In fighting games, each character controls a certain amount of space with the tools that they are given. For example, in Street Fighter Ryu can control the ground with his fireballs while having a very reliable anti-air approach move with his Shoryuken. This can really limit your opponent's options in how they approach and how they must condition you in order to get inside and deal damage.
Imagine Ryu, or even Sagat if you want a gayer character, standing a good distance away from their opponent, now put imaginary "zones" for the space that they control and where it is not safe for their opponent to go... Got it? Their opponent can only advance slowly through their projectiles and going to the air is not a safe approach option due to their anti-air moves. These are very rewarding zones for these characters to be in because they must force their opponent to get around them which may not be easy, all the while they are completely safe.
That was just a short introduction to zones for those who may not be fully familiar with what I'm talking about. Now I'll apply it to Smash and more importantly Marth's game. Do note that this isn't "just spacing."
Marth's Good Zone
I'll be using Sheik for our dummy opponent in this demonstration.
So let's see here...
Sheik is right at Marth's tipper range in this situation. Precisely the area where Marth wants to keep her throughout the match. Why? Sheik can't reach. Let's take a more in depth look at this situation...
Obviously, Green is good, yellow is meh, and red is bad.
When Sheik is in the green zone that means the tip of your sword is in the green zone. Your sword is your pew pew laser and is how you maintain safety while dishing out damage. Notice how the green zone even extends for aerial approaches by Sheik, that's because Marth's hit boxes extend to this zone and/or his aerials beat Sheik's. Not to mention, Sheik isn't exactly the best at being safe even when her aerials are spaced.
Your dtilt easily extends into this zone and your fair does as well when slightly leaning forward. Your up tilt, ftilt, and fair destroy the upper green zone.
Now for the inner yellow zone (the one closest to Marth). This is actually Sheik's primary spacing location because it's where her ftilt (her bread and butter) will start to reach. Marth isn't at a total loss here, but he did give up his safest and most effective zone and is no longer at tipper range. However, dancing blade punishment is at its prime here and Marth can still retreat a fair to reset the situation.
When we come to the inner red zone Marth's options are... grab? And obviously this isn't a good idea unless you're shield grabbing in this situation. If you use Marth's jab you will be hitting them with your wrist basically, very un safe. SHEIK however, has a very good jab and debatably a more rewarding grab game. She will win out here, Marth has no safe options unless Sheik hits his shield with something laggy. Find a way out to reset your zoning.. Getting grabbed by any character is a bad thing with Marth. Marth has a hard time getting out of certain traps, especially if he's put into the air.
Outer yellow. This isn't too bad, Sheik is still relatively close to Marth's tipper range.. he just has to jump forward a tad more for his fair or take a step forward. However, Sheik is starting to gain some more free room.. not want Marth wants in this match. Also, Sheik can attempt to stand just outside Marth's fair range and punish in between his attacks. NOTE: with characters that have more range than Marth (MK, DK, ROB etc), this is the zone they will try to keep you in. You'll be just outside your tipper range while being held back by their tilts.
Outer red. If you let Sheik into this zone then she has plenty of space to move about and **** you as she pleases. She can throw needles, find ways in with her dart like approaches, and if you resort to camping you'll get ***** twice as hard because it doesn't work vs her, just like a lot of characters. If this happens you want to close the distance quickly to limit her options back to nil. Go back and look at the green zone. Exactly WHAT can she do besides run away here? Marth is in full control, especially if Sheik is cornered in that situation.
Understand these zones. Understand Marth's options in these particular zones and even your OPPONENTS options. Knowledge of what your opponent can do vs Marth's range is vital.
Marth's Bad Zones
Below him
We've been over this situation a lot. Marth's laggy dair is very risky to use here, especially because the hit box doesn't stay underneath him for that long. Basically every character attempts to get Marth in this situation because they can all take advantage. Marth is juggle bait and his tools against it are very limited. Avoid this situation at all costs. When recovering don't land high every time, go for the ledge. It's safer.
Another bad zone...
Another bad zone is giving your opponent too much space. When your opponent has space they will take advantage. Falco for example, has one of the best control tools in the game with his lasers. He can bait, camp, condition, and set up with them.
Obviously, Marth can't do anything here. He has to close the distance to get back into that beautiful green zone. Because what happens when you get too close for Falco to laser? He can't do anything. He can't reach you and you can shut down his close-range game. His best option here is phantasm'ng away to reset the situation. This is the case with a LOT of the cast and is why Marth's green zone is super amazing.
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Under no circumstances in most matches should Marth willingly go beyond that green zone. You can safely attack here. Even if you are facing a character like Dedede, being able to dtilt him outside of his grab range is a great tool. A lot of characters will get frustrated and try and roll around Marth's green zone. Dancing blade easily takes care of this.
I may have forgotten some stuff, but we as a community should discuss Marth's zones more in depth and how certain characters can get around them/force Marth into them (his bad ones). Please, post away.
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This thread was inspired by HugS' blog: http://allisbrawl.com/blogpost.aspx?id=16108
Imagine Ryu, or even Sagat if you want a gayer character, standing a good distance away from their opponent, now put imaginary "zones" for the space that they control and where it is not safe for their opponent to go... Got it? Their opponent can only advance slowly through their projectiles and going to the air is not a safe approach option due to their anti-air moves. These are very rewarding zones for these characters to be in because they must force their opponent to get around them which may not be easy, all the while they are completely safe.
That was just a short introduction to zones for those who may not be fully familiar with what I'm talking about. Now I'll apply it to Smash and more importantly Marth's game. Do note that this isn't "just spacing."
Marth's Good Zone
I'll be using Sheik for our dummy opponent in this demonstration.
So let's see here...
Sheik is right at Marth's tipper range in this situation. Precisely the area where Marth wants to keep her throughout the match. Why? Sheik can't reach. Let's take a more in depth look at this situation...
Obviously, Green is good, yellow is meh, and red is bad.
When Sheik is in the green zone that means the tip of your sword is in the green zone. Your sword is your pew pew laser and is how you maintain safety while dishing out damage. Notice how the green zone even extends for aerial approaches by Sheik, that's because Marth's hit boxes extend to this zone and/or his aerials beat Sheik's. Not to mention, Sheik isn't exactly the best at being safe even when her aerials are spaced.
Your dtilt easily extends into this zone and your fair does as well when slightly leaning forward. Your up tilt, ftilt, and fair destroy the upper green zone.
Now for the inner yellow zone (the one closest to Marth). This is actually Sheik's primary spacing location because it's where her ftilt (her bread and butter) will start to reach. Marth isn't at a total loss here, but he did give up his safest and most effective zone and is no longer at tipper range. However, dancing blade punishment is at its prime here and Marth can still retreat a fair to reset the situation.
When we come to the inner red zone Marth's options are... grab? And obviously this isn't a good idea unless you're shield grabbing in this situation. If you use Marth's jab you will be hitting them with your wrist basically, very un safe. SHEIK however, has a very good jab and debatably a more rewarding grab game. She will win out here, Marth has no safe options unless Sheik hits his shield with something laggy. Find a way out to reset your zoning.. Getting grabbed by any character is a bad thing with Marth. Marth has a hard time getting out of certain traps, especially if he's put into the air.
Outer yellow. This isn't too bad, Sheik is still relatively close to Marth's tipper range.. he just has to jump forward a tad more for his fair or take a step forward. However, Sheik is starting to gain some more free room.. not want Marth wants in this match. Also, Sheik can attempt to stand just outside Marth's fair range and punish in between his attacks. NOTE: with characters that have more range than Marth (MK, DK, ROB etc), this is the zone they will try to keep you in. You'll be just outside your tipper range while being held back by their tilts.
Outer red. If you let Sheik into this zone then she has plenty of space to move about and **** you as she pleases. She can throw needles, find ways in with her dart like approaches, and if you resort to camping you'll get ***** twice as hard because it doesn't work vs her, just like a lot of characters. If this happens you want to close the distance quickly to limit her options back to nil. Go back and look at the green zone. Exactly WHAT can she do besides run away here? Marth is in full control, especially if Sheik is cornered in that situation.
Understand these zones. Understand Marth's options in these particular zones and even your OPPONENTS options. Knowledge of what your opponent can do vs Marth's range is vital.
Marth's Bad Zones
Below him
We've been over this situation a lot. Marth's laggy dair is very risky to use here, especially because the hit box doesn't stay underneath him for that long. Basically every character attempts to get Marth in this situation because they can all take advantage. Marth is juggle bait and his tools against it are very limited. Avoid this situation at all costs. When recovering don't land high every time, go for the ledge. It's safer.
Another bad zone...
Another bad zone is giving your opponent too much space. When your opponent has space they will take advantage. Falco for example, has one of the best control tools in the game with his lasers. He can bait, camp, condition, and set up with them.
Obviously, Marth can't do anything here. He has to close the distance to get back into that beautiful green zone. Because what happens when you get too close for Falco to laser? He can't do anything. He can't reach you and you can shut down his close-range game. His best option here is phantasm'ng away to reset the situation. This is the case with a LOT of the cast and is why Marth's green zone is super amazing.
---
Under no circumstances in most matches should Marth willingly go beyond that green zone. You can safely attack here. Even if you are facing a character like Dedede, being able to dtilt him outside of his grab range is a great tool. A lot of characters will get frustrated and try and roll around Marth's green zone. Dancing blade easily takes care of this.
I may have forgotten some stuff, but we as a community should discuss Marth's zones more in depth and how certain characters can get around them/force Marth into them (his bad ones). Please, post away.
---
This thread was inspired by HugS' blog: http://allisbrawl.com/blogpost.aspx?id=16108