We're not going to make this a "Who is more broken than Marth"discussion either.did you lot know that G&W dtilt
clashes with alot of marths attacks man thats a broken dtilt
Anyway, it does clash a lot, but our Dtilt out prioritizes it.
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We're not going to make this a "Who is more broken than Marth"discussion either.did you lot know that G&W dtilt
clashes with alot of marths attacks man thats a broken dtilt
You can DI behind him by tapping that direction to get thrown that way, from there, you can just roll away or tech away.I call it SH fair takes care of one dtilt at a time
Thankfully the G&W I play doesn't abuse the dtilt as much as he should.
Also against G&W is it better to tech d-throw or not at all? I mean I'm only asking this because teching sets up for a ridiculous u-smash tech chase which he has. So is it better to take the chance of getting hit by u-smash while teching or not tech and get hit by a d-smash, worst case scenario.
That's why you DI the throw to make you appear behind him. Most people don't know you can DI the throw in that fashion so it'll force the GW player to guess how you'll get out. From then, you can tech or roll out/stand up.lololololololololololol
Whew stepmania skills helped me pull of that one in .2 sec
Anyway, true Viet. The usmash does have a slow start up time so its possible to interrupt, however, if you tech in place they can easily grab you again. But then there's that whole play smart thing.
In reality I think I'm just jealous G&W has such an amazing tech chasing inducer that doesn't Marth have.
1. That's why you make yourself go behind him from the Dthrow instead of in front sparingly. Mix up how you DI it, how you tech or roll out to keep him guessing. If he doesn't suspect it, he won't pivot grab in time, especially if you DI behind him AND tech away. Like I said, he can counter your responses, but he's not a level 9 CPU. Keep him guessing and he can't counter your responses all the time.Well pivot grabbing is pretty **** and not that hard to do. Btw if they just decide to single jab>grab it can also catch you if you DI behind him. Although I believe you could DS the grab, but you can pretty much DS everything in this game XD.
Is G&W's grab range big or just average? And what is your best option against his dash attack besides countering and DS'ing?
Edit: What makes G&W's dash attack "good" when it is slow as hell?
Game & Watch - Someone got buffed. Alot. Wow. Holy cr*p. >_> So yeah, he is a force to be reckoned with. He has slightly less range then Marth in the air and a Uair that will push you up even if it doesn't connect. Also his Bair tends to shield stab unless your shield is near full. His grab can set up a tech chasing game, but remember that you can tech the d-throw much like Fox and Falco's D-throw in Melee. You can tech in place or roll in either direction. You can also DI left or right to alternate where you land when you hit the ground. His d-tilt has good range but you can outspace it as well as all his other moves. You have the advantage in range and speed, while he has the advantage in kill moves. His Dair is safe on block so don't bother trying to punish him for it when he uses it. You can't really gimp G&W since his recovery is so good, but that's ok since he is one of the games feather weights and he will die early even from non-tipper smashes. So since G&W's kills very well and he is light you will both be killing at the same percents more or less. This is a match where you can camp pretty easily and adjust your spacing easily as well since G&W's projectile isn't good and you have more range then him. So just rely on your fairs, f-tilts, d-tilts superior speed and mobility to keep him out and force him to get past your blade. Punish him for any errors and you should come out on top. But be very careful. G&W kills at obscenely low percents even with good DI, so watch that spacing.
G&W's advantages
- Better kill moves
- Lasting hitboxes
- Better recovery
- Great offense/pressure game
Marth's advantages
- Faster and has more mobility
- More range
- Heavier
- Awesome defensive game
Marth vs G&W is one big spacing war. On paper Marth has more things going for him. More speed, more range, he has answers for G&W's offensive game and G&W can't really edgeguard him effectively. But in the match-up G&W's raw killing power is enough to keep him in the game and make the match very close.
In this match G&W can't abuse his offense as much. Doing aerials to up b to more aerials takes a hit due to Marth's range and his counter. After the first aerial Marth can just counter and stuff G&W. And if G&W doesn't space perfectly on Marth's shield he eats up b. If he does Fair on Marth's shield he could eat an U-smash. G&W also can't abuse his up b to dair or fast falling aerials also due to counter and Marth's U-smash.
G&W must play more patient then he is used to I would imagine. This is actually probably the most boring match-up for G&W players since any carelessness or miscalculation will be punished by Marth. So the safest thing to do is just Turtle dance, but Marth can play that game equally well with his good aerial mobility. He can weave back and forth in the air with ease just as G&W can. And since Marth has more range, he has a bit more leeway then G&W.
G&W however has the ability to simply throw out kill moves when Marth is at higher percents. His kill moves are fairly safe on block unlike Marth's. So he has more leeway in that department. Still G&W is second lightest in the game and a tipper is devastating. And don't think Tipper F-smash is the only threat. Tipper D-smash is Marth's second strongest smash attack and can kill G&W in the mid 90's. Untipped it can kill in the low hundreds and it comes out in frame 6. Also Marth's tipper F-smash is actually pretty safe on block so be aware of that.
Edgeguarding...bah. Neither character can really edgeguard the other. Although G&W might be able to get some hits in a bit better then Marth can because he has the better recovery.
Also be aware that Marth doesn't have to go air to air to beat G&W's aerials. He could just do an f-smash or an f-tilt to stuff G&W's aerials.
The key to this match-up is patience.
Correct me if I'm wrong, but can't G&W dthrow into smash and insure a hit?Exactly how is he going to land a kill move?
The safest way to landing a smash out of a dthrow techchase, which usually results in a hyphen smash. His fair has nice knockback and comes out really fast. Chair also kills at higher percents (150%?) and it is also really fast.Exactly how is he going to land a kill move?
Marth really shouldn't be getting grabbed too often though. I agree with the rest.The safest way to landing a smash out of a dthrow techchase, which usually results in a hyphen smash. His fair has nice knockback and comes out really fast. Chair also kills at higher percents (150%?) and it is also really fast.
I agree that G&W has a hard time landing smashes. The trade off is, his smashes can kill heavyweights at around 100%, and it can kill lighter characters in the 80's. G&W is all about punishment; he waits for his opportunities to land his kill moves. If you roll the wrong way, if you spotdodge one too many times, if you miss a counter, you will be brutally punished for it. If marth spaces correctly, a G&W should NEVER be in grab range. Be careful with DB, b/c if he shields the whole thing, he can smash you or do a dthrow into whatever followup on you.Marth really shouldn't be getting grabbed too often though. I agree with the rest.
Whatever, i'm suddenly fine with 60 40.
How does G&W camp with Nair? And why can't Marth just counter/f-tilt/f-smash/use any other move that outranges it?His N-air edgecamping is also really good, so it's not worth trying to punish him at the ledge.
Not that it's game breaking or easy to replicate, but if G&W baits a counter, he has an opening for a smash. It's happened to me before, and it sucks.Exactly how is he going to land a kill move?