Sabeta
Smash Cadet
- Joined
- Oct 2, 2010
- Messages
- 31
I'm kinda noobish, so take anything I say with a grain of salt. I've been playing against a couple of high level Marth's though, and I feel I've gotten his game down well. I'm not sure how good this is, but the Marth's I play against (two to be exact) are consitent finalists in Gamestop tournaments in Florida.
Stages
Luigi's Mansion should be our go to counterpick in my opinion. Marth gets destroyed there. Our f-smash really hurts from behind those walls, and grabs can be comboed into so many things it's not even funny.
Lylat is another great stage. Just about the only time I feel safe with Marth above my head is when he's on Lylat. Usmash spam works wonders if you can you get him in the air. Small spaces though make it easier to get pressured off the ledge, and I don't like how tether works on Lylat. Sometimes it's buggy
MU
fair is awesome against Marth, but not if you're actually in the air. I find a sh fair to be very good if placed well enough.
Don't fight marth in the air, you will lose. Best chance is to DI, Whistle, Air dodge back to the ground.
Marth is good at pressuring us off the edge, and even better at keeping us there. Don't let it happen. If it does I find that a purple toss is a good way to ensure a safe landing. if tether is possible, go for it, remember that up-b also has a small hop to it, and can be used to put you on the ledge if need be. If you tether, watch out. dtilt can poke you off the edge and set you in the perfect range for a Spike. Don't play mindgames with tether, get on the stage pronto. Depending on how they are trying to keep you off, you should play your recovery different ways. I find that the hopping up and then leading strait into a nair for landing is the safest way. sometimes attack recovery is needed.
Marth is extremely susceptible to Shield Grabs, almost to the point where even if you get predictable you can still beat him with it. Dancing Blade is the best moment as they can't respond to it, but your timing needs to be good.
Shutterstepping is godly here, abuse it.
pikmin toss should be standard, but nowhere near our usual spam rate. I tend to chuck a pikmin in between throws if I know they'll land too far away for a proper combo.
Blue backthrow will KO at around 100% if you're near enough to the edge.
Marth is ludicrously offensive, and doesn't have many defensive techniques. I find that camping as Olimar won't work well against him. Marth has way too many ways to punish us. Instead play highly aggressive and most of all be careful.
I'd avoid the whistle unless you know exactly when you need it. Tips are very precarious range to be in, and Marth will sometimes release their attack earlier or later than you'd expect, just for your whistle to get punished horrendously.
I feel the MU is -1 like everyone says, but if you pressure well enough I find it can be manageable.
Let me know if my information is at all stupid or unmeritable; I'm unsure of my own skill level, these are just personal views I have playing against people I feel are highly skilled.
Stages
Luigi's Mansion should be our go to counterpick in my opinion. Marth gets destroyed there. Our f-smash really hurts from behind those walls, and grabs can be comboed into so many things it's not even funny.
Lylat is another great stage. Just about the only time I feel safe with Marth above my head is when he's on Lylat. Usmash spam works wonders if you can you get him in the air. Small spaces though make it easier to get pressured off the ledge, and I don't like how tether works on Lylat. Sometimes it's buggy
MU
fair is awesome against Marth, but not if you're actually in the air. I find a sh fair to be very good if placed well enough.
Don't fight marth in the air, you will lose. Best chance is to DI, Whistle, Air dodge back to the ground.
Marth is good at pressuring us off the edge, and even better at keeping us there. Don't let it happen. If it does I find that a purple toss is a good way to ensure a safe landing. if tether is possible, go for it, remember that up-b also has a small hop to it, and can be used to put you on the ledge if need be. If you tether, watch out. dtilt can poke you off the edge and set you in the perfect range for a Spike. Don't play mindgames with tether, get on the stage pronto. Depending on how they are trying to keep you off, you should play your recovery different ways. I find that the hopping up and then leading strait into a nair for landing is the safest way. sometimes attack recovery is needed.
Marth is extremely susceptible to Shield Grabs, almost to the point where even if you get predictable you can still beat him with it. Dancing Blade is the best moment as they can't respond to it, but your timing needs to be good.
Shutterstepping is godly here, abuse it.
pikmin toss should be standard, but nowhere near our usual spam rate. I tend to chuck a pikmin in between throws if I know they'll land too far away for a proper combo.
Blue backthrow will KO at around 100% if you're near enough to the edge.
Marth is ludicrously offensive, and doesn't have many defensive techniques. I find that camping as Olimar won't work well against him. Marth has way too many ways to punish us. Instead play highly aggressive and most of all be careful.
I'd avoid the whistle unless you know exactly when you need it. Tips are very precarious range to be in, and Marth will sometimes release their attack earlier or later than you'd expect, just for your whistle to get punished horrendously.
I feel the MU is -1 like everyone says, but if you pressure well enough I find it can be manageable.
Let me know if my information is at all stupid or unmeritable; I'm unsure of my own skill level, these are just personal views I have playing against people I feel are highly skilled.