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Matchup Discussion - Marth

DtJ Hilt

Little Lizard
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Marth


credit to fino lol




Not gonna bother you all with a long introduction. Marth is a character that gives many Olimars problems, and is one of our worst matchups. Olimars seem to be getting a better handle on the matchup, however, so perhaps it's not as much of a wall as it seems.

Matchups will be defined by the following definitions, explained in the Matchup Directory thread: Even, Slight Advantage, Slight Disadvantage, Advantage, Disadvantage, Large Advantage, Large Disadvantage.

Alright then... discuss!
 

Latias

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i dont think we should use de moralizing pictures, unless its against zss or zelda.
 

Scarhi

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Some things I keep in mind while playing against a Marth :

- Never try to shieldgrab a fast falled Fair when I'm at high % => he can upB (if he doesn't space the Fair, we might be able to Usmash OoS before the upB comes out)

- Never try to hit him with Fair while I'm getting edgeguarded (his sword has too much range, whistling is probably a better option, most of the time)

- Never roll (obvious ? xD)

- I think we can shieldgrab his dancing blade between the 3rd and the 4th hit

I don't know much about this MU, though, so I may be wrong about some of these =/
 

DtJ Hilt

Little Lizard
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Rolling is beneficial against Marth if you expect an fsmash. And can lead to a free punish. Actually, rolling isn't as bad in this matchup as it normally is in others XD

Still bad though, yeah.
 

-Vocal-

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Marth is definitely a hard matchup for Olimar, but out of his hard matchups I feel this is the one I do best at. I'll just start listing stuff as it comes to mind

<*>One of my favorite tools in this matchup is the stutter-stepped fsmash, even more so when used with a yellow pikmin (which may or may not be necessary - Fino? Hilt?). It is a fantastic counter to Marth's fair approach. In my experience, it only works when Marth would have tippered the fair, so it's only useful against more experienced Marths. At low percents I like to chase after him and try to grab when he lands/gets up.

<*>Pivot grab is one of the few tools that keep this matchup from being even worse. It requires pretty precise spacing, but when used properly it can help get some grab damage in.

<*>Speaking of grabs, it's pretty much a terrible idea to try to fair a Marth after a dthrow. If he knows it's coming, he'll try to Dolphin Slash, and those invicibility frames at the beginning mean that even if you ordinarily would have connected the combo, you're going to be eating a face full of damage and knockback instead. Really the only safe follow up from dthrow is usmash, and that's at very low percents. Alternatively, you can try to bait the Dolphin Slash out of him and punish his landing.

<*>In this matchup, whoever is in the air is at a disadvantage. Neither character does well above the opponent, so what do we do with this information?
-First, we must focus on not getting into the air ourselves. Marth excels at juggling characters, and since we already do badly in the air above most opponents, this is definitely not somewhere we want to end up. SHDPT is not a good idea, unless you are throwing whites from very far away (though you shouldn't be holding onto those in this matchup anyways); otherwise, you leave yourself much too open and it becomes that much easier to get you into the air.​
-Next, we must exploit Marth's weakness to our advantage and get him above us. Oftentimes, if I land a grab at basically anything above 20% I go for an uthrow instead of a dthrow. We aren't going to be getting any followups against him anyways and I don't plan on getting close enough to purple uthrow him, so I find this a useful tool to get an opportunity for a uair. If you get an opening, you could also use dtilt if you're gutsy/you're sure you're going to connect with it.​

<*>This is just a personal thing, but if I know the Marth loves to approach in Oli's 45 degree window I'll throw out a grounded Tether occasionally if he's in range for it. It goes right through fair, so it gets him out of your face, and even though I use it sparingly it sometimes gets Marth to start airdodging for it, which is an opportunity to punish/pivot grab/usmash/whatever.

<*>Purples are your best friend, and yellows are second best. Purple gets Marth out of your bubble (but be careful as he can fair them) and the extra range on yellows is fantastic - it helps stuttered fsmashes and it just barely outranges Marth's fair, so they're useful to have.

So now my questions for the better of you out there:

-How do you avoid getting gimped? I've gotten much better at it, especially after Wer helped me with my recovery, but it's still the biggest hurdle in this matchup for me.

-What's the most reliable way to get kills? I usually try to go for red fsmash, blue bthrow, or a dsmash punish after a failed Dolphin Slash if I ever get the chance. Does usmash OoS work here? Does whistling an attack->usmash work here?

-Any other tips? tricks? mindgames?
 

Dnyce

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Excellent post Vocal, lemme just add a couple things.

I'm not 100% certain on the shutter-step forward-smash, but Richbrown swears by it in the match-up... so it's really worth looking into!

Dthrow combos are certainly harder to follow up on, but dthrow fair is still guaranteed at very low percents. The difference being you have to buffer your fair, which some of you may not be used to doing (since we have so much room for error against other characters). Once marth is in mid low percents no dthrow combo is guaranteed, so you can either dthrow - dashing shield and wait to see if you can punish what he does, or start the uthrow pseudo combos.


As for getting gimped, you really have to learn lots of different tricks and mix-ups with the options you are given. Like doing a whistle and then buffering an aerial dodge, or moving away from the stage and recovering low to double jump uair. but tbh, if you're on the ledge against a good Marth, all I can say is good luck @.@ He covers our options from the ledge so well.

Two ledge options that give me the most success (in general):
- Purples pikmin: Look at where purple pikmin are in your line. Start uairing through the stage like you're trying to hit them (if you hit them away at this point then great). When the purple pikmin is next in your line, drop away from the ledge, double jump and aim the purple at your opponent (while approaching towards him on the stage). If it hits him, you're good. If he shields it, you have to react towards when you think he's going to do.

- Sometimes I like to play around the edge and wait for an attack with some type of lag I can abuse. You have to be fast with this one, but it's amazing. Uair through the stage, space fairs outside of both your ranges, do whatever you can to bait that attack, you may even want to take the damage with a whistle. As soon as you see your chance, tether - snap to the edge - drop down - double jump - fair. Practice doing this INCREDIBLY fast, because I know it's possible to do so. It's amazing.

Also, while I'm talking about recovery / ledge game... I've been talking to a couple people about some of my habits, and I always hear "ugh, you do that every time and it's so hard to punish." What is it I'm doing? Sometimes (err... maybe a lot of times, I dunno haha) when I'm recovering onto the stage I'll aerial dodge into the ground and buffer a roll. I didn't know it was so good until MJ told me @lly mentioned something about it being good as well. Dunno, just thought I would bring it up.

As for getting kills, I don't know exactly. I don't really think I'm a Marth specialist or anything so I can't really offer and good tricks to kill outside of normal MUs =/
 

-Vocal-

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I'm not 100% certain on the shutter-step forward-smash, but Richbrown swears by it in the match-up... so it's really worth looking into!
I'm 100% behind em :chuckle: Like I said, it doesn't works as well against Marths who don't space their fairs properly, but if he's trying to hit you with just the tip then stutter works wonders

Two ledge options that give me the most success (in general):
- Purples pikmin: Look at where purple pikmin are in your line. Start uairing through the stage like you're trying to hit them (if you hit them away at this point then great). When the purple pikmin is next in your line, drop away from the ledge, double jump and aim the purple at your opponent (while approaching towards him on the stage). If it hits him, you're good. If he shields it, you have to react towards when you think he's going to do.
Wow, much as I pray for purples when I'm recovering it never occurred to me to do this. great tip

Sometimes I like to play around the edge and wait for an attack with some type of lag I can abuse. You have to be fast with this one, but it's amazing. Uair through the stage, space fairs outside of both your ranges, do whatever you can to bait that attack, you may even want to take the damage with a whistle. As soon as you see your chance, tether - snap to the edge - drop down - double jump - fair. Practice doing this INCREDIBLY fast, because I know it's possible to do so. It's amazing.
This seems awesome. I'm definitely trying this the next chance I get

Also, while I'm talking about recovery / ledge game... I've been talking to a couple people about some of my habits, and I always hear "ugh, you do that every time and it's so hard to punish." What is it I'm doing? Sometimes (err... maybe a lot of times, I dunno haha) when I'm recovering onto the stage I'll aerial dodge into the ground and buffer a roll. I didn't know it was so good until MJ told me @lly mentioned something about it being good as well. Dunno, just thought I would bring it up.
Duly noted.

Lotsa great stuff in there :) Still waiting for tips on kill methods *glares at the rest of you* :mad:

Jk, I know you'll all put your two cents in eventually :) Offtopic: is it just me, or are they adding more smilies? Example: I swear there used to only be one crying smiley, and now there are two
 

Dnyce

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This seems awesome. I'm definitely trying this the next chance I get
You can also start it from recovery. when you tether the edge from a distance, drop it, tether again, snap, drop down, double jump fair. You cover distance at lightning speed.
 

Jane

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fino, what do you mean by snap?


and i dont know **** about this match up so i really cant contribute anything. lol
 

-Vocal-

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Oh yea, I forgot to ask this in my earlier post: I forget, does Marth have an aerial->ground move combo that Oli can't punish? I mean something like Peach's fair to jab combo. I know Scarhi (hello, btw) mention DS but as it's easily punished they won't be spamming that one
 

Jiom

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All I have to say is that I played my friend slee last night and this match up is impossible, he is to good at keeping me on the ledge and spacing his fairs, so guys please don't mention anything about bad Marths, the ones who don't space their moves.

Edit: LARGE DISadvantage
 

Scarhi

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Vocal => We might not be able to shieldgrab their Fair if they follow it up with a jab but I'm not sure about it (we can still Usmash OoS their Fair if they don't space it well, though, but that probably won't happen often, unless we just run under them and shield ^^)
 

-Vocal-

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All I have to say is that I played my friend slee last night and this match up is impossible, he is to good at keeping me on the ledge and spacing his fairs, so guys please don't mention anything about bad Marths, the ones who don't space their moves.

Edit: LARGE DISadvantage
Sorry about mentioning Marths who don't space their fairs to tip; I just figured it'd be a good idea to throw it in there so it's not a surprise against less experienced players. I agree with you about the large disadvantage part, no question there
 

Denti

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Once again I'm going to do a bulliton list of stuff that I focus on against marth to make it easy to read.



  • When olimar shields or whistles his attacks you generally always get to punish. I use it to get combos and kills.

  • Stay out of marth's grab range, his throws aren't deadly but the follow ups are.

  • Blue and white pivot grab beats marth's f smash tipper range.

  • I ban SV. He kills from the sides, not from the cieling.


Wow that's a short list, 0.o oh well

 

DtJ Hilt

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When Marth is approaching with fair, or any of his spacing tools, and trying to keep at just the right space so that you can't punish him, what I usually do is purposefully mess up his spacing. Instead of sitting in a shield and letting him poke at me (whether he hits me or not), I'll close the gap before he expects it to be closed. If I see the opportunity, I'll challenge his fairs with mine. Or I'll dash forward and shield, to mess up his spacing. Marth's entire gameplay revolves around taking advantage of spacing. In order for Olimar to win, you have to do everything you can to mess his spacing up.
 

Jane

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zori, you should go more in depth :]

denti, generally speaking, what do you use to punish him after you block?

hilt, purposefully messing up his spacing is something ive never even thought about hahaha. thanks a lot for that bit of advice.




also, denti mentioned banning SV. what do the olimars think as far as stages go?
 

DtJ Hilt

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I don't ban smashville against him (or anyone) but I strike it against everyone but Falco and Ice Climbers. I'll go on more about stages after we've talked about the actual matchup more because I tend to go on a rant when it comes to stages lol
 

RichBrown

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I used to suck at this MU, but now I feel it's actually one of my strongest right now, albeit it difficult against the top level Marths.

I skimmed through what everyone said, so I'm just gonna post everything I know in my typical Rich fashion:

First off I currently feel this MU is only 55-45 in Marth's favor. We have options.

As Fino noted, I swear by the stutterstepped fsmash in this MU. It's perfect for when marth is jumping in and is committed to the fair.

The smart marths will jump at you, then right before it seems like they are gonna attack they will double jump and land a fair on you. Predict this jump and Uair them. You can actually Uair Marth a lot in general, but you can't really force it. It's a prediction thing.

I prefer to Dthrow-fair marth. Most marths will immediately try to fair you back, so land, shield the fair (it will be poorly spaced) and shieldgrab it. Normally you can't shieldgrab a well spaced fair but in this situation you normally can.

Speaking of which, just try not to let the fair hit your shield at all. If it does hit your shield, wait for the jab, or the sideB or the sidestep. If he grabs you, after fair, so be it.

Avoid rolling. A lot of marths will just jump at you to see what you do, then punish your roll on reaction since Oli's roll is terrible. Utilize other options, like retreating a shorthopped nair when you wanna gtfo.

Make sure you space your fair on his shield if you decide to do that (this goes for every MU). Oli's fair cannot be shieldgrabbed ever (unless powershielded). If you ever get your fair shieldgrabbed and they didn't powershield, you should feel bad about yourself.

Unless you have hella purples, don't sideB very much except to force an approach if he's really far away.

Also don't jump for no reason, establish your ground game.

Utilize your walk. Make Marth commit to something. Don't run around trying to pivot grab and do all this unnecessary bull**** because you're probably giving up space to Marth for no reason.

If he's on the ledge, just throw out a bunch of fsmashes. Alternate the timing. Charge 2 fsmashes, then do a regular one, then a charge the 2 regulars, whatever. Be random. His best option is to drop off the ledge then jump-nair, so be ready for that. If you hit him far off the stage, feel free to tether the ledge and try to screw up his timing. I know it's risky go for stuff like that normally, but I realized recently that if we are just a little smart about it we can make Marth upB on the stage which results in a free hit, or even occasionally gimp him.

If marth misses an upB on the stage and there is no platform for him to land on, line up a double sweetspot dsmash (unless he's at usmash kill % of course). That will do like 26% minimum (side note: double sweetspot fully charged dsmash with 2 purple pikmin does 52%, wtf)

But yeah just be smart about shielding, don't wait in your shield for no reason, stutterstep that fsmash, throw in a pivot grab here and there. Be smart about dancing blade too. That move is the ultimate rock paper scissors. Just know that he can alternate the timing, stop the move and hit you with something else (or wait for you to roll) or complete the move. Just make sure you mix up what you do as well. Don't roll behind him every time of he'll catch on. Your best bet is typically to try to grab the move.

As for recovering, Just make sure you're DIing well.

**** it I'm gonna write a whole paragraph on recovering

When you're recovering, make sure you're holding up and slightly towards the stage when they are close to you. Cstick your aerials and make sure you're DIing while you do the aerial in case they try to beat it with something.

Speaking of which, for some reason most Olimars (and players in general) assume that when they are recovering they have to make a defensive decision (airdodge, whistle, etc). We forget that sometimes we can attack. This works a lot because players will try to bait our airdodge/whistle by jumping at us, and we can just fair them back and recover safely. So keep that in mind.

Also, when you're recovering towards the stage, you don't have to move in the exact same trajectory towards the stage the whole time. It's ok to sometimes fall straight down or even DI away from the stage to mix up your movement and throw them off. Imagine for a sec:

If a target is moving from left to right, it's easiest to hit if you just follow the target and shoot where it's about to be. But if that target is staggering its movement and sometimes moving left, then going right for a sec and then going left again, maybe stopping for a split second even, that's way harder to hit. Keep that in mind as you're going back to the stage (whistle bounce!!!!!)

If you whistle an attack, you can usually just upB them or hit them with a nair or something. Uair/Fair are wonderful too. Also, if the ledge is open, TAKE IT. Olimar's upB with 6 pikmin goes far, so if they go out to chase you, just upB without using your double jump. Worst case scenario is they hit you and you just recover again while saving your jump.

Holy **** this post is long

Yeah that was pretty much my mini guide to recovering as Olimar.

As for killing Marth, idk I just kinda kill him. I don't pay attention to that ****. lol

I think that covers everything :3
 

-Vocal-

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OMG IT'S A RICH BROWN SIGHTING! Sporting his characteristic list of great advice as per usual :) I just hope I can remember all of this today
 

Latias

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hilt, u mad cause im trying to get this to be a productive mu discussion?

think ima switch chars cause you a mod.
 

DtJ Hilt

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This is a productive matchup discussion with or without you. Show me one thing you did to make this thread more productive. Saying "needs more martha players" doesn't do anything for us. If you want there to be more Marth players in this discussion, say something to them, not us. You did this in the snake thread both before and after I alerted the Snakes of the discussion. And I'd rather not deal with your pointless spam again. I'm not infracting you because I want you to leave or switch characters. I'm infracting you so you will stop being a nuisance.
 

Latias

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This is a productive matchup discussion with or without you. Show me one thing you did to make this thread more productive. Saying "needs more martha players" doesn't do anything for us. If you want there to be more Marth players in this discussion, say something to them, not us. You did this in the snake thread both before and after I alerted the Snakes of the discussion. And I'd rather not deal with your pointless spam again. I'm not infracting you because I want you to leave or switch characters. I'm infracting you so you will stop being a nuisance.
okay i forgive you.. I guess x.x end ragequit.
 

Dnyce

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**** Marth... I am so salty right now.

I'll be writing an ike guide tonight / tomorrow. **** needs to get figured out.

:shyguy: :shyguy:
 

BOB SAGET!

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Utilize your walk. Make Marth commit to something. Don't run around trying to pivot grab and do all this unnecessary bull**** because you're probably giving up space to Marth for no reason.
I really feel this is amazing advice. It's very important in the mu. A great deal of Marth's most fatal attacks have a decent amount of afterlag. Once you make marth commit, he's ready for punishment.
 

-Vocal-

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**** Marth... I am so salty right now.

I'll be writing an ike guide tonight / tomorrow. **** needs to get figured out.

:shyguy: :shyguy:
Ha I used to have a lot of problem with Ike. Biggest thing that got me was that it took me like 3 matches to learn that nothing works OoS against his jab. I still tend to dodge/whistle way too early for usmash, still haven't gotten the timing down on that. I'd definitely like to see your guide, but a couple things I keep in mind

-Spam pikmin throw in this mu like we spam fsmash in the Snake mu. Fsmash stops Snake's Mortar Slide; pikmin throw stops Ike's side b approach, both when they're flying through the air and when they're walking back to you on the ground. Otherwise, his side B can be dangerous because even if it doesn't connect he almost instantly goes into jab, which at mid percents can get Oli off the stage and put us in a bad position

-Pivot grab, a lot. In my experience, Ike's usually jump once towards you like they're going to attack to get you to react, then second jump and ff an aerial, so keep this in mind when spacing.

-When he's trying to Aether back onto the stage or edge, the safest option is to grab. That way, if he lands on the stage, you get a grab in, and if he lands on the edge then you can continue from there.

I'll stop there since we're not doing an Ike discussion lol
 

Dnyce

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I used to suck at this MU, but now I feel it's actually one of my strongest right now, albeit it difficult against the top level Marths.

I skimmed through what everyone said, so I'm just gonna post everything I know in my typical Rich fashion:

First off I currently feel this MU is only 55-45 in Marth's favor. We have options.

As Fino noted, I swear by the stutterstepped fsmash in this MU. It's perfect for when marth is jumping in and is committed to the fair.

The smart marths will jump at you, then right before it seems like they are gonna attack they will double jump and land a fair on you. Predict this jump and Uair them. You can actually Uair Marth a lot in general, but you can't really force it. It's a prediction thing.

I prefer to Dthrow-fair marth. Most marths will immediately try to fair you back, so land, shield the fair (it will be poorly spaced) and shieldgrab it. Normally you can't shieldgrab a well spaced fair but in this situation you normally can.

Speaking of which, just try not to let the fair hit your shield at all. If it does hit your shield, wait for the jab, or the sideB or the sidestep. If he grabs you, after fair, so be it.

Avoid rolling. A lot of marths will just jump at you to see what you do, then punish your roll on reaction since Oli's roll is terrible. Utilize other options, like retreating a shorthopped nair when you wanna gtfo.

Make sure you space your fair on his shield if you decide to do that (this goes for every MU). Oli's fair cannot be shieldgrabbed ever (unless powershielded). If you ever get your fair shieldgrabbed and they didn't powershield, you should feel bad about yourself.

Unless you have hella purples, don't sideB very much except to force an approach if he's really far away.

Also don't jump for no reason, establish your ground game.

Utilize your walk. Make Marth commit to something. Don't run around trying to pivot grab and do all this unnecessary bull**** because you're probably giving up space to Marth for no reason.

If he's on the ledge, just throw out a bunch of fsmashes. Alternate the timing. Charge 2 fsmashes, then do a regular one, then a charge the 2 regulars, whatever. Be random. His best option is to drop off the ledge then jump-nair, so be ready for that. If you hit him far off the stage, feel free to tether the ledge and try to screw up his timing. I know it's risky go for stuff like that normally, but I realized recently that if we are just a little smart about it we can make Marth upB on the stage which results in a free hit, or even occasionally gimp him.

If marth misses an upB on the stage and there is no platform for him to land on, line up a double sweetspot dsmash (unless he's at usmash kill % of course). That will do like 26% minimum (side note: double sweetspot fully charged dsmash with 2 purple pikmin does 52%, wtf)

But yeah just be smart about shielding, don't wait in your shield for no reason, stutterstep that fsmash, throw in a pivot grab here and there. Be smart about dancing blade too. That move is the ultimate rock paper scissors. Just know that he can alternate the timing, stop the move and hit you with something else (or wait for you to roll) or complete the move. Just make sure you mix up what you do as well. Don't roll behind him every time of he'll catch on. Your best bet is typically to try to grab the move.

As for recovering, Just make sure you're DIing well.

**** it I'm gonna write a whole paragraph on recovering

When you're recovering, make sure you're holding up and slightly towards the stage when they are close to you. Cstick your aerials and make sure you're DIing while you do the aerial in case they try to beat it with something.

Speaking of which, for some reason most Olimars (and players in general) assume that when they are recovering they have to make a defensive decision (airdodge, whistle, etc). We forget that sometimes we can attack. This works a lot because players will try to bait our airdodge/whistle by jumping at us, and we can just fair them back and recover safely. So keep that in mind.

Also, when you're recovering towards the stage, you don't have to move in the exact same trajectory towards the stage the whole time. It's ok to sometimes fall straight down or even DI away from the stage to mix up your movement and throw them off. Imagine for a sec:

If a target is moving from left to right, it's easiest to hit if you just follow the target and shoot where it's about to be. But if that target is staggering its movement and sometimes moving left, then going right for a sec and then going left again, maybe stopping for a split second even, that's way harder to hit. Keep that in mind as you're going back to the stage (whistle bounce!!!!!)

If you whistle an attack, you can usually just upB them or hit them with a nair or something. Uair/Fair are wonderful too. Also, if the ledge is open, TAKE IT. Olimar's upB with 6 pikmin goes far, so if they go out to chase you, just upB without using your double jump. Worst case scenario is they hit you and you just recover again while saving your jump.

Holy **** this post is long

Yeah that was pretty much my mini guide to recovering as Olimar.

As for killing Marth, idk I just kinda kill him. I don't pay attention to that ****. lol

I think that covers everything :3


Thanks Rich
 

Sky Pirate

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Strike BF and possibly YI. FD gives us a lot of room to work with, but I don't know if it's better than SV (never played a Marth there, TBH).
Dunno about non-neutrals, but I hear CS is pretty bad for us. Brinstar seems like a pretty bad choice too, but I might just be biased because a Marth destroyed me there. ><;
 

-Vocal-

Smash Hero
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Strike BF and possibly YI. FD gives us a lot of room to work with, but I don't know if it's better than SV (never played a Marth there, TBH).
Dunno about non-neutrals, but I hear CS is pretty bad for us. Brinstar seems like a pretty bad choice too, but I might just be biased because a Marth destroyed me there. ><;
I'd definitely agree about Brinstar; it forces us into the air too much and that aint where we wanna be. I worry about going to FD against a Marth because he's a great juggler and you only have so many options on that stage. Maybe I play it wrong, but that never seems safe to me :/ I'd probably have to say that my favorite neutral against him would be PS1. The terrain is usually complex enough that I have multiple options when trying to land and it also has the benefit of not being as static as BF. Additionally, oftentimes on some of the transformations we just end up sitting at different sides until it changes, which gives me time to farm for purples. For CP I take him to Delfino. Purples, yea? Idk, maybe there's a better stage for better reasons lol :)
 

Xisin

Smash Ace
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The stages on marth vs olimar is just about even. Both characters share the same weakness and that being their recovery. Marth prefers platforms while oli prefer flats. On that logic go with fd or something similar. Conversly ban platformy stages. I always love it when an oli strikes the neutral to bf, such a delicously small stage to **** small bald men on. Olimar needs his breathing room to win this match up.
 

DtJ Hilt

Little Lizard
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Yeah basically what Xisin said, haha. FD is your best option for a stage. Marth has a lot easier of a time punishing Olimar as he's landing if there's a platform or two in the way. And Olimar can't take advantage of Marth being on a platform as drastically. Halberd is also a good choice for the matchup. Battlefield is probably your number one choice for ban. Other than that, most stages that are bad for Olimar are bad for Marth. Most marths won't counterpick Olimar to Rainbow Cruise, and Frigate is pretty uncommon as well.
 

Sky Pirate

The best defense is a lot of frigging healing
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Marth is also very good at pressuring Olimar off of the left side on both the rising and side-scrolling parts of Rainbow Cruise.
Quite unimportant since none will ever take you there, but nice to know anyway. ^^;
 

Dnyce

Smash Master
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Marth prefers platforms while hilt prefer flats. On that logic go with fd or something similar. Conversly ban platformy stages. I always love it when an oli strikes the neutral to bf, such a delicously small stage to **** small bald men on. Olimar needs his breathing room to win this match up.
FD is only 1/2 roll distance longer than battlefield, and battlefield is about 1 roll distance longer than Smashville.

Also I fixed some of your post. I love platforms, and I'm sure I'm not the only olimar. One of the reason I play ICs is cause my oli is ****ing terrible without them.
FD is your best option for a stage. Halberd is also a good choice for the matchup.
Delfino says hi as well.
 

DtJ Hilt

Little Lizard
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How good platforms are for Olimar, and how much you and ohters like them (I do as well) doesn't change the fact that Marth dominates Olimar when he's on a platform and/or trying to get off, while Olimar Marth also has the tools to prevent Olimar from doing the same. The most platforms do for us in this matchup is make it a bit harder for Marth to get in.
 
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