in the air you are dead
-if your on a platform,your dead
-if they are on a plat form, they are even more dead (utilt/smash tippers except kirby64)
I have more char specific,but just ask and i will give some advice. have to sleep now
 
D

Deleted member

Guest
marth can fsmash fox and falco during a chain throw even if they don't DI, you have to pivot then fsmash, i've seen ken do it plenty
but if they do di, it helps the marth get a tipper and send them flying

anyways, i think we should say some setups on stages
Good stages
yoshi story
final destination
kirby fountain dreamland
battlefield,sort of
E.t.c.basically the small stages with good, short platforms. they get tippers easily and you can set them up on a platform.(for example utilt,uthrow,u-air)

Bad stages
rainbow cruise/a lot of the moving ones
kirby 64 (bad platforms and pretty long)
corneria
peach's castle
stages that hinder marth's spacing and movement are bad. stages that make him on a platform too much are bad.

elaborate... i have to sleep
 

thebluedeath1000

Smash Champion
Joined
Aug 14, 2006
Messages
2,348
Location
N.C, Bladenboro
worry about stage choice last, lets get the guide abit wider...

EDIT: If this goes a few days without any posts, I'm just going to make another topic, the name of this seems to be offsetting alot of people.
 
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