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Smash Lord
It does kind of suck. I've learned to play well against MK, but I still suck vs snake.Is having a bad matchup against the two best and most overused characters in the game a weakness?
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It does kind of suck. I've learned to play well against MK, but I still suck vs snake.Is having a bad matchup against the two best and most overused characters in the game a weakness?
^ too add more MK d tilt out ranges u too and u trip sometimes which is gaycan i say.. about his sword length agasint MK is... CRAP xD i cant even get to MK with any moves! esp trying to shield roll past him and he does a D-smash that just ticks me off
yeah.. he dies from DK so fast.. ugh.. juggling.. u got that..
does suck on wifi = weakness?
does... this count? People who havent played marth yet thinks marth is OP xD stupid stupid people...
AND since perfect shielding is alot easier in brawl (well i think so) ur F-smash can get nulled pretty easily.
Maybe it's just because I haven't found the correct way to play the matchup despite reading your advice on it EL, but it seems to sway in Snake's favor not a lot, but about 5-10%. Jesus **** is Mortar Sliding annoying because as you said, Marth above his opponent has few choices and that magical slide sends you in that uncomfortable upwards area. Nades are always annoying, too, and his upsmash as well and both also set you up for an undercarriage assault.Marth vs Snake is either even or very close to even.
Marth can put Snake into very bad situations.
Consider a fast, ranged tilt such as the one belonging to Snake (ftilt) or Samus (Dtilt)I never said u-tilt was safe. Like...ever.
F-tilt is safe depending on the character. Against MK, Sonic or faster characters then no, it's not. But characters like with more average speed can't really punish a fully spaced f-tilt on block.
Punish with a jab or a tilt? No.
Running grab or dash attack is all anyone can really get.
It is on topic, because it's definitely a weakness if he has a rough matchup against Snake and MK. And he can actually come down with his down b and his dair too, down b being more annoying but that's besides the point.snake cant really attack from below.. unless its a B-air so yes once u get him into the air he has to come back down asap xD
but.... yea.............................................. back on topic xP
Ike is solid: That in of itself does suck, but it has a greater affect on his gameplay.
Marth is weak from the bottom.
I will add that now.
That sucks for a lot of mainers.....well other than that the consistency of the player plays a big part on Marths end. As all Marthers know F-smash is your friend and enemy. Using F-smash to punish wears it out but sets up your opponent for the dreadful edge game. Saving F-smash until your opponents percentage is high enough allows you to kill even if it isn't a tipped hit. It would be at its max power and even if you threw out F-smashes during the match, they only decay if they connect. But then again it will tamper on the way people play Marth. I still believe Melee Marth has a chance but I know he isn't the best Marth to be played at the moment.Yes, don't play him like melee. This is a different game.
Because of the physics and the new shielding system which seemed to have gotten a buff. Melee Marths are sometimes the ones that come in with a lot of aerials and still depend on a heavy aerial game. I say this because people say I have a Melee type Marth so Im going on what I know. I guess you could say a Brawl Marth is more patient and opens up their options and using a mixture of ground game and aerial game. Thats just me though. Somebody might have a different opinion.What, exactly, is a melee Marth?
When I watch videos of M2K's Marth then watch a guy like Danimals play, Brawl Marth and Melee Marth look a lot alike. A friend says I play Marth too much like the melee version. What's funny about this is I never played melee. LOL
I don't see the difference. All the really good Marth's I've seen play a lot like M2K's Marth.
Sudsy, please go away. You aren't really contributing constructively to this helpful conversation in any way.Yes, because " It seems Emblem is such and such" implies that, right?
No keyword or anything...
I should have specified that I wasn't talking about anything specific. The means by which you would realistically attack people IS tilt, jab, aerial, combinations, in general. Circustancially it will of course vary, but that covers most of the area in which Marth actually gets attacks in.I'm sorry, but Sudsy seems to think Marth's metagame revolves around tilts. He needs to look into the pressure marth can put on the shield.
Tears up? Theoretically? Yes, if you assume the opponent WILL get caught in it. In that case, any character could have a valid argument for him. When should you do dancing blade? When your close? In that case, your opponent should already thinking to get away from Fsmash, dtilt, jab, or fair, so the move itself isn't so much as the cause for success here as your opponent's mistake is.Dancing blade tears up spot dodging and shields (shield poking easily with the five stab hit at the end), shieldbreaker will bring someone's shield to the size of an uncharged aura on Lucario if it doesn't break it.
It just seemed to **** the shield TOO hard. Like...spiky iron handcuffs in a secluded back alley on a cold winter's night kind of hard.Marth would **** this game if he had a spammable kill move honestly. I understand why they didn't give him one.
Also good work on f-tilt.
Still doesn't matter though.
ROFL.
Also what is weird about Shieldbreaker ****** a shield?
The thing is, Marth's tilts and aerials excel at this.I should have specified that I wasn't talking about anything specific. The means by which you would realistically attack people IS tilt, jab, aerial, combinations, in general. Circustancially it will of course vary, but that covers most of the area in which Marth actually gets attacks in.
Shield pressuring is offense...I didn't make any mention of shield pressuring because, again, I was talking in general about his offense. I've played Marth since Melee came out, I'm very familiar with him, but I thought it was implied by my post that I was talking in general. I'm not ignorant, I just don't think the reasoning provided for certain qualities are very pragmatic, considering they overwhelming don't seem to think of the opponent's best option at certain times either.
Range (spacing is how you utilize range) is the actual attribute, and yes, nothing does anything unless they're utilized. However, they improve on the basic character, and a character with them is going to be better then a character without them.I could very well be wrong, I just don't think the reasoning provided is truly valid.
Spacing, power, and speed are all great, but they don't do jacksquat if your opponents play around you if it's an explicit strength. ( not that marth necessarily has those traits, I was just throwing out basic ones) I admit that even my reasoning isn't fully circumstancially based, and that is my fault.
He said "punish", if your opponent spotdodges or rolls, there are vulnerability frames which you can use to guarantee a hit with dancing blade.Tears up? Theoretically? Yes, if you assume the opponent WILL get caught in it. In that case, any character could have a valid argument for him. When should you do dancing blade? When your close? In that case, your opponent should already thinking to get away from Fsmash, dtilt, jab, or fair, so the move itself isn't so much as the cause for success here as your opponent's mistake is.
It refreshes moves, is more finely controllable, can poke through shields, can actually punish roll/spotdodging, has a very short start-up time, does good damage...When in range AFTER you press the button? In this case, if you're not planning on getting out of the way ( which is typically a bad decision against Marth), and shield, you will be placed in a bad spot. Of course, again, the success of the move in this case is too heavily depending on an opponent's mistake: there are a couple of moves that you might as well use in these two cases--dancing blade isn't necessarily a better option than a couple others.
If you're fortunate enough to have your opponents to make a mistake, I don't even see dancing blade yielding better results than dtilt, dtilt, jab and/ or fairs, especially since the circumstances make your opponent open for it to work, regardless if it's an often used combo or not.
Then you don't understand, most characters don't have poking moves with Marth's range, most chars can't punish roler/spot-dodgers with such efficency, need I go on?I don't know. I can't help but credit SAFE Marth play and opponent's mistakes for the Marth play I'm visualizing from the majority of posts here: the circumstances really seem to be great enough for ANY character to do well in, not just Marth and his distinctive qualities.
Maybe that's my bad.
Oww....I didn't know things could get ***** that hard. And Dr.Stein is by far a godly character.It just seemed to **** the shield TOO hard. Like...spiky iron handcuffs in a secluded back alley on a cold winter's night kind of hard.
Normally, an uncharged shieldbreaker on a strong shield wouldn't break it unless said shield was at least half-sized.
*mumble mumble I'll go test it mumble*
I feel like Dr. Stein from Soul Eater. OMG DISSECTIONZ!1<3
SOUL...TWIN LANCE!Oww....I didn't know things could get ***** that hard. And Dr.Stein is by far a godly character.