Kor_Hey_1
Smash Cadet
Hello Marth mains.
After seeing M2K 3-0 Armada, I thought about give this character a new chance. I also thought about marth as a counter pick to puff (I'll explain this later).
So, I would like to have some advice on things that are good to do and other that are bad.
From my experience :
- fair is good for spacing
- nair is good when your opponent get close, it covers behind marth, but is risky in neutral
- D-tilt is good for poke your opponent
- using dash dance + WD for mindgame is important in neutral, you can bait and get a grab or space to throw a monster tipper or... It opens many options
- Up air is super good for platform tech chasing and juggle with your opponent
Combos are pretty simple and can be crispy once your opponent is in the air.
I main Falco and I find Marth far more defensive, that's why I'm not good with him, I often go for aggro and am not patient enough.
I tried Marth because I don't like to play falco against puff on certain stages : FoD, I hate the platforms and BF because I kinda dislike the edge on it. Plus I don't like to play against Puff with falco on small stage (exception on yoshi because Puff can die pretty early).
I tried Marth against a friend who main Puff. My feeling is that the matchup is good for Marth. You can land a tipper from the main platform when puff is on a side platform, that can lead to early KO. Good spacing and timing with fair can beat wall of pain (I try to hit with fait right after Puff did his bair). Finally, Marth can do some small combo on Puff (like fair, up-tilt, up-air at low %) but with Falco I think it's hard to land a more than 2 hits combo on Puff...
Please tell me if I understand this character wrong, give me details if I tell the truth, give me advice (for example, I can't chaingrab fox, at 0% I fail to regrab him after up-throw, maybe I'm ********...)
After seeing M2K 3-0 Armada, I thought about give this character a new chance. I also thought about marth as a counter pick to puff (I'll explain this later).
So, I would like to have some advice on things that are good to do and other that are bad.
From my experience :
- fair is good for spacing
- nair is good when your opponent get close, it covers behind marth, but is risky in neutral
- D-tilt is good for poke your opponent
- using dash dance + WD for mindgame is important in neutral, you can bait and get a grab or space to throw a monster tipper or... It opens many options
- Up air is super good for platform tech chasing and juggle with your opponent
Combos are pretty simple and can be crispy once your opponent is in the air.
I main Falco and I find Marth far more defensive, that's why I'm not good with him, I often go for aggro and am not patient enough.
I tried Marth because I don't like to play falco against puff on certain stages : FoD, I hate the platforms and BF because I kinda dislike the edge on it. Plus I don't like to play against Puff with falco on small stage (exception on yoshi because Puff can die pretty early).
I tried Marth against a friend who main Puff. My feeling is that the matchup is good for Marth. You can land a tipper from the main platform when puff is on a side platform, that can lead to early KO. Good spacing and timing with fair can beat wall of pain (I try to hit with fait right after Puff did his bair). Finally, Marth can do some small combo on Puff (like fair, up-tilt, up-air at low %) but with Falco I think it's hard to land a more than 2 hits combo on Puff...
Please tell me if I understand this character wrong, give me details if I tell the truth, give me advice (for example, I can't chaingrab fox, at 0% I fail to regrab him after up-throw, maybe I'm ********...)