Mr.Random
Smash Ace
All right so I though of a neat layout that would make looking for advice on match ups easier. I'm going to need your help though guys.
So this is what the layout will be like.
Neutral Game:
Punish Game:
Edgeguarding:
How to recover against them:
Moves we can crouch cancel:
What NOT to do:
I'm going to need help for each matchup so let's get started in that order.
So this is what the layout will be like.
Neutral Game:
Punish Game:
Edgeguarding:
How to recover against them:
Moves we can crouch cancel:
What NOT to do:
I'm going to need help for each matchup so let's get started in that order.
- Bowser 55:45 Mario or even depending on stages
Neutral Game: Bowser out-ranges us so what he is going to be doing usually is spacing his aerials against us, so dash dancing outside his range is the key to our success. Bait out one of Bowser's laggy moves. Also use fireballs a good distance because he can fair right through and punish you. You can camp him out on bigger stages but on small stages you need to be cautious. If he corners you, you can camp on the ledge if you have the lead until he does something stupid then ledge dash and punish.
Punish Game: Grab punishes are important, you can chain grab, get a free 50+%, and start a long string. Watch out for his nair which is a great combo breaker, bait it out if you can and get another grab. You want to kill him with Fsmash or Fair which you can combo into easily with down throw or up air.
Edgeguarding: Edgeguarding Bowser is a piece of cake. He can only recover high or sweet spot. While his Up B does have a good hitbox you can use the cape to refresh your invincibility and bair him to oblivion. If he recovers high then ledge jump cape and he should be gone. Take advantage off this to get early kills.
How to recover against them: A good Bowser is not easy to recover against. When recovering above you want to throw fireballs to keep him busy . Watch out jump canceled Bowser bombs because he will try to fair you and his down b has armor. When recovering from below you need to sweetspot since his down b has armor and you can't up b through. If you can try to wall jump ledge dash or air dodge on stage to avoid his bair or get up attack.
Moves we can crouch cancel: We can CC his jab and get a grab, or his f-tilt to get a d-smash.
What NOT to do: Do not rush Bowser or challenge his range. His Up B out of his shield is fantastic as well as his armor which he can use to grab you if you try to dair at low%. He has great range so he will swat you away or put you in a terrible situation if you are on a platform. Ban small stages. Medium and Big are good for this MU. - Captain Falcon
- Charizard
- Diddy Kong
- Donkey Kong
- Falco
- Fox
- Game & Watch
- Ganondorf
- Ice Climbers
- Ike
- Ivysaur
- Jigglypuff
- King Dedede
- Kirby
- Link
- Lucario
- Lucas
- Luigi
- Mario: Mirror
- Marth I feel this MU is the lowest, in terms of numbers for our hero. Rolling in at 65:35 Marth's favor. His hits my seem simple, but they get a lot of mileage and getting in as Mario, multiple times, is very hard.
Stages to ban vs Marth: GHz (green hill zone) WW (warioware) and yoshi's story. The reason you always ban these stages, is because Marth can DESTROY YOU ON THIS STAGES. He has a bit of room to get the Di mix up chain grab, they are small, so once you hit like 60 er so, tippers can be GG or least send you far away. Marth can wait under the button two platforms and ether up tilt, maybe up smash? And for sure F smash tipper you if you land on one, so if you tech wrong or miss a tech, death can come early. It's basically a death trap for Mario.
Neutral Game: Against Marth, I guess it depends what level you and that Marth are at to determine what works. If they aren't as good as you, and let's say you're a mid level player and they are a stater or a much weaker level player, you can spam fireballs. That player will not have much to do in response of your spam and they will slowly crumble. You'll be able to fireball from mid range, walk up and grab. Once you get them to know, or at least think, that they can not stop the fireballs, you've won. Keep doing crap after fireball.
If you are playing someone around your level, and you're both mid level players, this is where and when the annoyance of Marth, comes to shine. Doing fireballs won't work on him. You'll have to rely on a heavy bait and punish game, using things like WD OoS as your core way to getting in. If he whiffs, you better take that and go home with it.
Things Marth players like to do in Neatral: He has a lot of options and it's kinda like a, this move counters this, so when you do this, I use this. If you fireball, he fairs, if you try to short hop and throw a nair, he nairs, if you try to dair from above, well he can do stuff. At low precent, he is gonna be looking to ether counter your action to build(like with a move, not counter) % or he will go for the grab. With the grab, he has some Di mix ups. Di away will you get you out of the b throw for free, but set you up for the f throw regrab/follow ups. You can try Di up for F throw if there is a platform or towards if he wants to regrab. He can also just f smash and not even attempt to follow your Di and usually that's a tippered one.
Punish Game: As I said, you will be playing around a lot of WD OoS. From there, grabs, jabs, and dsmash will do work. Bair and nair OoS can be good as well, bair being a little better because of the range. DD to make him whiff will also be very important.
Edgeguarding: This can hard, even with his limited options. You can try fireballing him so that he could mess up his sweet spot. You could try tossing a fireball on a platform like if you full hop on bf, and fireball with your hand just barely above a platform. That can stop some high recoveries. You can try just RAR bairing him, even if it trades with his up B, Mario always gives Marth that GameStop trade. Marth's only stall option is dancing blade, so if he uses it, try your best to do something about it. If you can predict it off stage, a nair can end him. If you can hit'em, just make him land on the stage with his laggy up B and smash'em for his troubles.
How to recover against them: This can be tricky because, a good bair from Marth, after you used both down b and side b is death. If your coming from above, try to fireball, maybe dair, air dodge, get to a platform. I said dair, but you usually don't do crap when trying to come down on Marth. You just wanna hurry up and get on the main platform. Try not to use down b close to the stage. One thing Marth can do, is drop weave a bit, tipper bair and then he can still recover. So even low recoveries can be stuffed, if you aren't careful. When you up B wall jump, try bairing after the walk jump, it'll cover you in case Marth wants to act silly.
Moves we can crouch cancel: Anything not tipped.
What NOT to do: Be Mario, go to yoshi's island, go to WW, go to GHz.
Don't play passive, always attempt to pressure Marth. Even though you can't get in, that doesn't mean u can't do squat. Never sit still, always mix it up, don't b throw and except it to kill anytime before like 140. Domt up throw. Don't drop combos. Don't take any risks, don't get frustrated, this MU for Mario is a battle of wits. You're just fishing the whole game, praying, baiting and punishing, sprinkle in some aggression and that's the MU on Mario's said.
This is a MU that I for sure, advise a character switch. - Meta Knight
- Mewtwo
- Ness
- Olimar
- Peach
- Pikachu
- Pit
- R.O.B.
- Roy
- Samus
- Sheik
- Snake
- Sonic
- Squirtle
- Toon Link
- Wario
- Wolf
- Yoshi
- Zelda
- Zero Suit Samus
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