Sage JoWii
Smash Champion
Overview: Marth and his beastly sword join the Brawl! With long sword reach, quick attack speed and tippers to be feared, he is quite a force to be reckoned with. The tiara wearing swordsman wants a piece of marshmallow but with those big shoes on Kirby you can prevent it.
Kirby’s Pros and Cons:
+ Deceptively good Bair.
+ Great grab game for racking damage.
+ Good aerial game for baiting/ aircamp + gimping.
+ Strong Kill move (when fresh) for moderately early kills.
+ Small size helps avoid tippers.
-Light; tippers are lethal.
- Fairly predictable jump patterns for edgegaurding.
- Lacks approach option.
Marth's Pros and Cons:
+ Good defense and approach options
+ Nice range + excellent zoning capabilities.
+ Great Punisher
+ Combos very well.
- Predictable recovery = Easier gimps.
- Heavily dependent on (near) perfect zoning to avoid damage.
- Outside of tippers no great killing options.
Watch out for:
UpB (Dolphin Slash)– Marth can UpB OoS, out of Kirby's grab combo, to recover, for no f'n reason, etc. and has good knockback.
Grab > ____ – At early percent grab>Fthrow will lead to a Fsmash. > UpThrow will lead to a few aerials and >Fthrow means a Fair or if incorrectly DI'd a Fsmash. Expect the grab> Dthrow combo often as well..
Dancing Blade – If Marth want to punish, expect him to Dance on your face. There are several variants and they can setup into pursuit by Marth or just as a GTFO.
FAir – Expect Fair as approach, or retreating Fairs for defense. It combos into itself and is great for zoning. Don't eat too many trying to approach or you'll find an unexpectedly high damage percent.
How to win:
Bait – Bait the UpB out of your grab combo, after a few hits from your jab combo, off the stage, etc. Bait Fairs to land Bairs or set up a grab. The more you bait, the better this matchup is for Kirby.
Gimp – When you get Marth of the ledge he has two options. OverB for horizontal recovery or UpB for vertical recovery; Hammer the OverB or Dair it. As far as the UpB you can either bait it and edgegaurd, or rock it. Your best bet is to edgegaurd it but for a little extra damage rock can help.
Bair – Bait and Bair. Simple as that.
Read your opponent– Read his UpBs out of your grab combo so you can punish the landing while avoiding the damage. If you hard read his UpB while you grab combo, he'll be weary of UpBing out of the combo again. If you read the Dancing Blade you can roll behind him between the 3rd and 4th hits to Fsmash him or just grab Marth between the 3rd and 4th hits. Every time you read Marth you scare him into just a little bit more damage and you can soul-crush an opponent into thinking your Kirby is too good to beat. Imagine being a player and everytime you went to punish or get away from your opponent they read you and punished you with a strong smash or killing move: how would that make you feel? Exactly.
Spit out or Swallow?
Spit. If you want the shieldbreaker then go for it but you then rule out the option of Kirbiciding if Marth tries to prusue off the stage. It also rules out the option of spitting him under the stage.
What NOT to do:
Play aggressive. – If you rush in you'll eat an UpB, a retreating Fair, grab> ___, etc. Kirby's best option is to play a super defensive, bait and punish game. When you rush in you're risking damage percent that you don't need to eat.
Be Predictable – Dont be predictable with your recovery or in general. If you're predictable with how you recover you may get spiked or edgegaurded where you'd otherwise have lived. If you are playing predictable in general prepare to get read with an UpB, Dancing Blade, Fair, etc..
Spam FSmash – It's good for racking damage but when Marth finally gets to 130~% and you have him on the edge, you'd like to kill him right? Well if you've been using Fsmash too much you'll have to refresh it and waste valuable time and possibly damage percent where you would've killed him already had you kept Fsmash fresh.
Stages (in order of priority):
FD – No gimmicks, no worries. Open area to aircamp and play the baiting game. Don't let Marth get momentum though.
PS1 – Always a good Kirby stage. Windmill will help Kirby live longer when you tech it. The assorted terrains and platforms will help Kirby aircamp and the lip on the ledge may help to gimp Marth. (It's about maximizing potential in your favor).
Lylat Cruise – The tilting of the stage can help Kirby gimp! The platforms offer a safe touch down are for your air camping and with the stage being uneven Kirby's FC is a bit more usable.
Rainbow Cruise– Yay For great Kirby stages!
Battlefield. – Platforms can be a hindrance in this matchup because if you land on a platform after an attack Marth has some options. If he's directly under it he'll UpTilt and cover the whole platform and if he's not under you he can read your getup option and react accordingly.
Halberd– The Blastzones are pretty lame for Kirby.
Synopsis:
*Marths are usually aggressive, and usually approach from the air. It’s difficult to get inside, but once you do, the reward is great. Marth is in for a world of pain if he’s offstage. If he shields an attack from you, expect an UpB. Overall just don't be so aggressive and let him come to you. It's a bait and punish game so expect him to call you some derogatory comment when Marth loses.
Kirby’s Pros and Cons:
+ Deceptively good Bair.
+ Great grab game for racking damage.
+ Good aerial game for baiting/ aircamp + gimping.
+ Strong Kill move (when fresh) for moderately early kills.
+ Small size helps avoid tippers.
-Light; tippers are lethal.
- Fairly predictable jump patterns for edgegaurding.
- Lacks approach option.
Marth's Pros and Cons:
+ Good defense and approach options
+ Nice range + excellent zoning capabilities.
+ Great Punisher
+ Combos very well.
- Predictable recovery = Easier gimps.
- Heavily dependent on (near) perfect zoning to avoid damage.
- Outside of tippers no great killing options.
Watch out for:
UpB (Dolphin Slash)– Marth can UpB OoS, out of Kirby's grab combo, to recover, for no f'n reason, etc. and has good knockback.
Grab > ____ – At early percent grab>Fthrow will lead to a Fsmash. > UpThrow will lead to a few aerials and >Fthrow means a Fair or if incorrectly DI'd a Fsmash. Expect the grab> Dthrow combo often as well..
Dancing Blade – If Marth want to punish, expect him to Dance on your face. There are several variants and they can setup into pursuit by Marth or just as a GTFO.
FAir – Expect Fair as approach, or retreating Fairs for defense. It combos into itself and is great for zoning. Don't eat too many trying to approach or you'll find an unexpectedly high damage percent.
How to win:
Bait – Bait the UpB out of your grab combo, after a few hits from your jab combo, off the stage, etc. Bait Fairs to land Bairs or set up a grab. The more you bait, the better this matchup is for Kirby.
Gimp – When you get Marth of the ledge he has two options. OverB for horizontal recovery or UpB for vertical recovery; Hammer the OverB or Dair it. As far as the UpB you can either bait it and edgegaurd, or rock it. Your best bet is to edgegaurd it but for a little extra damage rock can help.
Bair – Bait and Bair. Simple as that.
Read your opponent– Read his UpBs out of your grab combo so you can punish the landing while avoiding the damage. If you hard read his UpB while you grab combo, he'll be weary of UpBing out of the combo again. If you read the Dancing Blade you can roll behind him between the 3rd and 4th hits to Fsmash him or just grab Marth between the 3rd and 4th hits. Every time you read Marth you scare him into just a little bit more damage and you can soul-crush an opponent into thinking your Kirby is too good to beat. Imagine being a player and everytime you went to punish or get away from your opponent they read you and punished you with a strong smash or killing move: how would that make you feel? Exactly.
Spit out or Swallow?
Spit. If you want the shieldbreaker then go for it but you then rule out the option of Kirbiciding if Marth tries to prusue off the stage. It also rules out the option of spitting him under the stage.
What NOT to do:
Play aggressive. – If you rush in you'll eat an UpB, a retreating Fair, grab> ___, etc. Kirby's best option is to play a super defensive, bait and punish game. When you rush in you're risking damage percent that you don't need to eat.
Be Predictable – Dont be predictable with your recovery or in general. If you're predictable with how you recover you may get spiked or edgegaurded where you'd otherwise have lived. If you are playing predictable in general prepare to get read with an UpB, Dancing Blade, Fair, etc..
Spam FSmash – It's good for racking damage but when Marth finally gets to 130~% and you have him on the edge, you'd like to kill him right? Well if you've been using Fsmash too much you'll have to refresh it and waste valuable time and possibly damage percent where you would've killed him already had you kept Fsmash fresh.
Stages (in order of priority):
FD – No gimmicks, no worries. Open area to aircamp and play the baiting game. Don't let Marth get momentum though.
PS1 – Always a good Kirby stage. Windmill will help Kirby live longer when you tech it. The assorted terrains and platforms will help Kirby aircamp and the lip on the ledge may help to gimp Marth. (It's about maximizing potential in your favor).
Lylat Cruise – The tilting of the stage can help Kirby gimp! The platforms offer a safe touch down are for your air camping and with the stage being uneven Kirby's FC is a bit more usable.
Rainbow Cruise– Yay For great Kirby stages!
Battlefield. – Platforms can be a hindrance in this matchup because if you land on a platform after an attack Marth has some options. If he's directly under it he'll UpTilt and cover the whole platform and if he's not under you he can read your getup option and react accordingly.
Halberd– The Blastzones are pretty lame for Kirby.
Neutrals: Ranked and Explained
Key: Good, Bad.
PS1 – Reason stated above
FD– Reason stated above
Lylat– Depending on if it's MLG or not, the tilts help.
Battlefield – Reasons state above
Key: Good, Bad.
PS1 – Reason stated above
FD– Reason stated above
Lylat– Depending on if it's MLG or not, the tilts help.
Battlefield – Reasons state above
Synopsis:
*Marths are usually aggressive, and usually approach from the air. It’s difficult to get inside, but once you do, the reward is great. Marth is in for a world of pain if he’s offstage. If he shields an attack from you, expect an UpB. Overall just don't be so aggressive and let him come to you. It's a bait and punish game so expect him to call you some derogatory comment when Marth loses.