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Official Marth Stage Discussion #1: Battlefield

¯\_S.(ツ).L.I.D._/¯

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Ok we have a character discussion going, so now we are discussing stages. We are not going to do each stage against all character, just in geneal Marth's strengths and weaknesses and if Marth fares well/badly against a certin character, we can throw that into the discussion as wll. If these catch on, I'll make an Index. These will be based on useability rankings out of 10, 1 being the worst, 10 being the best, and we will only discuss neutral and counterpick stages, no banned stages.

OK so BF



Go! O.o
 

¯\_S.(ツ).L.I.D._/¯

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Ok I'll start. This is considered a great Marth stage because of the platform heights and the platforms in general. For example if you DS near the middle of the stage, you will land nicely on top of the top platform. I also like to ledge drop Uair on the side platforms, then jump once I land on the bottom and Uair again or Fair. Also, there is no lip to gimp recovery, which is nice.
 

~ Gheb ~

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BF is an awesome stage for Marth. He can pressure opponents on the platforms - he don't even need to jump to do it. He can just stand there and utilt like mad. The ladge is nice to him, since it can't screw his recovery
 

A2ZOMG

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Overall a good stage for Marth. The platforms help Marth juggle, which is great. They also increase his recovery options, which is important for him. Top platform is a good landing spot for Up-B.

Only drawback is Marth himself is weak when he's on a platform.
 

feardragon64

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Obviously Marth's forte. Platforms are perfect height for Marth since he can SH attack anyone standing on them. Maintaining the center of the base platform is key here though. Utilize the fact that Marth has a range advantage against most people's dair's so they'll have a great deal of trouble getting down to attack you. Basically, juggle the **** out your opponent here with uair, usmash, and utilt. I personally enjoy utilting someone who got a bit too close and putting them on top of the middle level platforms to set up for juggles. Also, when my opponent is at lower %'s, I end dancing blade with up finisher. But usually I'll finish with the side finisher at higher percents because it's much easier to get a k.o. with it here. But using the up finisher keeps the side finisher fresh which is nice when you are going for the k.o.

The other good thing about this stage is Marth can get K.O.'s off his bair here much more easily because the stage is so small. Basically, you don't have to depend on racking up ridiculous amounts of damage or tipper fsmash'ing for a k.o. since you have much safer options here.

On the topic of k.o.'ing this is honestly my best pick for mk and R.O.B. since it's much harder for him to abuse his recovery skills, as well as gimp's for mk since if you survive you're generally not in the worst recovery position possible in terms of getting gimped. MK also has some annoying advantages here though, basically the same ones as Marth so be wary of that.

On a side note, if you do find yourself on top of a platform, either attempt to drop down and counter a predictable move(not highly recommended because it's highly punishable) or you can try and run off toward a ledge and drop down with a bair as your opponent chases you to it(if you're lucky you'll hit them or they'll shield).

I'll post more thoughts on it as people talk about it more.
 

feardragon64

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I'd go 9 personally. Maybe 9.5 if you're comparing it to counter-pick stages as well, but it's the best bet of all the neutral stages.
 

~ Gheb ~

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I wouldn't give it such a high rating as it gives Marth no more bonus advantages than other characters. Many characters do just as well on BF (Wario, GaW, MK, Falco) as Marth does...so he has no bonus advantages against them. And these guys are all overused
 

feardragon64

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I wouldn't give it such a high rating as it gives Marth no more bonus advantages than other characters. Many characters do just as well on BF (Wario, GaW, MK, Falco) as Marth does...so he has no bonus advantages against them. And these guys are all overused
I see you're point but I would stick with it. For example Falco can't laser spam as much on such a short field. He also can't chain grab as far since often times he'll run off the stage.

I'm rating them in a comparison vs. other stages perspective. But I agree, there aren't exactly a lot of advantages that Marth has over the overused characters.
 

~ Gheb ~

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Falco has amazing aerials, which he can make great use of on BF. His nair owns you if you're on a platform
 

ZHMT

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This is Marths best Neutral stage, hands down. There are so many positives to the stage for Marth users. First off there are the platforms. The top platform is at the perfect range so you can dolphin slash safely. Even if you miss, you will land on the platform with little lag. The side platforms allow utilt and ftilt to hit opponents above you. Ftilt pressure under a platform is very potent. Note that you can still tip a Fsmash through the side platforms. Its just a lot harder in Brawl, possibly character dependant as well. If an opponent air dodges, you can go underneath a platform and occasionally sneak in a upsmash.

The point is, Marth's combination of decent air speed and fast aerials make platforms extremely helpful.

The platforms also hurt projectile camping and allows alternate approach methods. In example, you can use the platforms to keep yourself unpredictable. What I tend to do is jump on a platform, drop down, double jump up and nair. Platforms also help against Dedede, ROB, and Diddy Kong. Simply because platforms will usually hurt their game as it helps Marths.

The ledges on the stage are dolphin slash friendly. Unlike Final Destination, you cant get gimped by the ledge. The ledge design will sort of "suck you in" like a twister when you get close to it. It seems VERY easy to recover on this stage. If you tip an aerial, it will likely be a KO because the stage boundaries are real narrow. The easier it is to recover, the more chance you have of gimping. Easier gimping = win.

Otherwise, this is Marths best neutral. The only character that I can think of that will not mind at all is Metaghey....sigh.
 

Emblem Lord

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This is pretty much Marth's best stage, but no stage will be a 10 for him IMO since Marth isn't affected by stages enough to warrant that big of an advantage.But at the same time I don't expect him to get ratings lower then 4 either.

This is probably an 8 IMO.
 

Nibbity

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Feardragon' s point is why I like BF so much. Falco's chaingrabs are extremely reduced thanks to the length of the level. If i were counterpicking Falco, I would choose BF. CG and Laserlock wouldnt do much as it could on FD or other levels.
 

Desire

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I really dont give a **** what stage i play,( neutral stages) but BF sounds fair to me. DS to top platform isnt safe for me. some characters CAN punish. Delfino's slanted on ea sides, this one hav no lag at all compare to BF.

I like FD better, i can actually focus >_> sometimes, on BF, i get stuck on 'above' stage and get **** by yoshi's u air.

i give 8.5

Ps. Music kick *** 0.o;
 

Daea

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Feardragon' s point is why I like BF so much. Falco's chaingrabs are extremely reduced thanks to the length of the level. If i were counterpicking Falco, I would choose BF. CG and Laserlock wouldnt do much as it could on FD or other levels.
I wouldn't necessarily say that BF is a good falco cp stage.

I don't get how battlefield being a smaller stage would negatively affect Falco at all. I play Falco a lot, and if anything, I prefer Battlefield or Smashville to FD. Smaller stages allow you to catch a grab and cg > spike easier on those characters that it can be done on. On a stage like FD, you have to worry about getting the grab relatively close to the edge if you want to dthrow > spike, and you'll be forced to use a running cg rather than a walking one. Other than that, I'm not sure what you mean by his chaingrabs are "extremely reduced." Falco doesn't exactly need that much stage length to get 3-4 cthrows off, and any competent Falco can pull off the boosted reverse pivot grab at will, so reaching the end of the stage wouldn't exactly hinder him.

I'd also point out that laserlocking is a tactic that is too gimmicky and hard to implement...it's not like Falco players are generally looking to set up laserlocks on you, because it's not that viable of a technique in the first place.

Like gheb said, Falco's nair is very effective on battlefield's plats, and if he forces a Marth to approach using the plats to avoid the laser spam, I'd say it's Marth's disadvantage because we all know that Marth isn't that great at fighting when he's above someone.

In terms of using Marth on BF, I like the stage because it's good for setting up juggle traps. Especially when you force someone to airdodge with u-air when they're close to landing on either side platform, you're almost always going to hit with an up-tilt afterwards since the u-air autocanceled to u-tilt is so fast.

I also like BF in general a lot because I think it's the nicest looking stage out of all of them - so I'll give it an 8 :)
 

feardragon64

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To be honest I was just using a general example. Marth shouldn't actually be in falco's cg for more than 2 or 3 hits since dolphin slash gets him out of it. Maybe diddy's glide tossing is a better example.

Anyways, I said 9 or 9.5 because I thought it was a comparison to how he does on other stages, not neccesarly how he does just in comparison to other characters.
 

IDK

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easy to tip people standing on the platforms with ftilt and fsmash too.
 

streetracr77

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This is a great stage for Marth, but it's also a good stage for other people. You can up-tilt people on the platforms pretty well and maybe get a few throws off on them. This is one of his better stages, if not his best. I would give it about an 8.5/10.
 
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