Novaseer
Smash Cadet
- Joined
- Jan 18, 2013
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- 43
This guide will provide a step-by-step process for all of Marth’s traps. In fighting game terms, a trap is a series of moves designed to limit the opponent’s options and open them to attack. The classic example is Ryu’s fireball trap in Street Fighter II, where he throws a slow fireball over a knocked down opponent, forcing them to block and give Ryu time for a second fireball. While Marth may not have many combos, he does possess a wide variety of traps, which when strung together well can outperform even the best of combos.
The Landing Trap
Marth’s sword lets him exploit opponents’ vulnerable positions in the air better than most. This loop of baiting and punishing is where most of Marth’s damage in a match will come from.
1. Launch enemy into the air. Setups for this include U-tilt, throws, dancing blade, U-smash, and D-smash.
2. Position Marth on the ground directly beneath foe. Watch the enemy for any sudden momentum shifts.
3. Short hop. This trap requires that Marth attacks as close to the ground as possible.
4. U-air. This attack is quick, long, disjointed, and covers a wide arc. Most characters can’t compete against it with their D-airs.
5. Fast fall. Marth must be the first to land, or else the trap fails.
6. React to target’s reaction
8. Use a quick attack option before the opponent recovers from landing lag. Marth’s side-B, grab, D-smash, and U-tilt are all 7 frames or faster, plus they all launch enemies into the air, resetting the trap.
The D-Tilt Trap
Disclaimer: Not actually a trap. In fact, it's the opposite, as Marth is the one at a frame disadvantage when he attacks a shield. The best way to trap an opponent in their shield is by not attacking, as explained in this thread by Shaya. When people talk about Marth's D-tilt trap, they're talking about how to utilize safe pressure.
1. D-tilt enemy’s shield. D-tilt ends 16 frames after it hits. Shield stun is 2-3 frames, and Marth’s hitlag modifier may reduce a couple more frames. Together this means the enemy will have about 11 frames to act before Marth does.
2. Watch target’s reaction.
The Ledge Trap
Smart positioning and patience lets Marth react to most of an opponent’s options on the ledge, netting him the KO. Practice this trap by having a training partner randomly select his actions until you can properly punish every option 100% of the time (except for the ledge getup).
1. Force enemy off-stage and let them grab the ledge.
2. Position Marth just outside the foe’s ledge attack range, this will also be where the enemy ends up if they roll.
3. Wait and watch for the enemy’s action.
The Trump Trap
This is a situational trap that relies on an opponent’s lack of knowledge on their options. If they know how to counter this trap, then don’t try it. But against those who don’t know better, this trap can help turn the tables when Marth recovers from off-stage. From on-stage Marth can quickly steal the ledge by running off and holding back.
1. Grab the ledge immediately after an enemy does, forcing them off in a vulnerable animation. The sooner Marth does this, the more frame advantage he’ll gain, up to nearly 30 frames.
2. Hold away from the ledge to let go.
3. Immediately tap jump while still holding away.
4. B-air as soon as possible. If performed correctly, this attack is guaranteed to hit.
Warning: If the first player to grab a ledge buffers a jump, roll, or attack, they will always perform that action instead of getting ejected from the ledge by a trump, thus preventing any traps.
The Air Trap
The situation for this trap arises on its own sometimes, and it can be set up after a D-throw or falling U-air at low to mid percents, although a landing trap is usually recommended instead.
1. Marth and his opponent must be near one another in the air and falling at similar speeds.
2. Start performing dancing blade and see what the opponent does.
It’s possible to punish missed techs with a dash attack, but time doesn't always allow that, in which case Marth can dash in with a sliding shield to begin a trap. Knockdowns are more frequent at low percents after connecting with a horizontal knockback move such as short hop F-air.
1. Position Marth just within grab range near a downed opponent.
2. Hold shield and wait for opponent’s response
The Jab Trap
In terms of frame data and range, Marth's jab has been overshadowed by his D-tilt. But while D-tilt is perfect against ground approaches, it whiffs against short hops. Marth's jab covers the D-tilt’s weakness by being the perfect anti-short-hop tool.
1. Catch the opponent short hopping towards Marth.
2. Use Jab1. This move is Marth’s fastest attack, hitting on frame 5. The sword covers the aerial space in front of Marth perfectly, and its considerable disjoint (greater than D-tilt's) outreaches most characters’ aerials.
The Tech Trap
This trap requires Marth has the custom move Dashing Assault (Neutral-B 3). The immense range, priority, and speed of Dashing Assault gives Marth unprecedented ground control, allowing him to punish options he couldn’t before.
1. Send the opponent into tumble state.
2. Charge Dashing Assault one roll’s distance away from the opponent, and wait to see what happens when they hit the ground.
Everyone knows about Marth’s superb off-stage game, but for those situations where Marth can’t go deep enough in time to intercept, he can instead lie in wait with this trap.
1. Knock the opponent off-stage, far enough that their only option is to grab the ledge.
2. Have Marth hang onto the ledge. This is the quickest position Marth can act from for the trap.
3. Wait for the moment when the opponent must use an offensive special move to recover or else self-destruct.
4. Place Marth directly in the middle of their intended recovery path and use Down-B. If Marth remains too close to the ledge, the enemy will ledge-snap with invincibility before the counter attack strikes.
5. The opponent is forced to activate Marth’s counter with their recovery attack, thus knocking them away. If they’re not KO’d, return to step 2.
Note: Replace Marth's Down-B with N-air to create a similar wall against non-offensive recovery moves such as Pit's Up-B.
The Item-Drop Trap
This is a powerful yet situational trap that can only happen in a few certain matchups. The easiest way to catch and steal an item is while doing a short hop airdodge.
1. Hold an item.
2. Short hop or full jump over the opponent’s head.
3. Wait until Marth reaches the apex of his jump.
4. Release the item by inputting the grab button without a direction.
5. Fastfall.
6. Marth will land before the item does, free to react to whatever happens next.
List of catchable items that can appear in a normal match:
The Landing Trap
Marth’s sword lets him exploit opponents’ vulnerable positions in the air better than most. This loop of baiting and punishing is where most of Marth’s damage in a match will come from.
1. Launch enemy into the air. Setups for this include U-tilt, throws, dancing blade, U-smash, and D-smash.
2. Position Marth on the ground directly beneath foe. Watch the enemy for any sudden momentum shifts.
3. Short hop. This trap requires that Marth attacks as close to the ground as possible.
4. U-air. This attack is quick, long, disjointed, and covers a wide arc. Most characters can’t compete against it with their D-airs.
5. Fast fall. Marth must be the first to land, or else the trap fails.
6. React to target’s reaction
a. They double jump. Return to step 2.
b. They get hit. Return to step 2.
c. They air dodge. Proceed to step 7.
7. Marth and the opponent both land on the ground next to each other. U-air’s landing lag is 16 frames. Airdodge’s landing lag is 22 frames.b. They get hit. Return to step 2.
c. They air dodge. Proceed to step 7.
8. Use a quick attack option before the opponent recovers from landing lag. Marth’s side-B, grab, D-smash, and U-tilt are all 7 frames or faster, plus they all launch enemies into the air, resetting the trap.
The D-Tilt Trap
Disclaimer: Not actually a trap. In fact, it's the opposite, as Marth is the one at a frame disadvantage when he attacks a shield. The best way to trap an opponent in their shield is by not attacking, as explained in this thread by Shaya. When people talk about Marth's D-tilt trap, they're talking about how to utilize safe pressure.
1. D-tilt enemy’s shield. D-tilt ends 16 frames after it hits. Shield stun is 2-3 frames, and Marth’s hitlag modifier may reduce a couple more frames. Together this means the enemy will have about 11 frames to act before Marth does.
2. Watch target’s reaction.
a. They dodge. Rolls and spot dodges are a 26-30 frame commitment, giving Marth time to punish with dancing blade even after subtracting his disadvantage. A retreating roll however requires additional time to chase, keeping the opponent most likely safe.
b. They grab or Up-B out of shield. These options are often under eleven frames and will hit Marth guaranteed. However, Marth can space his D-tilt so he's not within reach of these options after poking their shield. The further away he is, the better.
c. They walk or jump. The opponent can re-position at will without fear of retaliation, but Marth will be safe as well.
d. They continue shielding. Return to step 1.
b. They grab or Up-B out of shield. These options are often under eleven frames and will hit Marth guaranteed. However, Marth can space his D-tilt so he's not within reach of these options after poking their shield. The further away he is, the better.
c. They walk or jump. The opponent can re-position at will without fear of retaliation, but Marth will be safe as well.
d. They continue shielding. Return to step 1.
The Ledge Trap
Smart positioning and patience lets Marth react to most of an opponent’s options on the ledge, netting him the KO. Practice this trap by having a training partner randomly select his actions until you can properly punish every option 100% of the time (except for the ledge getup).
1. Force enemy off-stage and let them grab the ledge.
2. Position Marth just outside the foe’s ledge attack range, this will also be where the enemy ends up if they roll.
3. Wait and watch for the enemy’s action.
a. They do a ledge attack. F-smash them.
b. They do a ledge jump. Setup a landing trap.
c. They do a ledge roll. Punish with dancing blade or grab. If unsure of which side of Marth the enemy will end on, use U-tilt.
d. They do a ledge getup. This is the one option too fast for reaction from this distance, especially since the beginning animation can be ambiguous. Marth can dash grab when he sees his target first moving, but if Marth guesses wrong then any of the other ledge options will succeed. If Marth does nothing, the enemy will at least be in a vulnerable position near the edge.
e. They continue hanging onto the ledge. Keep waiting. After about seven seconds the enemy will be forced to let go of the ledge and re-grab without invincibility. When this happens, walk forward and F-smash their hand.
b. They do a ledge jump. Setup a landing trap.
c. They do a ledge roll. Punish with dancing blade or grab. If unsure of which side of Marth the enemy will end on, use U-tilt.
d. They do a ledge getup. This is the one option too fast for reaction from this distance, especially since the beginning animation can be ambiguous. Marth can dash grab when he sees his target first moving, but if Marth guesses wrong then any of the other ledge options will succeed. If Marth does nothing, the enemy will at least be in a vulnerable position near the edge.
e. They continue hanging onto the ledge. Keep waiting. After about seven seconds the enemy will be forced to let go of the ledge and re-grab without invincibility. When this happens, walk forward and F-smash their hand.
The Trump Trap
This is a situational trap that relies on an opponent’s lack of knowledge on their options. If they know how to counter this trap, then don’t try it. But against those who don’t know better, this trap can help turn the tables when Marth recovers from off-stage. From on-stage Marth can quickly steal the ledge by running off and holding back.
1. Grab the ledge immediately after an enemy does, forcing them off in a vulnerable animation. The sooner Marth does this, the more frame advantage he’ll gain, up to nearly 30 frames.
2. Hold away from the ledge to let go.
3. Immediately tap jump while still holding away.
4. B-air as soon as possible. If performed correctly, this attack is guaranteed to hit.
Warning: If the first player to grab a ledge buffers a jump, roll, or attack, they will always perform that action instead of getting ejected from the ledge by a trump, thus preventing any traps.
The Air Trap
The situation for this trap arises on its own sometimes, and it can be set up after a D-throw or falling U-air at low to mid percents, although a landing trap is usually recommended instead.
1. Marth and his opponent must be near one another in the air and falling at similar speeds.
2. Start performing dancing blade and see what the opponent does.
a. They get hit. Continue the upward version of the dancing blade combo for the greatest chance of connecting the swings.
b. They double jump. Stop the combo, fastfall to land, and readjust into a landing trap.
c. They air-dodge. Continue the forward or downward variation of the combo. Time the fourth finishing hit to land the same moment the air-dodge ends.
The Wake-up Trapb. They double jump. Stop the combo, fastfall to land, and readjust into a landing trap.
c. They air-dodge. Continue the forward or downward variation of the combo. Time the fourth finishing hit to land the same moment the air-dodge ends.
It’s possible to punish missed techs with a dash attack, but time doesn't always allow that, in which case Marth can dash in with a sliding shield to begin a trap. Knockdowns are more frequent at low percents after connecting with a horizontal knockback move such as short hop F-air.
1. Position Marth just within grab range near a downed opponent.
2. Hold shield and wait for opponent’s response
a. They do a quick rise or get-up attack. Grab them. Be careful of the get-up attack though, as it deals increased shield damage.
b. They roll behind Marth. Short hop out of shield B-air to catch them.
c. They roll away from Marth. This option lets the opponent escape, unless they’re near a ledge, in which case a short hop out of shield F-air will catch them.
d. They remain downed to drain Marth’s shield. Use Up-B out of shield as a quick surprise attack.
Warning: Be sure to use out of shield actions properly by pressing the jump button while holding shield. Dropping the shield first and then acting will cost 7 frames.b. They roll behind Marth. Short hop out of shield B-air to catch them.
c. They roll away from Marth. This option lets the opponent escape, unless they’re near a ledge, in which case a short hop out of shield F-air will catch them.
d. They remain downed to drain Marth’s shield. Use Up-B out of shield as a quick surprise attack.
The Jab Trap
In terms of frame data and range, Marth's jab has been overshadowed by his D-tilt. But while D-tilt is perfect against ground approaches, it whiffs against short hops. Marth's jab covers the D-tilt’s weakness by being the perfect anti-short-hop tool.
1. Catch the opponent short hopping towards Marth.
2. Use Jab1. This move is Marth’s fastest attack, hitting on frame 5. The sword covers the aerial space in front of Marth perfectly, and its considerable disjoint (greater than D-tilt's) outreaches most characters’ aerials.
a. They get hit. Use jab2 if they weren't knocked far away enough. Jab’s weakness has been its weak hitstun, making it unsafe on hit against grounded opponents at low percents. However, airborne enemies can no longer shield in-between jab1 and jab2, making this combination safe again unless the opponent is close enough to use a fast aerial.
b. They airdodge. Use jab2. Jab1 can accept an input for jab2 as soon as 15 frames after hit. Jab2 hits on frame 3. This 18 frame delay is smaller than the 22 frames of landing lag from an airdodge, meaning the opponent will get hit.
c. They double jump away. Stop. Marth will recover 24 frames later, quick enough to defend against anything the enemy does next.
Warning: A tipper jab will always be safe on hit, but a non-tipper hit will let the opponent recover from hitstun before Marth until about 80% (earlier if Marth has rage). Marth can still be safe at lower percents if he hits from far enough away.b. They airdodge. Use jab2. Jab1 can accept an input for jab2 as soon as 15 frames after hit. Jab2 hits on frame 3. This 18 frame delay is smaller than the 22 frames of landing lag from an airdodge, meaning the opponent will get hit.
c. They double jump away. Stop. Marth will recover 24 frames later, quick enough to defend against anything the enemy does next.
The Tech Trap
This trap requires Marth has the custom move Dashing Assault (Neutral-B 3). The immense range, priority, and speed of Dashing Assault gives Marth unprecedented ground control, allowing him to punish options he couldn’t before.
1. Send the opponent into tumble state.
2. Charge Dashing Assault one roll’s distance away from the opponent, and wait to see what happens when they hit the ground.
a. They miss their tech. Release Dashing Assault. There’s a moment during a missed tech when the character bounces and can’t do anything.
b. They tech in place. Release Dashing Assault. This attack’s large hitbox and copious active frames make it easy to hit the tech’s short window of vulnerability.
c. They tech-roll toward Marth. Wait for the roll’s invincibility to end and then release Dashing Assault.
d. They tech-roll away from Marth. Unless there’s a ledge to stop them, the enemy will be able to shield before Dashing Assault reaches them—that is if Marth was using reaction. If Marth predicts a retreating roll, he can release Dashing Assault early in order to catch them.
The Edgeguard Trapb. They tech in place. Release Dashing Assault. This attack’s large hitbox and copious active frames make it easy to hit the tech’s short window of vulnerability.
c. They tech-roll toward Marth. Wait for the roll’s invincibility to end and then release Dashing Assault.
d. They tech-roll away from Marth. Unless there’s a ledge to stop them, the enemy will be able to shield before Dashing Assault reaches them—that is if Marth was using reaction. If Marth predicts a retreating roll, he can release Dashing Assault early in order to catch them.
Everyone knows about Marth’s superb off-stage game, but for those situations where Marth can’t go deep enough in time to intercept, he can instead lie in wait with this trap.
1. Knock the opponent off-stage, far enough that their only option is to grab the ledge.
2. Have Marth hang onto the ledge. This is the quickest position Marth can act from for the trap.
3. Wait for the moment when the opponent must use an offensive special move to recover or else self-destruct.
4. Place Marth directly in the middle of their intended recovery path and use Down-B. If Marth remains too close to the ledge, the enemy will ledge-snap with invincibility before the counter attack strikes.
5. The opponent is forced to activate Marth’s counter with their recovery attack, thus knocking them away. If they’re not KO’d, return to step 2.
Note: Replace Marth's Down-B with N-air to create a similar wall against non-offensive recovery moves such as Pit's Up-B.
The Item-Drop Trap
This is a powerful yet situational trap that can only happen in a few certain matchups. The easiest way to catch and steal an item is while doing a short hop airdodge.
1. Hold an item.
2. Short hop or full jump over the opponent’s head.
3. Wait until Marth reaches the apex of his jump.
4. Release the item by inputting the grab button without a direction.
5. Fastfall.
6. Marth will land before the item does, free to react to whatever happens next.
a. They get hit. Free combo of Marth’s choice.
b. They attack Marth. The item will hit them.
c. They shield or spotdodge. Grab them as the item bounces.
d. They dash or roll away. Catch the item before it touches the ground and throw it.
e. They jump airdodge and catch the item. Use the landing/jab/air trap depending on how they jump.
b. They attack Marth. The item will hit them.
c. They shield or spotdodge. Grab them as the item bounces.
d. They dash or roll away. Catch the item before it touches the ground and throw it.
e. They jump airdodge and catch the item. Use the landing/jab/air trap depending on how they jump.
List of catchable items that can appear in a normal match:
- Sheik’s grenades.
- Pacman’s fruit.
- Diddy Kong’s bananas and peanuts.
- Villager’s chopped timber.
- Link’s bombs.
- Toon Link’s bombs.
- Peach’s turnips.
- Bowser Jr.’s mecha koopas.
- Megaman’s metal blades.
- R.O.B.’s spinning tops.
- Robin’s tomes and swords
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