• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Recovery with Marth

thirdplanetrox

Smash Rookie
Joined
Apr 18, 2007
Messages
7
Alright, im fairly new to advanced playing but I can use most advanced techniques constantly (mostly due to the fact i knew about L-cancelling before i looked up other advanced techniques). but my real question is HOW do you recover from a long shot with marth... i watch pros and i seriously dont understand how you do it, any explanation or pratice methods would be appreciated.
 

shadydentist

Smash Lord
Joined
Feb 4, 2006
Messages
1,035
Location
La Jolla, CA
This is kind of a weird question, but I'll answer as best as I can. Marth's recovery isn't the best. Its slow, predictable, and easily disrupted. However, there are a couple things that help:

DI: This is the most important. Doraki has a pretty good guide here (http://smashboards.com/showthread.php?t=60218) but basically, for hits that get you off the stage, you want to be holding up and towards the stage when you get hit. This gives you the most options when you recover, and might allow to survive hits that you normally wouldn't.

Recovery options:
The first forward B combo gives you a slight lift, so use that. If you're low, you have no choice but to use your dolphin slash, so try to sweetspot it. If you're high, an airdodge may be your best option if your enemy is trying to edgeguard you. Marth's recovery depends a lot on maintaining momentum, so getting hit usually means you're not going to make it back.

This post is getting far too long. I'm sorry if this isn't what you were looking for.
 

UMBC Super Smasher

Smash Lord
Joined
Oct 12, 2006
Messages
1,077
Location
University of Maryland Baltimore County
You probably don't have good opponents to play against, but if you happen to play one, here are some "advanced" tips:

First off, save your jump when hit off stage unless you know you're coming in too high to get hit (just save it every time). Make sure you never double jump on the stage unless you're at really low percents, cause if you lose it and get hit off stage, that's bad news for you.

Against fox, you need to watch out for a possible shine spike. You have two options: 1. fair fox away, but this is risky cause if the fox player is good, you will still get shine spiked, or 2. go low so it's harder for him to shine spike you. You can still get shine spiked, but if you see fox going for you, up B into him; you'll get to the stage and fox will be forced to use his firefox to get back onto the stage. Punish the greedy fox player!

Against ganondorf, always go as low as possible and use your jump late unless the player sees that coming and edgehogs. Ganon has an annoying uair which destroys marth's recovery. Falcon has one too, but good falcon players will roll to the edge of the stage while holding down Z to light shield. That way, when marth up B's to the stage, he will either get edge hogged or land on the stage. If you land on the stage, then falcon will fall to the edge then hop up to get a free knee on marth during the recovery lag. So how do you stop this? If you come in high enough, just fair falcon so he is pushed further into the stage and can't fall to the edge. Otherwise, you're going to get hit. I know, it sucks, but you can wreck falcon's recovery too.

Against sheik and samus, you're going to want to watch out for them running off the stage and nairing you to destroy your recovery. If you see it coming, go super low, jump and up B to the stage. You may be able to edgehog them back and punish them, or you may get caught in Samus's up B or sheik's up B. Also, against most characters you need to watch out for the bair either from the stage or from the ledge. In many cases you'll need to go low and use that extra jump you saved.

Always sweetspot the ledge. Learn to press L or R while letting go of the control stick to tech in place, particularly against marth or falco or anyone who hits you when you up B to sweet spot. Just do it every time. You have 1/3 of a second, or 20 frames before u get hit to press L/R in order to tech.

Many times you will want to use your second jump to sweetspot the ledge, and I emphasize sweetspot. You need to be careful against marth, fox, and other characters that you don't get hit with a poke or shine or whatever when using your jump. It's very predictable that you're going to want to grab the ledge using your jump, so you'll need to make sure you go low enough to just barely sweetspot the ledge.

There are a lot of mindgames in the "advanced" marth game, as you can see. If you want to be good with marth, or any character for that matter, you need to have lots of patience when off stage.

Hopefully you know about all the ways to get back on stage while on the ledge and how you're vulnerable for getting hit when over 100%... right? I'm in the midst of writing an essay, and only have 2.5 more hours to finish it, so maybe I'll continue this tomorrow.
 

Jx31

Smash Ace
Joined
Nov 12, 2006
Messages
680
Location
Albany,ga
Very interesting comments from UMBC, I never thought of pressing L/R after every Up B so I will "Autotech" if I happen to get hit by a edge guarding Marth, I need to start making that a habit asap. The Falcon light sheilding information was quite useful as well considering I might have to go up against a strong Falcon player next week in addition to the fact that I use Falcon as a sub myself:chuckle: !(sorry for any grammer errors,spelling errors,wrong words in general, it's late -_-)
 

UMBC Super Smasher

Smash Lord
Joined
Oct 12, 2006
Messages
1,077
Location
University of Maryland Baltimore County
Very interesting comments from UMBC, I never thought of pressing L/R after every Up B so I will "Autotech" if I happen to get hit by a edge guarding Marth, I need to start making that a habit asap. The Falcon light sheilding information was quite useful as well considering I might have to go up against a strong Falcon player next week in addition to the fact that I use Falcon as a sub myself:chuckle: !(sorry for any grammer errors,spelling errors,wrong words in general, it's late -_-)
You can see vids of falcon doing the light shield drop to knee on marth. G-regulate does it like every time against KM in the Virginia Tech videos. Isai does it, Darkrain does it, and I'm sure SilentSpectre does it. I have first hand experience of G-reg doing it on me. Did I mention that G-reg is amazing? He combo'd me all the way across FD with an uair to uair to uair to knee to knee to death combo on me. *What's DI???! hahahaha*
 

metroid1117

Smash Master
Joined
Sep 1, 2005
Messages
3,786
Location
Chester, IL
The general rule of thumb is DI upward if you're getting hit by an attack with horizontal knockback, then use only the first stage of Dancing Blade combined with a jump. UMBC Super Smasher had a great post, but I just wanted to add that you can interestingly do Dancing Blade away from the stage and still get the boost. The only advantages this has over the forward Dancing Blade is that you can BAir instead of FAir and that reverse Dolphin Slash has greater horizontal distance than forward Dolphin Slash, in exchange for a slight vertical distance.
 
Top Bottom