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
So I think it's best if we as a community go over all the negative aspects of Marth's movesets and gameplay. There is no point in overlooking his weaknesses. We can't grow as Marth players if we don't confront those weaknesses and figure out ways around them. I will give a rundown of all of Marth's weaknesses that I have noticed. Feel free to post any weaknesses you think he has as well.
I will talk about ways to circumvent them as well and I encourage all of you to give your own thoughts and ideas about how Marth can deal with his weaknesses.
Here we go.
No safe kill moves
I figured we should start with the biggest weakness. Marth can't just spam kill moves like MK, Dedede, G&W and about 1/4 of the cast. If he does, he will be blocked and punished accordingly. This sucks. It sucks quite a bit. Would it have been so wrong to make Marth's U-smash safe on block? It's not extremely fast and it's his weakest smash in terms of knockback. Because of this weakness, Marth can only throw out a kill move when he wants to punish his opponent for a mistake, they happen to be in a bad situation and Marth can take advantage of it, or he is punishing their lag from an attack. So with Marth you either play smart or die.
Average recovery
Nothing to get too excited about here folks. In a game where people can glide, rocket boost, bounce off trampolines, float, and have multiple jumps Marth's recovery is lackluster. It's pretty good for someone with no special powers and abilities though. He has his neutral B which gives him a momentum boost and a huge boost when it's fully charged. And his side b lets him stall in the air. His up b is very fast with invincibility for 5 frames on start-up and is very fast as well. Still his recovery is pretty straight forward overall and the only reason he doesn't get gimped left and right is because his up b is really really good.
Weak throws
I would love to know how Snake does 12% damage by laying someone on the ground and Marth does 4% when he smashes someones head right into the concrete. It's...just not right. It's lame and stupid and I hate it. Marth has the weakest throws in the game in terms of damage and knockback. But..this works out for him. His low knockback sets up really well for his spacing. Still....4% damage? What were they thinking?
Knockback on untipped F-smash blows a$$
Seriously if you don't tip this attack it's not even worth your time. Not only is it unsafe, but it's not worth a d*mn unless you tip? Man, f*ck this move!!!! I seriously don't even use this move that much anymore unless my opponent screwed up their spacing against me and they are wide open.
No projectile
Sure Marth has the speed, range and pressure game to do well without a projectile, But would it be so bad if he was able to shoot light rays out of the Falchion? I mean Ike can do it in Path of Radiance and both the Ragnell and the Falchion are Divine swords sooooooooooooo.... >_> I know I'm grasping at straws here -_- Moving on.
Sucks on the ledge
Marth sucks at getting back from the ledge. His get up attack sucks so much, so no one is going to rely on it. All an opponent has to do is stand outside of it's range and then Marth's options become super limited. If he does normal get up he is screwed. If he rolls he is screwed. He can only really do a ledge jump, but if they know that's your best option then they will be ready for it. You can try ledge jump fair or ledge jump airdodge to circumvent this. Also ledge hop Nair is nice since jumping from the ledge keeps the angle at a good height and it's perfect for getting people off of you since it's a two hit attack that does good damage and has great knockback when tipped.
Dancing Blade loses effectiveness as shield pressure vs certain characters
If you pressure Dedede's shield with this you will get grabbed. If you pressure Lucario with it he will roll away. People with good rolls and good grab range won't fall prey to Dancing Blade as shield pressure. Which sucks major d!ck. How to deal with this? Psh. Don't use it as shield pressure vs them. It's that simple.
Average roll and dodge
In a game with super fast rolls and dodges, Marth's are mediocre which isn't good enough. Alot of characters can simply roll around and then punish with a fast attack. Marth can't do this. His gameplay requires alot more finesse and he isn't noob friendly at all.
Weak from the bottom
None of Marth's attacks are good for striking below him. Dair is very laggy so it's not a good option at all. So when being juggled Marth must try hit the ground as quickly as possible and avoid confrontation with his enemy. He has ways of doing this though. Nuetral b can push him forward and he can use side b to stall and mess with his opponent's timing. Of course fast falling needs to be used in order to hit the ground quickly as well. And Marth will need to time his airdodge correctly lest he be knocked into the air again and the process repeats itself. Marth can also attempt a counter when he is close to an opponent, but this won't work if they are directly below him.
Marth is a lightweight
Peach is heavier then Marth. Nuff' said.
Dash Grab has abysmal range
The range on this thing is a joke. You look at MK's dash grab then Marth's and you just gotta laugh. Do yourself a favor and stick to running shield grab. Dash grab ain't worth a d@mn.
Ok, so what else can everyone think of? There's probably more that I missed I'm sure. What ideas do all of you have to deal with his weaknesses.
Discuss.
I will talk about ways to circumvent them as well and I encourage all of you to give your own thoughts and ideas about how Marth can deal with his weaknesses.
Here we go.
No safe kill moves
I figured we should start with the biggest weakness. Marth can't just spam kill moves like MK, Dedede, G&W and about 1/4 of the cast. If he does, he will be blocked and punished accordingly. This sucks. It sucks quite a bit. Would it have been so wrong to make Marth's U-smash safe on block? It's not extremely fast and it's his weakest smash in terms of knockback. Because of this weakness, Marth can only throw out a kill move when he wants to punish his opponent for a mistake, they happen to be in a bad situation and Marth can take advantage of it, or he is punishing their lag from an attack. So with Marth you either play smart or die.
Average recovery
Nothing to get too excited about here folks. In a game where people can glide, rocket boost, bounce off trampolines, float, and have multiple jumps Marth's recovery is lackluster. It's pretty good for someone with no special powers and abilities though. He has his neutral B which gives him a momentum boost and a huge boost when it's fully charged. And his side b lets him stall in the air. His up b is very fast with invincibility for 5 frames on start-up and is very fast as well. Still his recovery is pretty straight forward overall and the only reason he doesn't get gimped left and right is because his up b is really really good.
Weak throws
I would love to know how Snake does 12% damage by laying someone on the ground and Marth does 4% when he smashes someones head right into the concrete. It's...just not right. It's lame and stupid and I hate it. Marth has the weakest throws in the game in terms of damage and knockback. But..this works out for him. His low knockback sets up really well for his spacing. Still....4% damage? What were they thinking?
Knockback on untipped F-smash blows a$$
Seriously if you don't tip this attack it's not even worth your time. Not only is it unsafe, but it's not worth a d*mn unless you tip? Man, f*ck this move!!!! I seriously don't even use this move that much anymore unless my opponent screwed up their spacing against me and they are wide open.
No projectile
Sure Marth has the speed, range and pressure game to do well without a projectile, But would it be so bad if he was able to shoot light rays out of the Falchion? I mean Ike can do it in Path of Radiance and both the Ragnell and the Falchion are Divine swords sooooooooooooo.... >_> I know I'm grasping at straws here -_- Moving on.
Sucks on the ledge
Marth sucks at getting back from the ledge. His get up attack sucks so much, so no one is going to rely on it. All an opponent has to do is stand outside of it's range and then Marth's options become super limited. If he does normal get up he is screwed. If he rolls he is screwed. He can only really do a ledge jump, but if they know that's your best option then they will be ready for it. You can try ledge jump fair or ledge jump airdodge to circumvent this. Also ledge hop Nair is nice since jumping from the ledge keeps the angle at a good height and it's perfect for getting people off of you since it's a two hit attack that does good damage and has great knockback when tipped.
Dancing Blade loses effectiveness as shield pressure vs certain characters
If you pressure Dedede's shield with this you will get grabbed. If you pressure Lucario with it he will roll away. People with good rolls and good grab range won't fall prey to Dancing Blade as shield pressure. Which sucks major d!ck. How to deal with this? Psh. Don't use it as shield pressure vs them. It's that simple.
Average roll and dodge
In a game with super fast rolls and dodges, Marth's are mediocre which isn't good enough. Alot of characters can simply roll around and then punish with a fast attack. Marth can't do this. His gameplay requires alot more finesse and he isn't noob friendly at all.
Weak from the bottom
None of Marth's attacks are good for striking below him. Dair is very laggy so it's not a good option at all. So when being juggled Marth must try hit the ground as quickly as possible and avoid confrontation with his enemy. He has ways of doing this though. Nuetral b can push him forward and he can use side b to stall and mess with his opponent's timing. Of course fast falling needs to be used in order to hit the ground quickly as well. And Marth will need to time his airdodge correctly lest he be knocked into the air again and the process repeats itself. Marth can also attempt a counter when he is close to an opponent, but this won't work if they are directly below him.
Marth is a lightweight
Peach is heavier then Marth. Nuff' said.
Dash Grab has abysmal range
The range on this thing is a joke. You look at MK's dash grab then Marth's and you just gotta laugh. Do yourself a favor and stick to running shield grab. Dash grab ain't worth a d@mn.
Ok, so what else can everyone think of? There's probably more that I missed I'm sure. What ideas do all of you have to deal with his weaknesses.
Discuss.