whhooppsss misconception of reading >.< sorry
So here's the REAL REAL in[ut: (Credit goes to Nic64 too):
Shield breaker hit frames: 19-22 -- Spot dodging invincibility frames: 2-22 (Duration 34)
Shield breaker ending lag: 23-53 (30)--- B-Roll invincibility frames: 7-21 (36 duration)
F-Roll invincibility frames: 9-19 (34 duration)
Moves used to punish shield breaker:
Jab hit frames: 3-4 (It is 27 frames ahead of the end of the ending lag of SB) You can also use after jab the other 2 jabs or a followed up f-tilt
F-tilt 1 hit frames: 4-5 (It is 25 frames ahead of the end of the ending lag of SB) You can also add the 2nd hit of f-tilt
D-tilt hit frames: 6-8 (It is 22 frames ahead of the end of the ending lag of SB)
U-tilt hit frames: 6-13 (It is 17 frames ahead of the end of the ending lag of SB)<- This should be used if Marth is at 100% above
Marth's moves that can punish rolls:
-Additional notes that Marth runs fast
Dash attack: (Unknown frames but it can punish well)
Fair hit frames: 4-8 (34 duration) *Additional SHFF advantage: -4
About f-air marth can dash--> SH Fair--> Fastfall
He can actually punish Marth's U-smash, even though he's on a platform. It's easy to see it coming so you can shield it, seriously. Camping Marth is the best bet here and mixing up is good too. If you wanna approach Marth you can shield drop a nade then get it approach Marth SH throw it downwards pull out a nade shield then BOOM.
Again....
Problem: Juggles
Marth's juggling ability is tremendous so Snake must be careful of Marth. When you are in a middle of a juggling phase, you must quickly pullout a nade and soft throw, shift to the direction to Snake's back then soft throw the nade. Marth's air attacks might hit the grenade causing the grenade to explode on him but maybe it has some chances of hitting you but if Marth manages to catch it. Quickly fastfall then pull out a nade then shield drop, it will strip then explode on Marth. While doing the strip on Marth you can additionally throw the dropped grenade to Marth to extend the hitbox.
What to do in the match up?
Nade camping is your best bet. Do not approach Marth! You'll just get yourself juggled. To build a heavy defense you must put 2 mines infront of you then behind your mines start camping so when the opponent goes near your mines, activate the first mine causing the 2 mines to explode due to the remore mine being beside the C4. You shouldn't use the same tactic all over again. You have to mix up your tactics to confuse your opponent and mindgames.
And again...
Throwing nades off-stage is dependant. If you are near falling to death, throw one nade but if you far throw 2. If Marth tries using f-air to edgeguard, grenades will block him so he'll probably hit the nade then it will explode on him. If he tries jumping over the nades to attack you, who cares -_- you can fastfall then cypher
.. and also b-reversals are good mix ups
Marth's tilts.... powersield then punish except D-tilt but you can pull out a nade then let Marth hit you then nade will drop from you then you jump away throw annother nade. It's not that simple to get past nades you know. About Marth's tilts again, when you hear the sword sound quickly shield then punish this is where ears are important at. F-tilt has some start-up so you can shield then punish as for U-tilt, it's more difficult though it can be powershielded once you hear the sword swipe sound, shield quickly then punish. D-tilt was clarified already. His air games, soft-throw maybe 1 or 2 times depending on the situation or how far are you from Marth then Jump away. DB, I don't know how to deal with that but all I know is to DI it.
Not falling on the platform Nic and yeah SV is good too
So the changes are this:
- No throwing grenades off-stage
- SV is good against Marth
- Pressure can be dealed by hard camping
- Camp hard
- Mind games
- Spam nades
- Take advantage of Marth having no projectiels
- Don't approach
- SB can be spot dodged actually but it requires precise timing
- Punishing in the right time is strictly needed
- Mix up and variety is important here
That's it in summary right and don't blame me about the SB thing, I always succeed in spot dodging SB and plus if they do it w/o charge, it's still predictable so you can roll backwards (I was wrong about the B-roll but F-roll is punishable) to evade it.
Nic64 said:
SV, it should be very high on your strike list if not first priority. BF oddly enough being a good Marth stage and not that great of Snake stage in general, is actually one of my favorites for this from Snake's perspective. The platforms give you a lot more landing options and you can restrict his aerial mobility here pretty well. Stages that emphasize your camping like FD or PS1 are ok, but be warned about FD that you have basically no landing options, walk > shield grab beats anything you do that isn't telegraphed for like 5 seconds if there are no platforms.