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Some Pointers?

Kashakunaki

Smash Master
Joined
May 22, 2006
Messages
3,014
Location
Albuquerque, New Mexico
I just picked up Marth as a third character. Currently my main is Dr. Mario and my secondary Falco. I'm not what you'd call "pro" but I certainly can do the technical stuff without a doubt. There hasn't been a technical thing I've come across I can't do without practice.

So, on to my point. I read the first portion of the Marth guide here (from the beginning to about the end of the move descriptions). It didn't seem like the best guide, so I didn't read the rest of it. For a new Marth, should I? Or is the guide a little misleading? I was also wondernig if you guys could give me some pointers. Some generic and helpful tips and maybe some characters I should counter Marth with. I appreciate it.

Let me throw this out here: What percents can I chaingrab the Star Fox characters?

Again, thanks in advance.
 

FrostByte

Smash Lord
Joined
Nov 15, 2006
Messages
1,075
Location
London, England
Marth's strengths:

Spacing: Marth's tip does the most damage, so it's best to know how long you can reach. This is also helpful when you go up against shield grabbing opponents.
Marth's game isn't based on agression. If you take a level-headed approach on things, whicgs will work out fine. I personally base my marth on tech chasing and grab game.

% you can chainthrow Space animals: 0-death. If you miss the death, it's about 0-60/70%.
 

Pye

Smash Journeyman
Joined
Sep 20, 2006
Messages
496
Location
Montreal. PM me if you're on the island! I need op
When I picked up Marth, I read the guide here. Although it's not as useful as CunningKitsune's Fox guide, it is very helpful if you know nothing about Marth. At the very least, I'd advise you to read the attack descriptions, since the writer knew what he was talking about there.

All of FrostByte's advice there sounds right. The most important thing when playing Marth is spacing. Spacing spacing spacing (that's a fun word to type. All the keys lead into each other, a lot like Marth's aerials). Once you become familiar with his technical side (as in you reflexively JC grab instead of dash grab, can shdfair at will, know how his shffl time can vary, etc.), you should practice keeping your opponent to the absolute outside of Marth's range. That's acualy why he's top tier: few other characters can get close to a Marth that has good spacing.

I feel I should warn you now though, the shdfair is deffinitly a great technique for Marth, but it's overrated. Don't spam it. With experience, you'll learn when the right time to use it is. There are a few moves Marth has that set up for dfairs, the best one beeing a shffl'ed nair.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
As pye said, its all about the spacing. The Fair is great for combo'ing also. If you space your fair correctly, you'll make it so that your tip hits the opponent. This will make your opponent afraid to approach you, and that's when you start Fairing a little more. Not spamming, but just approaching using it. Marth's grab game is amazing...some would say too good. Learn to Jump Cancel Grab. Chaingrab by throwing up until their percentage is high, and then uptilt to fair or bair. A good tactic against another marth is to grab them at 0-30% and then fthrow to fsmash. It's not guaranteed, but if your opponent is 0% and you fthrow them, you will probably get close to a tipper. If not fthrow them twice or three times to fsmash.
A lot of Marth's overuse the fair. If you fair and don't land the attack, don't double fair. Just land with an L cancel.
A good ledgeguarding technique is to ledgehog, forcing your opponent onto the stage, and then rolling on to the stage right before they get there, and punishing their lag of Up B with a forward smash in the opposite direction to hit them. IM me on eveofmorse if you have any otherquestions.
 

Kashakunaki

Smash Master
Joined
May 22, 2006
Messages
3,014
Location
Albuquerque, New Mexico
Thank you very much. I basically know how Marth works, and I read the attack descriptions and what have you. I already JC grab consistently instead of dash grab, so that shouldn't be a problem. I'll work on the Dobule Short Hop Fair, but other than that I guess I just need to work on my grab game (I don't grab as much as I should with any of the character I play), my spacing, and my style (I tend to be pretty aggressive). I really appreciate the help. I'm going to a couple tournaments coming so I'll try to get videos of my Marth; that way further critiqueing can be done.
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
Watch videos of Ken and copy him.

Here's a Marth tech you probably can't do--ledge-hopped double FAIR. Good luck.

You can chainthrow Fox from 0 - ~28% without moving. After that you'll need to dash to JC grabs or use pivot grabs if the Fox doesn't DI. I'm not sure how long you can go on chainthrowing... usually sometime in the 40s you should look for utilts leading into regrabs or tippers if the Fox DIs poorly.

You can chainthrow Falco from 0 - ~30% without moving, but it's extremely difficult up until about 6-7%. If you have room you can fthrow => fthrow => upthrows from 0.

And you can't chainthrow spacies 0 - 70. Definitely nowhere close unless they WANT to be grabbed.
 
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