Mario
Go ^_^
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No it wasn't.This match-up was far worse for Mario in Melee.
Wasn't it 8:2 Marth in melee? Marth was like his worst match up.No it wasn't.
The main moves to abuse FIHL on are Marth's Fair and Nair, it works on his other aerials but he won't be using them nearly as much as those two. Marth's aerials are fast, but you can still use the FLUDD on them unless you're like right next to him. Marth will also try hard to refrain from using his Up B as a finisher when playing you since most good Marth players know it's literally a free stock for Mario if he misses, but most Marth players rarly use it anyway unless they're sure they can hit you.Yea, pretty much what Judge Judy said. I usually like to use D-air (Mario tornado) more in this match-up due to how annoying it can prove to be. Fireballs are also really annoying too. I find it actually pretty much easy to gimp Mario in Marth's case, just be careful of certain stages or else you will get staged-spiked.
Edit: I'm curious to know, Judge Judy are any of Marth's moves affected by FIHL? (FLUUD Induced Hit Lag, for those unaware of the term) Marth's aerials all seem to come out too fast, and don't have any long lasting hitboxes. (Such as Game and Watch's b-air.)
It was like 65:35 or something. Mario combo'd the balls off of Marth, and edgeguarded him pretty well too.Wasn't it 8:2 Marth in melee? Marth was like his worst match up.
Fireballs have low priority but they're used for spacing and controlling approach; they aren't purely for spam, they're for disrupting atks and approaches.Fireballs are a crappy projectile. You shouldn't have much trouble getting around them. Perfect shield them if necessary. Honestly, I find it pretty easy to simply weave between them. I only find them a bit annoying off stage.
You can't counter Mario's Up B, he's invincible during it; Marth will attempt to counter Mario's Up B but Mario will simply go through it unharmed due the Up B's invincibility frames.counter his Smashes and UpB
Granted I did mean Mario's fireballs were a crappy projectile in the "projectile" sense, as Pierce already said, there are still a lot of options for dealing with them when Mario is on the approach.Fireballs have low priority but they're used for spacing and controlling approach; they aren't purely for spam, they're for disrupting atks and approaches.
You can't counter Mario's Up B, he's invincible during it; Marth will attempt to counter Mario's Up B but Mario will simply go through it unharmed due the Up B's invincibility frames.
Marth could DI away and Fair every one of Mario's combo attempts. This was the biggest problem vs Marth in melee.It was like 65:35 or something. Mario combo'd the balls off of Marth, and edgeguarded him pretty well too.
Shiek was harder.
Not really as bad as you might think. As long as we stay close to the ledge, caping Marth gets simple as well, even without Fludd. We also have a pseudo Link ledgestall for invincibility frames. Capeglide's also an option.Apart from Fludd, edgeguarding Marth is just unwise for Mario.
I wouldn't say "super easy" but it's still an option. Our fireballs during recovery protect most approaches offstage, but if Marth happens to get past that, Fludd completely kills all edgeguarding possibilities. Marth's weight allows him to be pushed very far if Fludd is charged and he's in the air. Our upB stagespikes if we're close to the stage. It's never THAT easy to gimp Mario, it's usually the hit that sent us out that far that screws our recovery more than anything.It would be 65:35, but Mario's recovery is BAD, and Marth's edgeguarding game is GREAT, making it SUPER EASY to gimp Mario. This seems to secure it at 70:30
Okay, so these are Marth's recovery positives.More range in the air, ALL disjointed aerials, more range on UpB, invincibility on UpB start up, our UpB also stage spikes (I play a little Mario, I like their similarities.)
Still, it's effective vs Marth.Cape hogging is good, but not OMFG awesome edgeguard strat.
Mario can with capeglide as well...just...can't do much while we're out there aside from Fludd or Uair. Marth's definitely better at this, I'll agree.Marth can chase you WAY off stage and be safe.
Yeah? Fair's a big reason why Marth > Mario in this matchup. Not doubting how epic both attacks are.Seriously, have you seen Marth's fair/bair?
It does go through literally anything if you time it right but it's far too punishable for such little to gain.Also, I suspect that Mario's invincibility on UpB OOS is not really invincibility. I know Teh-Spammer tested this the other day on Bowser's fire-breath, but fire breath can be fanned (the hitboxes cancelled out by other higher priority non-projectile hitboxes) and Mario's UpB is fast and good.
It's still a favorable punishing option I use sometimes though. Try using it to interrupt R.O.B.'s dsmash or G&W's turtle. If it works, it's invincibility.
BTW, even if it is invincibility, does Mario's UpB outta shield hit Marth after a fully spaced Fair? If it is invincibilty though, it's a sexy option to punish Dancing Blade without risking shield poke/letting your shield get *****. Plus it deals good damage and knockback. TBH I hope I'm wrong about the no invincibility theory. It would make Mario move up on the tier list.
None of Mario's attacks from off the stage can gimp any player (not just Marth) that knows how to DI up, except cape. It's hard to hit Marth with cape, because Fair outranges it, and I'm pretty sure you have to hit Marth's hurtbox, not his disjointed sword hitbox. Also, how do you plan on safely Uairing Marth offstage?Mario's Up-B is invincible upon start-up. After that there's no more invincibility.
Marth's anti-edgeguard isn't entirely reliable against Mario. Yes, you can push him away, but Mario has fireballs. Fireballs can keep Marth distracted and allow to hit. Capeglide can also quickly get in Marth's face for a U-air. Mario can also attack from the ledge with B-air, but that's not so smart due to Marth's Up-B. Seriously, it doesn't take a lot to edgeguard Marth due to his horrible lack of horiztonal recovery. One U-air can do the trick.
This feels a lot like an Ike matchup btw.
Fixed65:35 is what this match-up should be.
I play one of the best mario's and also get to play boss's mario sometimes.
Its 65:35.
You can fan his fireballs while doing f-air or just perfect shield them while you're on the ground
The only people Mario can't edgeguard are characters who people who can recover very high, such as R.O.B. But Mario can literally gimp well from any angle otherwise with the cape glide, the FLUDD, fireballs, and the cape; give Mario some credit for his superior edgeguarding abilities. Plus, people who recover high are typically harder to edgeguard in general anyway.None of Mario's attacks from off the stage can gimp any player (not just Marth) that knows how to DI up, except cape. It's hard to hit Marth with cape, because Fair outranges it, and I'm pretty sure you have to hit Marth's hurtbox, not his disjointed sword hitbox. Also, how do you plan on safely Uairing Marth offstage?
Once again I ask, have you seen his Fair?
Fixed
How do you do vs Boss? Also, saying "it's 65:35" isn't really convincing me. Persuade me a little.65:35 is what this match-up should be.
I play one of the best mario's and also get to play boss's mario sometimes.
Its 65:35.
You can fan his fireballs while doing f-air or just jab them to keep him from coming in
What can Marth do if the opponent DIs up?None of Mario's attacks from off the stage can gimp any player (not just Marth) that knows how to DI up, except cape. It's hard to hit Marth with cape, because Fair outranges it, and I'm pretty sure you have to hit Marth's hurtbox, not his disjointed sword hitbox. Also, how do you plan on safely Uairing Marth offstage?
Once again I ask, have you seen his Fair?
Mario's downwards glide glide can still intercept Marth Up B and prevent him from sweetspotting. Also, the cape teleport has a chance of coming into play since it allows Mario to cape Marth as he sweetspots but I still doubt it'll happen since the timing is near impossible to do consistantly anyway. FLUDD and fireballs are Mario's main form of defense off-stage, fireballs are possible to get around but the FLUDD usually is not. The prime advantage Mario has when edgeguarding is that he has numerous options and most of them cannot defended against if executed properly.Edgeguarding Comparisons....
In the end, if you recover low, and sweetspot your up b, you will avoid the cape FLUDD. Easier said then done however. Mario can also hug the ledge and sometimes snag a free KO. However the doplhin slash may hit Mario if his invincibility frames wear off. As said above, Mario should NOT attempt to go after Marth. One up b and he could be stagespiked.
When Mario is on the edge of the stage and Marth is recovering, its a wait and see game for Marth. Marth needs to guess which one of the options Mario will use and get around it.
The other way around, Marth can simply do a falling fair and grab the ledge for a KO.
More than any other character in the game.I'll stand by 65:35(how many freaking 65:35's and 60:40's does marth have?)
Mario also has just as good juggles as Marth and almost as good priority (Those tips are nasty). Marth has range, that his prime advantage, even his speed really isn't that much greater than Mario's. Marth's range gives him a large edge but it's still partially counteracted by the fact that Mario can still deal with people who out-range him. Up close Mario and Marth breaks even, but with good spacing Marth can still abuse his range and speed enough to overwhelm.This can't be 60/40. All Mario has on Marth is FIHL and good edge guarding. That's it.
Marth dominates on the stage. Mario can only try to play defensive and try to hit Marth off so he can go for a gimp.
Marth overall has much better tools and takes control of the match from the moment the announcer says GO!!!!
More range and can easily contend with Mario's fireballs.
Also I wanted to ask about caping recoveries. Since Marth goes straight up, if he is caped during his up b could he still grab the ledge when he gets turned around?
It's been know for quite some time that Marth has the second best match-ups in the game, as well as no hard counter. However, he's not S-Tier, because he lags broken stuff (IE: Tornado, 2 hit **** range Ftilt, Chain Throw at any %, Turtle, Lasers, Recovery and Camping).How do you do vs Boss? Also, saying "it's 65:35" isn't really convincing me. Persuade me a little.
And everyone can jab Mario's fireballs, they don't have good priority. I guess they're useless right?
What can Marth do if the opponent DIs up?
Cape hits fine if you space well, you just can't try and use it aggressively like Marth can use Fair. It usually follows Fludd anyways, which makes landing the cape much easier. I'm not sure about where you have to it, I just know that it hasn't ever really given me a problem.
Uairing alone isn't safe at all. Uair after capeglide is alot more plausible a strategy.
Yah, but Mario still ***** Marth much harder off stage than vice-versa; Marth doesn't have the defenses Mario does off stage, nor does he have the options. A disjointed hitbox is not enough since Mario's FLUDD does not have to hit your hurtbox to stop you. Also, Mario's cape glide is fast enough where Marth cannot outright stop it.It's been know for quite some time that Marth has the second best match-ups in the game, as well as no hard counter. However, he's not S-Tier, because he lags broken stuff (IE: Tornado, 2 hit **** range Ftilt, Chain Throw at any %, Turtle, Lasers, Recovery and Camping).
Plus, he does poorly or average against all of the S-Tier.
If the opponent DI's up, Marth can Fair them again, and retreat back to stage, and Bair, or Fair AGAIN. And continue doing this until the mindgames he's using to connect these moves (IE: waiting out airdodges, baiting moves, Dancing Blade stall, etc) don't work any the opponent gets back to the ledge. However, Mario cannot do this to Marth, because Marth outranges him with a disjointed hitbox.
Seriously, Marth ***** Mario off stage.
Mario's close range game is pretty good vs Marth and effectively racks up damage. With Marth being one of the lighter characters, Mario can reliably KO him around 100% and sometimes lower. Usmash kills at pretty decent percentages as well and is as easy to land as TL's Usmash. From my understanding, Marth doesn't have many options from below and with vertical KOs being so important in this game, this is a pretty big plus.This can't be 60/40. All Mario has on Marth is FIHL and good edge guarding. That's it.
Indeed, from the start Marth can freely approach aggressively and with little risk to himself if spaced well. It doesn't take much for the tide to change, however, because once Mario's on the inside, we have just as much freedom. All it takes is for a fireball to land, a badly spaced Fair, powershielded Fair, FIHL on Fair or something of that nature and we're on the inside, with only dancing blade to worry about.Marth dominates on the stage. Mario can only try to play defensive and try to hit Marth off so he can go for a gimp.
I agree. From the beginning, it's Marth's serve, and it's our job to try and find a hole to safely approach thru. Not really a good position to be in.Marth overall has much better tools and takes control of the match from the moment the announcer says GO!!!!
Everyone can easily contend with Mario's fireballs since they have little priority. If they force you to space a Fair differently, or throw out a jab where you normally wouldn't have tho, it has done its job. That difference sometimes = approach.More range and can easily contend with Mario's fireballs.
Not usually. It does happen from time to time if the Mario isn't on the ledge, but not very often even then.Also I wanted to ask about caping recoveries. Since Marth goes straight up, if he is caped during his up b could he still grab the ledge when he gets turned around?
In close, we have pretty nice trap options as well. From Dthrow, it's always an RPS game and can lead to more damage than it's worth if you guess wrong.Anyway, I personally see this as 70/30. But that's just me. Remember that having good edgeguarding is nice. But like any other trap scenario it's not enough to have good trap moves, but also the tools to consistently create that trap in the match-up.
Not as much as you'd think. Marth's edgeguarding options are limited if we Fludd before you even get close. We also always have fireballs protecting our approach and capestalls for helping to deal with ledgehogging. Still effective, but less vs Mario.And Marth can gimp Mario and harass his recovery effectively as well.
I can agree here, although Mario has more plausible options than Marth does. Marth's is just harder to get around.Let me summarize the debate between Marth and Mario gimping off stage.
Mario CAN gimp Marth of stage and has the tools to do so, but Marth also has the tools to prevent it and punish him for failing to properly gimp.
Basically, it's risky business for both. Either one could loose a stock, though Marth is more likely to loose a stock when he's getting gimped because his options are a bit more limited.
The EXACT same thing is true vice versa. Marth CAN gimp Mario off stage and has the tools to do so, but Mario has the tools to punish him for failing to properly gimp. It's risky business for both and either one of them could loose a stock, though Mario is more likely to loose a stock when he's getting gimped because his options are a bit more limited.
Sound familiar?
It doesn't matter if he had NO bad matchups, we can't just assume he's good vs Mario based on how well he does vs everyone else. Mario has relatively low % KO moves vs Marth, simple edgeguarding/gimping, a combo game, and a projectile to aid in approach and racking up damage. The only thing Marth really has over Mario is range. It just so happens that range is enough to trump Mario because that's his biggest weak point, so that gives him an advantage. I just don't believe that it's as big as 70:30 or even 65:35 because of Marth's range.It's been know for quite some time that Marth has the second best match-ups in the game, as well as no hard counter. However, he's not S-Tier, because he lags broken stuff (IE: Tornado, 2 hit **** range Ftilt, Chain Throw at any %, Turtle, Lasers, Recovery and Camping).
I thought you meant options as reliable the ones used when the opponent is recovering lower. What you're describing is indeed an option, but Mario can do things similar to this. Reverse Uairs, upB and DJ'd Fludd can do the same thing you're saying here with baiting moves, capestalls and predicting airdodges/landings.If the opponent DI's up, Marth can Fair them again, and retreat back to stage, and Bair, or Fair AGAIN. And continue doing this until the mindgames he's using to connect these moves (IE: waiting out airdodges, baiting moves, Dancing Blade stall, etc) don't work any the opponent gets back to the ledge. However, Mario cannot do this to Marth, because Marth outranges him with a disjointed hitbox.
Not really. Aggressively using Fair and Bair are pretty good normally I'll bet, but Marth is so light, that Fludd pushes him away as you approach, far enough away so that we can safely grab the edge. The only defense against this is not letting us charge Fludd in the first place, since Fludd is a projectile.Seriously, Marth ***** Mario off stage.
I agree. Both must be careful either way you look at it.Let me summarize the debate between Marth and Mario gimping off stage.
Mario CAN gimp Marth of stage and has the tools to do so, but Marth also has the tools to prevent it and punish him for failing to properly gimp.
Basically, it's risky business for both. Either one could loose a stock, though Marth is more likely to loose a stock when he's getting gimped because his options are a bit more limited.
The problem I'm having is that Mario's defense is a projectile while Marth's is an attack. Why would we need to even get close to edgeguard them or let them get close to edgeguard us?The EXACT same thing is true vice versa. Marth CAN gimp Mario off stage and has the tools to do so, but Mario has the tools to punish him for failing to properly gimp. It's risky business for both and either one of them could loose a stock, though Mario is more likely to loose a stock when he's getting gimped because his options are a bit more limited.
Sound familiar?