Dojo
Smash Champion
Marth can be a very hard matchup...
I played Royr in tournament.
One of the top marth players currently around and considered best in Texas.
He beat 3 mk's in a row including myself.
I studied him alot before I played him, and I managed to keep it really close.
So, here we go...
Marth:
Pros:
- Marth doesn't have a projectile. If you get a lead in the match. Make him come to you. A smart defensive game always has a strong chance in this game.
- Marth's fair is amazing, but his aerial game isn't very great above or below.. If you can get under him. Uair combos work wonders. Above him dairs can chain decently well. If you get some little chains here and there go on an aggressive offense as long as you can. Have him off his feet.
- On the ground, he's got so much priority on most of his moves over you, you have to wait for smashes and shield Dtilts and SideB's to get grabs, tilts, and Dsmashes.
- If played right Marth can actually be rather difficult to edgeguard, but not impossible. Watch his 2nd jump carefully. Once you see it, it is your opportune time to punish. Whether it be aggressive edgeguarding or timing your edgehog.
Cons:
- To start, MT does not work well. UpB ***** it hard. Along with smartly played nairs, fairs, and tippers. But his Dolphin Slash really out does it. Which brings me to my next point.
- Marth can edgeguard MK from stage. Upb breaks tornado recovery. It can be used instantly after you try a glide attack. SideB's and Fsmashes can help if he feels like mixing it up.... You must be very careful what you do coming onto the stage. If it's allowed the IDC will come very much in handy. Jump, execute the move, move to the other side of the stage and your on safely.
- You have to be very careful to avoid Marth's grab. ESPECIALLY at high percents. His grab-release tactic for a tipped fair sucks. It works everytime. Just Smash DI to the corner because escaping it is almost impossible. I managed to DI it at about 140 close to an edge of FD but it was very close to death. Any higher and you can probably expect a death.
- SideB's can rack up some damage if you don't shield them correctly. Don't let your shield down til it's all finished. Just be careful of it breaking. Doesn't happen usually. If you do get hit by the first hit, try to smash DI away and you can possibly escape.
Overall:
Marth can be a very difficult matchup. He's got a bunch of little tricks here and there to watch for. Spacing can be difficult here, but it possible. Be careful with your edgework, know when to play offense and defense, keep a level head, and a Marth can be beaten.
I played Royr in tournament.
One of the top marth players currently around and considered best in Texas.
He beat 3 mk's in a row including myself.
I studied him alot before I played him, and I managed to keep it really close.
So, here we go...
Marth:
Pros:
- Marth doesn't have a projectile. If you get a lead in the match. Make him come to you. A smart defensive game always has a strong chance in this game.
- Marth's fair is amazing, but his aerial game isn't very great above or below.. If you can get under him. Uair combos work wonders. Above him dairs can chain decently well. If you get some little chains here and there go on an aggressive offense as long as you can. Have him off his feet.
- On the ground, he's got so much priority on most of his moves over you, you have to wait for smashes and shield Dtilts and SideB's to get grabs, tilts, and Dsmashes.
- If played right Marth can actually be rather difficult to edgeguard, but not impossible. Watch his 2nd jump carefully. Once you see it, it is your opportune time to punish. Whether it be aggressive edgeguarding or timing your edgehog.
Cons:
- To start, MT does not work well. UpB ***** it hard. Along with smartly played nairs, fairs, and tippers. But his Dolphin Slash really out does it. Which brings me to my next point.
- Marth can edgeguard MK from stage. Upb breaks tornado recovery. It can be used instantly after you try a glide attack. SideB's and Fsmashes can help if he feels like mixing it up.... You must be very careful what you do coming onto the stage. If it's allowed the IDC will come very much in handy. Jump, execute the move, move to the other side of the stage and your on safely.
- You have to be very careful to avoid Marth's grab. ESPECIALLY at high percents. His grab-release tactic for a tipped fair sucks. It works everytime. Just Smash DI to the corner because escaping it is almost impossible. I managed to DI it at about 140 close to an edge of FD but it was very close to death. Any higher and you can probably expect a death.
- SideB's can rack up some damage if you don't shield them correctly. Don't let your shield down til it's all finished. Just be careful of it breaking. Doesn't happen usually. If you do get hit by the first hit, try to smash DI away and you can possibly escape.
Overall:
Marth can be a very difficult matchup. He's got a bunch of little tricks here and there to watch for. Spacing can be difficult here, but it possible. Be careful with your edgework, know when to play offense and defense, keep a level head, and a Marth can be beaten.