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PM 3.5 Marth dittos

Azureflames

Smash Apprentice
Joined
Mar 3, 2014
Messages
156
Location
Rockford, Illinois
Switch FC
SW-0132-7109-3630
things to do:
  • space better than him
  • grab more than he does
  • zone more effectively than him
  • punish harder than him
  • take his stocks
  • dont lose yours
you've just won the ditto lol
 

Preacher

Smash Cadet
Joined
Jul 15, 2014
Messages
38
Location
Connecticut
Marth vs Marth can be very volatile. It is a match to see who is better at fundamentals. Marth has all the tools to destroy himself so it comes down to who can get the first hit. At first you should work on your dash dance and punish whiffed attacks with grabs into combos. Putting your opponent into the air to juggle with up-tilts and up-airs works from grabs with early percents. Other than that its a bit of a rock, paper, scissors match - d-tilt beats out grab attempts, f-tilt beats out short hops and so on. Be careful with how you approach because you are one mistake away from having your opponent do the same to you. DI is also important because if you DI badly you will be re-grabbed or hit with a tippered attack. Also, don't use f-smash unless you've combo into it.

A few typical punishes at 0%

f-throw > f-smash
u-throw > up tilt juggle. Very effective to bait their second jump
Can ken combo just as well as all characters of mid weight

The beauty of this matchup is that you learn something every time you play if you just take in what your opponent does. This should be enough to get you started. Just play as many Marth mains as possible and you'll get better. Ask them for advice after you play them as well.
 

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
Marth vs Marth can be very volatile. It is a match to see who is better at fundamentals. Marth has all the tools to destroy himself so it comes down to who can get the first hit. At first you should work on your dash dance and punish whiffed attacks with grabs into combos. Putting your opponent into the air to juggle with up-tilts and up-airs works from grabs with early percents. Other than that its a bit of a rock, paper, scissors match - d-tilt beats out grab attempts, f-tilt beats out short hops and so on. Be careful with how you approach because you are one mistake away from having your opponent do the same to you. DI is also important because if you DI badly you will be re-grabbed or hit with a tippered attack. Also, don't use f-smash unless you've combo into it.

A few typical punishes at 0%

f-throw > f-smash
u-throw > up tilt juggle. Very effective to bait their second jump
Can ken combo just as well as all characters of mid weight

The beauty of this matchup is that you learn something every time you play if you just take in what your opponent does. This should be enough to get you started. Just play as many Marth mains as possible and you'll get better. Ask them for advice after you play them as well.
One little note, up-throw should be the prefered choice as f-throw doesn't lead to anything with DI down+away. If you compromised them into DIing in a certain way or are close to the edge it is an aceptable choice, but up-throw is better in most of the cases.

I also think f-tilt isn't a normal tool in the matchup, if you hit with it it doesn't combo (except if close too the edge). The counter to a short hop should be a little WD back (to get out of the range) and grab as soon as they land, or WD in and shield, then grab as they land.

I agree with your other points.
 
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