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We should go in-depth with Marth's F-air
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Shaya said:Many Marth mains in general are not really worried about the things [nades] anymore.
Your head is always exposed (not protected by a nade), and our aerials are made to hit tall things on their noggins. It's lucky Snake is reasonably slender, so aiming for his head wouldn't be a liability like against Dedede.
Running with Nades backwards can still be reasonably safe with fair (but harder), I would generally start landing with tippered nairs in this case, and dancing blade any of your next movements (i.e. you can only roll, or shield and pivot grab). Include the shield decay of two hits of nair and you're suddenly in easy shield poke territory.
Yume said:When recovering against Marth you should try to get as high as possible, I say use your C4 wisely and never leave it on the stage when your cyphering offstage, thats just asking for death. If you get hit off stage blow it up IMMEDIATELY. A good strategy to do is that if your hit off horizontally, C4 yourself immediately so that you will be above marth and in a better position, also becareful when using cypher, aim it so that your sure that marth can't hit you in the startup lag. If your hit up one of the best things to do is to cypher as high as you can and drop a nikita, then fall with the nikita so that youll have a hitbox protecting you.
When trying to land, watch Marth to see if he will wait for you to land or go up and attack you. If hes trying to attack you try to fast fall through his aerials or nade counter, but if he spaces well he can hit you w/o hitting the nade or even avoid the explosion. If he's trying to catch you on landing, judge your horizontal position relative to his and either keep moving forward if hes behind you or C4 -reversal if hes in front. On landing, Snake basically have 3 options, nade/nade-reversal, airdodge, bair. You want your back to be facing him because a sweet spot bair is actually safe on shield because of the shield stun. But if you miss you will be punished. I say bair is your best move but use it wisely, nade pull is good too but he can just grab you, so yeah, marth has way more options than Snake on this one.
With CQC Marth dominates Snake, so make sure to always have nades near you, dont be predictable in camping, as he can manuver through your nades, but always mix it up.
Punishing Marth's recovery:6mizu said:I said this earlier but, to temporarily shut down SH Spaced Fairs.....simply Close Throw a Nade. This give Snake some time to move away from Marth and set something up....or just "take a breather".
Anti juggles- Well Snake has a a lot of this.....people think they can simply juggle Snake has lots of ways to get around this.
Air dodging-The easiest way to Anti-juggle. That probably is not the best Anti juggle option.
C4- On the way down from Cypher use your C4 defensively. Simply just let it drop it and....stay close to it on the rest of the way down.
Grenades- Grenades are a great way to Anti-juggle. Let me explain, all of us know how to S.D.I. (excluding beginners) we'll aim for either top left or top right corners of the stage...so this way we have a lot of time to throw grenades. There's a couple different ways to do this....(I mean throw grenades).
-You can just throw them out normally and recover immediately after....this way when you decide to let go of your Cypher the grenades will explode leaving the area you want to land on "open".
-The next way is...to pull a grenade after you've S.D.I.ed the attack into the top left or top right corners, then D.I.ed........pull a grenade and just hold it and when you get to about ground level throw it, this will (obviously) cook the grenade and if anyone tries to appraoch the Nade will stop them by blowing-up in there face.
- After you've S.D.I.ed the attack into the top left or top right corners, then D.I.ed....let yourslef fall and as soon ther approach... Cypher and go to the top of the screen (where you start to get damage) let go of your Cypher, then quickly Close throw a Nade or 2 on the way down.....let them fall and on the way down "follow them" down. This will create a wall very close to where you want to land....making very hard to approach Snake. And if you do approach the Nade will stop almost all juggles.
- This one is very simple..... after you've S.D.I.ed the attack into the top left or top right corners, then D.I.ed....pull a grenade and just hold it till you reach the ground....and also if you land w/ a grenade in you hand Snake's shield comes out 2 Frames faster. This will obviously stop juggles cause if they try hit you the grenade will blow up as soon as Snake gets hit.
-Then there the mixture of 2- For this drop a C4 in one direction and when you get close to your opponent quickly Reversal B a grenade. This will give Snake Momentum on the opposite direction he was falling.
-Then there's landing/grabing the edge using Aerials.
N-air- this is as simple as it sound use Nair (be sure to space it correctly) on your way down. They get hit by one of the hits of Nair and there you have it. There's also Space Nair to where all hits come out and it stop by the edge so Snake automatically grabs the edge after he finishes Nair.
Bair- Probably the easiest of all anti juggle Techniques and the one beginner Snakes luv to use. When you get close the opponent, who's trying to Juggle you, just use Bair or Bair Fast fall.
Ohhh....one more thing.
Always and I mean always MIX UP how you land/Anti-Juggle
Marth's f-throw-->f-smash is deadly, dealing with punishment nades and mines are everything in this match up. Edgeguaring Marth is VERY EFFECTIVE though it requires patience. Best way to push Marth off stage (Not gonna blow up yet) is maybe an F-tilt or SH B-air (The sweetspot is on the head of Snake initiating) then edgeguard Marth with nades or nikitasXeylo said:my idea is face marth backwards using with a nade pulled not shield dropped yet. in theory this method has access to options that can avoid and puinsh anything marth does
Camp against it:Shaya said:Final D - Marth can struggle a bit handling some 'camp' (mostly dash atttack/dacus stuff, but it isn't too bad). Juggles reasonably well. Can't vary landings himself though.
Battlefield - Can be -really- annoying against Snake lopping grenades and using dash attacks properly. Really, really really annoying.
Yoshi's Island - Marth gets ***** (ive said this)
Smashville - Pretty good =)
Pkmn Stadium - Not bad for Snake, when Marth bans halberd, this or Frigate is probably one of their best CPs.
Lylat - I've had good experiences against Snake on this stage, but honestly haven't played a Snake on it in a long long time (I havent played it since I thought Snake ***** Marth `-`)
Yume said:He outranges everything you can do except for dash attack, which is extremely punishable.
His shieldbreaker owns Snake, as Snakes like to shield/shield drop nades, so be very careful of shieldbreakers, it is not safe to shield against Marth.
The only way to beat Marth is to camp him, cook your nades, and keep them close to you, he will get hit by them as he has to get close to attack you.
Marth is extremely good at juggling, if he hits you up, make it your 1st priority to land. Make sure to always mix up how you land, as marth is really good at hitting you back up again, I fail in this situation, so I cant really help all that much. I'm suggisting that at higher up try to fastfall airdodge through his aerieals, as you can land before he does, closer to the ground try to grenade/grenade reversal and move towards marth so that he also gets hit by the nade.
When recovering, keep your distance from marth/the stage, marth can just steal your C4 by letting you sticky him if your too close (maybe you can footstool in that situation?).do extra C4 jumps if neccesary, if you C4 recovery at the bottom, DI away from the stage because he will try to go for the footstool.
You should avoid using the same tactics you do because it starts getting predictable. This match up requires lots of dangerous mindgames and wise mix-ups/variety. You have to know all the possible tactics of Marth such as the moves he use in different phases such as staying defensive, land chasing, offensive etc.Xeylo said:Ally's grenade work is vastly superior in the first one compared to the second one. He also refuses to try CQC as much. Prefering to always be on the defence by spacing away, and staying in the shield. With grenades no less. He will mix it up too.
Utilt, Ftilt, Jab, all are not used often at all. In a way, he nade spams, but smartly. That sort of solves the spacing issue by always make sure Marth tries to follow you where you can punish mistakes.
And lastly MIX UP6mizu said:Dealing w/ juggling is very difficult. No, do not take Marth to Smashville...this stage is in his favor....the moving platform is enough for him to get around Nades and almost any other form of spacing w/ explosives. When recovering we want to cook and throw grenades when we're very high up. other wise just throw grenades for pressure. On the way down we have C4 to help protect us....and Reversal-b is a great way to shut down almost all forms of Marth trying to juggle us. There is also simple things like Bair and spacing Nair to get all hits out just so you can land safely or safely grab the edge.
In this MU.......VARY nade....or a simple dash grab, pivot grab, Fair, or sometime even a DB.....will cut right through our spacing.
The stage and it's geography have ALOT....and I mean ALOT...to do w/ Snake v. Marth. I do no some things from watching MikeHAZE v. Ally @ both Activegamers and EVO. First and foremost, cook and keep grenades close at all timz, Obviously. The SH spaced Fair approaches can be temporarily shut down by pullin a grenade and close throwing it and just backing up a few steps.
As for Marth's tilts, they're hard to punish if spaced correctly. Don't assume you get a free hit just by blocking a tilt.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.
You shouldn't rely on F-smash to punish Marth's recovery. If they up-b at a weird time, like above the stage or at just the right distance where they still have to DI forward to grab the ledge, go for it, but you have better options than f-smash to punish up-b with.Punishing Marth's recovery:
Marth's recovery is very predictable. You can punish it easily especially with F-smash
If you're playing Snake, you should be walking the majority of the time in every match, not just Marth. Walking allows for a lot more options than dashing.Speed- Marth is a fast runner + the fastest walker in Brawl, I'm thinking to just walk instead of running with Snake. Why? So we can let Marth pressure us and we can time punishment. I say grenade countering is best IMO
Marth doesn't just rely on edgeguard KOs. A simple tipper f-smash can kill Snake pretty early considering how long he lives normally.Advantages:
KOs- Marth relies only on edgeguard KOs. You can KO him with a fresh U-tilt when he's at around 90-100%.
I don't think it changes that much, whacking you in the face or stabbing your ankles still works, and just walking up behind you for that matter, can't nade grab or anything.by facing away from marth with nade held marth can no longer easily space us.
If the Marth can count to 3 this has limited affect on the game if you're only going to use one grenade at a time. Facing the wrong direction this also limits you, it doesn't take much to see that Snake needs to shield drop the nade in order to throw it from this position, Marth can just wait for him.he does nothing we have a cook nade ready to throw at him.
The range doesn't really matter, the attack puts Snake in a frame trap where his bair shouldn't be a workable response. In fact aside from shield grabbing it when badly spaced Snake shouldn't be able to punish dtilt OOS at all from what I can see(well if you have a nade in your hand you can toss it, IIRC throwing items OOS is like 3 frames, but that's not really punishing since you'll take damage too).dtilt on shield? i THINK OoS bair has enough range to hit marth on his dtilt.
I think it's a good mixup but it's not a solid form of defense that you should rely on exclusively or even close to it, it has holes that can be exploited and ultimately limits your options tremendously.still there are a lot of problems with this erratic method. its just an theory i am trying out.
Yeah, after I gave this idea some thought on the way home today I pretty much came to the same conclusions you did.I don't think it changes that much, whacking you in the face or stabbing your ankles still works, and just walking up behind you for that matter, can't nade grab or anything.
In the Marth can count to 3 this has limited affect on the game if you're only going to use one grenade at a time. Facing the wrong direction this also limits you, it doesn't take much to see that Snake needs to shield drop the nade in order to throw it from this position, Marth can just wait for him.
The range doesn't really matter, the attack puts Snake in a frame trap where his bair shouldn't be a workable response. In fact aside from shield grabbing it when badly spaced Snake shouldn't be able to punish dtilt OOS at all from what I can see(well if you have a nade in your hand you can toss it, IIRC throwing items OOS is like 3 frames, but that's not really punishing since you'll take damage too).
I think it's a good mixup but it's not a solid form of defense that you should rely on exclusively or even close to it, it has holes that can be exploited and ultimately limits your options tremendously.
In general I would say don't expect to punish Marth OOS a ton as Snake, he has a lot of safe attacks where upon shielding you're actually better off just running away. Whiffed attacks > dash attack is generally more reliable for you IMO