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Rate my Marth. Please

PD4FR

Smash Ace
Joined
Jun 11, 2008
Messages
631
You were doing pretty good i the first one, but :28 in the second one you messed up badly. You could probably improve a lot. Who were you fighting?
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Whyyy music? Game sounds are much better... they also help me figure out if there's something wrong with your wavedashing.

When you're recovering, you really should try to hit them off the ledge with a fair or even a Dancing Blade instead of the Dolphin Slash. You're unnecessarily cutting down your recovery options. Also, ledgestalling is your friend. Hanging on the ledge and waiting is a bad bad bad idea against Marth. Actually hanging around the ledge in general is a bad bad bad idea against Marth.

If fthrow to fthrow to grab didn't work the first time, it probably won't work the second time or third time either. Fthrow to regrab is pretty consistent so stick with that and don't waste grabs doing things you already know won't work.

At 0:35, you were both falling and too close to hit with both parts of the nair unless you doublejumped. A falling uair probably would've been the better option.

Okay, against Samus.

Maybe it's a personal pet peeve, but I really don't think using the Dancing Blade against floaty people is a good idea. But whatever works for you, I guess.

Your fair approaches are too high. Against most people, you will get shieldgrabbed.

When you ledgehop attacks like the fair, don't forget to fastfall or you'll get shieldgrabbed and thrown off again. I think you should try to ledgehop nairs more, though.

Your spacing is a little haphazard and could use a little bit of work. You're also fsmashing a lot more than I think is a good idea... you're not getting punished for it because... your opponent isn't very good, but you should be aware that there's a very high potential for punishment there.

...and jeez, sweetspot the ledge when you recover. Or at least ledgetech. Yeah, that's about all I can come up with right now.
 

Dark Hart

Rejected by Azua
Joined
Mar 25, 2008
Messages
11,251
Location
Death Row, North Carolina
Video 1 - A good Marth ditto combo at zero-percent would be to do an forward-throw -> up-throw in stead of a double forward-throw. That way you can follow up with and u-tilt or an u-air depending in the DI and then combo from there. Also I would like to see more u-air in general. It's a very good move in a Marth ditto, and you can juggle the other Marth with it.

Video 2 - Try not to SD =P. Seriously though, be careful around the edge: It's a really dangerous place to be, even against a Samus when you're Marth. Also, unlike a Marth ditto, a double forward-throw to an f-smash works very well at low, low percents. Ken combos are fun on Samus players as well. Also, in the match, you were extremly predictable. Add some dashdancing and different "movement" to your game-play.

Overall - Try to sweetspot more. Ledgehop into n-airs more.
Other than that, not bad, not bad at all.

~ Dark Hart
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Dunno many Samus players but just from watching his Samus against your Falcon, I wouldn't be surprised.

And Dark Hart, I'm so disappointed by the Diddy Kong head. Shame on you for playing Brawl =P
 
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