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Squirtleknight is obnoxious obv :012:. - Marth+

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
A *WIP* Guide to Marth+.
"I was able to survive another day."

Note: In no way or form should this guide be the end-all for Marth+. Strategies discussed for BRAWL can often be incorporated into BRAWL+, or even in Melee and other fighting games (and vice-versa). The growth of the metagame is done not by the foundation that it is settled on, but the continuous dedication and ambition to succeed and progress onward. You are the player that may one day lead a community, perhaps this one. You may or may not one day become a top-placing player, revered and feared by many. But the players will carry Marth to success, you will develop his character. By no means is the metagame currently concrete.

-----------------------------------------------------------------
Table of Contents
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Prologue: Why/why not to play Marth+

I. Initial Look

A. Moveset since Brawl+ "Gold" (7.0.X)
1) Jab and Tilts
2) Smash Attacks
3) Aerials
4) Grabs
5) Specials

II. Metagame

B1. Offensive Game
B1a. Traps
B1b. Combos
B1c. Landing the kill

C2. Defensive Game
C2a. Aerial Walls
C2b. Baiting and Punishing

D1. Recovery and the ledge

IV. Counterpicking and Stage Manipulation (Continual Work in Progress)
E01. ???

V. Match-ups (Continual Work in Progress)
F01. ???

VI. Videos
VI1. Matches
VI2. Combo Videos

VII. Changelog


-----------------------------------------------------------------
Prologue: Why/why not to play Marth+
-----------------------------------------------------------------
So you have picked up Brawl+ and wonder to yourself: "Who should I play?" Often, players will naturally identify themselves with favorite character archetypes after a few games. However, if you are on the more indecisive side, here's a very basic rundown of Marth+:

You'll like Marth+ if you...

- Love grab-centric characters
- If you like long-ranged characters
- Love to easily set-up traps that are difficult for your foes to escape
- Love to juggle
- Love small combos and strings that give you positional advantage
- Want a strong 'soft counter' character

Unfortunately there's no character archetype that is universally appealing. Marth+ may not be for you if...

- You hate swatting and avoiding projectiles
- Hate getting juggled yourself
- Have a tendency to disregard optimal spacing of moves given the situation
- Dislike the tendency to die rather early
- Dislike weak close-ranged options
- Dislike weak and linear recoveries
- Want to set the pace of the match safely (usually via projectiles)
- Want to combo consistently into kill moves
- Hate predictable kill options.
- Hate gender-confused characters. Prefer cute girls over cute boys.

Now there looks to be more cons than pros to Marth+. However! Let us not judge by quantity over quality; the quality of Marth+'s pros are astounding. You'll feel right at home if you like relatively easy to pick up characters with a few gimmicks and tools for the advanced players. More or less, people have a tendency to call character's like Marth+ "easy to pick up; difficult to master."
-----------------------------------------------------------------
I. Initial Look
-----------------------------------------------------------------
Marth's Moveset

Key:
Yellow Sphere = normal hitboxes
Green Sphere = "Tip" hitboxes
Red Sphere = Meteor Smash/"tip" hitboxes

[collapse=1) Jabs and Tilts]

Jab

~*Brawl+ Changes:*~
Code:
Hitlag Multiplier: 0.70x->0.80x
~*Change Reception:*~
Eh, the hitlag on the jabs' tips was increased to compensate for Brawl+'s hitlag constant (the "hit" effect of moves) being lowered from vanilla Brawl. It just makes the move slightly easier to react to on hit and to SDI from (if you are on the other end as a foe).
-Move Utility-
First Jab: The first jab is a pretty good anti-air move. Your sword covers you quite nicely from the front, and is basically a GTFO move. It's very quick (hitbox comes out on frame 4) and it can be interrupted into any other action on frame 28. One of the safer moves in Marth's arsenal. Use it to mix-up shield pressure, get aerial-heavy characters off you, and so forth.

You can also use the non-tip hit on opponents that have just hit the ground and did not tech to induce a forced getup. This will force the opponent to literally get up and will be vulnerable to any move you use during that time. Generally use it to get a free grab, or set up for a kill with a Smash move (generally Forward or Down Smash).

Second Jab: The second jab? Eh...if you are trying to swat the foe away, use this to complete the jab sequence (which will usually cause you to tip the second Jab should the Jabs combo into one another). Usually, if you manage to send opponents into the air with the second Jab, you can attempt to capitalize with an aerial string. It isn't very useful but it carries near-identical stats to the first jab. The hitbox stays out a frame longer though.

Dash Attack

~*Brawl+ Changes:*~
Code:
None that I know of!
-Move Utility-
Dash Attack is certainly not a good move. It is rather slow and also has a ton of commitment lag (50 frames). While arguably the weakest link in Marth's arsenal, when tipped it is a decent kill move. Depending on DI, you could use this after a Forward Throw. But...the move is particularly good for edgeguarding!

On linear recoveries that have a tendency to not sweetspot the edge (but have a huge "GTFO" protective hitbox in front of them), like Link's, Toon Link's, Wolf's, Fox's, Mario's, and Charizard's Up-Bs can be intercepted with a tipped Dash Attack. The lunge animation will mean the sword is disjointed enough to retaliate without you being hurt in the process...if done correctly.

In the Falco versus Marth match-up, you can intercept a Falco that shoots high Short Hop Lasers with Dash Attack. The low swoop Marth does is enough to bypass the laser and hit Falco in his lag. This little gimmick won't work against frame perfect Short Hop Lasers and is in no way a reliable form of approach!

The trickiest part of using Dash Attack is learning the distance one covers before the hitbox comes out (which is on frame 13). Memorizing the distance it covers pre-hitbox will allow you to utilize its few strengths correctly.

Forward Tilt (Ftilt)

~*Brawl+ Changes:*~
Code:
None that I know of!
-Move Utility-
Forward Tilt is really a larger Jab with kill potential should you land a tip but also more commitment lag (36 frames). That being said, you can largely use in the same manner as Jab. The range of the move is best further out (where the tip is) and can be used effectively to pressure foes that are on platforms shielding. It'll force them into a hitstun-like state forcing them to tech! Tech chase or Jab them for a forced get-up!

But...more on platform pressuring later.

Up Tilt (Utilt)

~*Brawl+ Changes:*~
Code:
-Frame speed change: [1.400x Frame 13]
~*Change Reception:*~
The end-lag of Up Tilt has been reduced from 41 frames to 32 total commitment frames. The frame speed changes have buffed up Up Tilt's utility to roughly the same level as Melee Marth's Up Tilt.
-Move Utility-
Up Tilt is used to juggle (into itself a few times then into an aerial), pressure opponents on platforms, and is basically the bread-and-butter of every juggle trap. The initial swipe comes out quite fast: an impressive 6 frame start-up. On opponents around Marth's height, you can use this move in a manner similar to Jab as a GTFO move. On shorter opponents this is largely ineffective as despite the appearance, hitboxes won't reach below Marth's waist even though the sword swing GFX makes it appear otherwise.

The last active frames of the move can be used a kill move. It is rare to be able to land this part of Up Tilt though, but if you do, the knockback rivals the strength of Snake's Up Tilt.

It has enough Knockback Growth to be a powerful juggler and combo stapler at low and mid-percents, and grow into a semi-effective kill move at later percents.

Down Tilt (Dtilt)

~*Brawl+ Changes:*~
Code:
-Hitbox 1: KBG increased to 44 from 40
-Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
-Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20
~*Change Reception:*~
The knockback values of the non-tip (flub) Down Tilt hits were tweaked slightly to reduce the length of Down Tilt wall locks. This also makes some Down Tilt -> grab/other move combos obsolete or only applicable in very specific percentages.
-Move Utility-
This is undeniably one of Marth's better moves. This is Marth's all-in-one poke move. The move is decently fast, coming out on frame 7, and its end-lag is very minute, only 23 full frames of commitment until you can change your action. When tipped on shields, the move can push away at shields enough to save you from retaliation, and you can regain ground and pressure in with aerials, another Down Tilt (beware though; multiple Down Tilts will cause you to move slightly forward which will leave you vulnerable to punishment). It can be used as an approach move when Dash Canceled into on grounded opponents.

Wall Lock: On stages with walls, landing a Down Tilt will allow you to continually lock opponents squished between you and a wall by mashing Down Tilt. Percentages vary depending on the foe's weight, but on middle and heavyweights it is easy and free damage. On lightweights like Jigglypuff you will get less than favorable results and it may not be advisable at all to attempt a wall lock.

Down Tilt is best used however, to invoke favorable reactions. You are Down Tilting against an opponent near the ledge; save an attempt at a counter attack, you can cover: 1) Spotdodge 2) Rolling 3) Jumping and Airdodges. You are poking at a shield or safely out of your grounded opponent's range, forcing them to go into the air. You Down Tilt at a downed opponent, the foe tries to Get-Up Attack and you shield: landing you a grab. These are only a few examples of Down Tilt's utility and necessity in any Marth's repertoire.

One must note however, that the move is not very useful on opponents like Meta Knight, Jigglypuff, or Kirby (characters that are typically in the air). Note how Down Tilt has no hitbox to protect from airborne attacks. But used correctly and the move becomes very difficult to punish.​
[/collapse]
[collapse=2) Smash Attacks]

Forward Smash (Fsmash)

~*Brawl+ Changes:*~
Code:
-Tip hitbox size increased from 3.0->3.3 to match graphic better
-Weak hitbox shifted outwards by 0.3 to maintain equal tipping area
-All hitboxes have a trajectory of 40 degrees over special angle 361.
-SDI Capacity Multiplier: 0.00x->1.00x (Tip)
~*Change Reception:*~
The hitbox size adjustments and translations will make landing tips more consistent as the hitbox and graphics will now match each other better. The removal of "Sakurai Angles" will make Forward Smash a more effective kill move by sending at more favorable trajectories (Sakurai Angles more or less send the opponent more and more vertically as their percents go up. This effectively screws over your killing power). A SDI window now exists for the sake of your opponent. If he is hit by the tip while trying to recover back onstage, he can SDI into the stage and attempt to tech!
-Move Utility-
This move be either a friend or enemy. Its shield knockback is a decent mention, and can be a last ditch effort to get foes that are shielding by the ledge offstage again. The hitboxes come out earliest at frame 8, and the Falchion will be stretched at its furthest on frame 11 before the hitboxes terminate a frame later. If you manage to tip with it it will KO most foes at 70-100%. If you flub it it is only a mediocre kill option not worth mentioning. To keep it short and simple: This is the move of ends. It does not begin; its sole purpose is to end.

To flesh that out a bit, when you are done with your platform trap and are ready to try to edgeguard or kill, on platforms only slightly higher than the top of your head, you can Forward Smash right beneath them. When you are done tech chasing, you can try to Dash Cancel a Forward Smash. Done with a Forward Aerial string? Try to Forward Smash for the finale if you think it will land.

Landing the move is crucial. Tipped or flubbed, the wind-down of Forward Smash will prove disastrous should it whiff (48 frames of commitment). Do not commit to the same mistakes countless other new Marth players make and attempt to Forward Smash at everything that move and breathes. Only use it if you are positive it will hit or at the very least make sure the probability of it hitting is tilted in your favor.

Up Smash (Usmash)

~*Brawl+ Changes:*~
Code:
-Suction hitboxes shifted inward (X axis) from 9->3.5 and -9->-3.5 respectively
~*Change Reception:*~

You can see from this comparison chart of vanilla Brawl to Brawl+ that the suction hitboxes by the foot have been moved in, reducing Up Smash's overall horizontal range. This makes it somewhat harder to punish descending foes, but only slightly. Not too bad of a nerf on Marth.
-Move Utility-
Up Smash is actually a very good move, probably his best Smash Attack in overall usability. The move comes out pretty quick (frame 8) and has the least amount of commitment lag in comparison to his other Smash Attacks. As said before, this move can be used to punish opponents trying to land from a juggle, effectively sending them back up into the air. It like Forward Smash can also be used to end a platform trap. Works somewhat decently for tech chases too since the foot hitboxes will suction into the 'meat' of the move. Since you can use Up Smash at any point in Marth's dash, it's the easiest kill move to combo into. You can combo into it with Forward Throw, Forward Aerial, etc. Unlike Marth's other Smash Attacks, Up Smash is used not only to end traps and combos, but it can also start them too! You must note that the horizontal range on the move is horrible though, and so unless your opponent is explicitly in some sort of defending/disadvantageous state (airdodging to the ground, rolling, or teching), it's probably not very wise to mindlessly rush in with a Up Smash (or any Smash for that matter).

Down Smash (Dsmash)

~*Brawl+ Changes:*~
Code:
-First Slash: Hitboxes 2 and 3 have had trajectories changed from special angle 361 to 75 degrees.
-Second Slash: Hitboxes 2 and 3 have had trajectories changed from special angle 361 to 60 degrees.
~*Change Reception:*~
The removal of "Sakurai Angles" on Down Smash oddly enough nerf Down Smash's usefulness. These hits used to be "flub" hits (closest to Marth's body) that would knock your opponent horizontally like a slightly strong flub hit of Forward Smash. Now that the angles have been homogenized, this tactic is no longer viable.
-Move Utility-
This move comes out ridiculously quick for one of Marth's kill moves. The first slash makes it to the opponent around frame 6 (although the hitboxes are active on frame 4 to catch spotdodgers right on top of you), and the second slash (slightly weaker) comes out around frame 18-20. Down Smash has a lot of power in its hits, and if tipped is stronger than even Fox's Up Smash! However, like many of Marth's other moves, Down Smash is horrible if it whiffs. Should you miss the mark, you are stuck in commitment lag for 62 frames, a little over a full second.

Down Smash is mostly used to punish rollers, spotdodgers, as well as punish those who tech or even better, missed a tech and is now forced to ground roll. This is also, in my opinion, the best move to use upon getting a Forced Get-Up from Jab. The tip hitbox is not deceptively like Forward Smash's hitboxes, so learn the placement of the blade carefully and you'll get very favorable KOs at equally favorable percentages.

[/collapse]

-----------------------------------------------------------------
II. Metagame
-----------------------------------------------------------------

B1. Offensive Game

----------------------------
D1. Recovery and the ledge
----------------------------

Recovering with Marth has always been straightforward. However, this does not exactly mean easy. With no sweetspot ledges to promote staying safe on stage and to deter ledgestalling, Marth's recovery has weakened slightly. As Marth, you should hopefully NEVER be on the other side of the ledge, but such situations are sometimes...inevitable.

Recovery

The key step to recovering is in fact...DI. Good Directional Influence will allow you to live to higher percents, as well as give you a good starting place offstage to try to float toward the ledge. Typically horizontal attacks can be DI'd upward so the trajectory is distorted into hitting near the angles of the stage (stages are shaped rectangular-like).

Depending on how far away you are from the stage, you may mix up how you recover. However, it is almost ALWAYS safer to attempt to recover low then try to jump right up onto the stage, save your double jump if possible to mix up recovery times in hopes of grabbing the ledge.

Recovery moves:

Dolphin Slash


Relatively unchanged from Brawl. It has good vertical reach and typically is used as the "last resort" on any recovery attempt. Gauging the correct distance on this is important, since if you poke your head on the stage slightly, you may get hit with no chance to survive. You can angle it slightly horizontal in either right or left by pressing northeast or northwest on the directional pad. You can also go fully vertical by purely pressing up.

Shield Breaker

A very situational recovery move with little utility most of the time. Fully charge it up in midair and it will send you flying in that direction with a gargantuan momentum boost. If only charged in any way but full charge, it gives you a slight momentum boost. Manually B-sticking (never ever assign your controller true B-sticking for Marth) it will give you an extra boost in the direction to B-sticked it.

Generally there is only two times this move should ever be considered for recovery:

- You DI'd correctly and are now at the edge of the stage's death boundaries. The ledge seems a little far away and you are rather high up. You can charge this to gain horizontal distance to get closer to the ledge. If done correctly at a precise time, you can even sweetspot the ledge from it.

- You are hit by a weakhit projectile (Falco's lasers, Wolf's lasers, peanuts, arrows, etc.) and have lost aerial momentum. This is bad as the chance of you recovering has just been severely reduced. Use Shield Breaker (charged fully if you were hit relatively high; read Falco laser wall for edgeguarding, or just a tap (with a manual B-stick if you wish) in the direction of the ledge). No matter how little, recovering some of your horizontal momentum is necessary.

Stalling moves while recovering:

Marth's recovery, no matter how you mix it up...is extremely linear. A full Shield Breaker sends you in roughly a 40 degree angle descending EVERY TIME, and Dolphin Slash has never been anything BUT linear. The key to successful recovery against competent opponents is mixing up when you execute the final Dolphin Slash.

Counter

Counter is extremely laggy and bound to be punished regardless of where you use it. However, at higher altitudes, it's a good stall if used sparingly due to keeping horizontal momentum and slowing down fall speed. One could say it's even good as a Counter hitbox is present for a few frames, allowing you to possibly not get hit by anti-aerial-momentum moves like Falco's lasers. However, this is a gimmicky stall at best, and should be used with caution.


Dancing Blade Hit 1

Dancing Blade is a more popular stall, coming out at frame 4 and ending frame 30. Safer to use overall, it keeps horizontal momentum and slows fall speed. If you are to stall at all, use this most of the time. You can do multiple to vary the stall and end it with a Dolphin Slash for the ledge. However, be careful in inputting other Dancing Blade hits, as those are laggier in cooldown and don't stall at all. You may fall to your death instead of stalling.

Also it can be B-sticked for a slight horizontal boost. If done correctly, the first hit's red coloring will look jagged. Manually B-stick to the direction of choice to get this little boost. If you use DBN1 (Dancing Blade Neutral 1; referring to the same thing here) after a second jump, you get an extra vertical boost. As Marth, you should appreciate these little boosts every chance you get.

-----------------------------------------------------------------
V. Videos
-----------------------------------------------------------------

I'm going to tell this to everyone upfront; I'm going to be elitist about this. I'm only going to put up videos of high-level Marth players.

I will strive to make this a section where you can watch something that will let you learn something from it. As the metagame progresses I may remove older footage in place of newer footage, as different tactics become dominant, more popular, etc. Please do not be offended if your video gets turned down. Simply work harder to get yourself to a good enough skill level where people will be ASKING for your videos. Remember as a community we are striving to better ourselves.

VI1. Matches
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
I'm no expert with him, but the time I have spent with him just makes me say wow. Getting used to his spacing game is a little harder than in vBrawl IMO because the game is just so much faster, but that is just something that takes practice.
Just so much range... If he can keep you out of his blindspot than Marth is just a wall of range and disjointed hitboxes. Once you get him above you though, he can't do much with his Dair, and is just stuck until he gets an opening.
Marth in B+ is one of the reasons I hate G&W in B+. That's how good he is basically.
He doesn't have the most amazing combos, but that doesn't say he is lacking in any sense. Your sig is a great example :p

His recovery still sucks though... Really badly.



And this is the scariest Marth texture I have ever seen. And my friend refuses to play as any other Marth.
 

Thirtyfour

Smash Journeyman
Joined
May 18, 2008
Messages
424
Location
Delaware
Marth has the majority of his Melee combos.
Uthrow, Uair juggle
Utilt Bair set up
Fair Dair
Fair Fair Fsmash
Fthrow Fsmash (TIP WOO)
Nair nair set up

Ill have someone upload a match in a bit

In my opinion, His Side B is ridiculous in terms of locking a character in the whole combo
Each individual hit should have its own unique knockback and hitstun as it did in melee
In Vbrawl its acceptable as a legit combo with out any SDI
In Brawl+ its a bit much with marth's already at LEAST high tier combo and grab game
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
So...what do you think? Discuss his metagame, combos, traps, gimps, defensive tactics, whatever, hell, talk about how great his hair is in Brawl+. I'm sure they buffed it somehow <_<. Talk about potential balance issues and whatnot as well. Just...talk about him. I think you can even talk about how much I suck with him.
This is an excellent topic and a great first post here. Very nice work. Try and discuss more metagame and less balance though :)

On the subject of Marth, I find he has a lot of trouble with Samus. Z-air outspaces everything he has making her nigh unapproachable. What do you guys think?
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Your friend is a sadist lol.

I've added some general rules/guidelines of what is suppose to happen in this thread. Any higher-powered Brawl+ person guy can tell if I'm doing something wrong.

Oh look at me I'm trying to look important. <___<

*scurries away into the forest*

This is an excellent topic and a great first post here. Very nice work. Try and discuss more metagame and less balance though :)

On the subject of Marth, I find he has a lot of trouble with Samus. Z-air outspaces everything he has making her nigh unapproachable. What do you guys think?
I don't know about B+ Samus but vB Samus always kinda telegraphed if she was about to zair. This applies to a lot of the zair characters, but Samus specifically because she has to execute it more precisely to get the full zair hitbox out.

So you can powershield it and then get in. Once Marth is in her face she has a hard time getting out where she feels more comfortable shooting stuff at you.

Speaking of this I should work on powershields. =P
 

Thirtyfour

Smash Journeyman
Joined
May 18, 2008
Messages
424
Location
Delaware
This is an excellent topic and a great first post here. Very nice work. Try and discuss more metagame and less balance though :)

On the subject of Marth, I find he has a lot of trouble with Samus. Z-air outspaces everything he has making her nigh unapproachable. What do you guys think?
The Samus vs Marth match up is fine,
I forget the Term to approach by air dodging towards someone.
CAD? QAD? HAD? TAD? I dont remember.
(aib says SHAD)

Marth as most would know can jab most of her missles, and even so can SHAD past her predicable camp game.
His Nair is his best set up move imo to juggle Samus.
That match up is in marth's Favor I cant get into much detail, but defensively samus doesnt have much to lie back on against marth's sword and juggle capability.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio

Thirtyfour

Smash Journeyman
Joined
May 18, 2008
Messages
424
Location
Delaware
I'm obviously not playing the world's best Marth then.

http://www.youtube.com/watch?v=Wq_3POppNwE&feature=channel_page

http://www.youtube.com/watch?v=83NBSF_L04g&feature=channel_page

I still think Samus is tough matchup for him. B+ helped her combo game and the missiles, charge shot, and F-smash are all very potent killers. The ability to combo into a charge shot and kill at lower percentages is quite dangerous, especially against someone like Marth with a mediocre recovery.
That marth didnt use a single Nair the first stock and doesnt even know how to set up Fsmashes or Dairs in brawl+
He approaches with Dair his aerial with the most amount of lag FROM ABOVE.
It doesnt even seem like he could approach a Samus in vbrawl playing like that obviously.
I dont play in a tourney til the weekend.
If you want I can have a decent wifi samus play my marth.
I'll show you some set ups, how he can currently approach camping.

The match up is in marth's Favor

Also there's no title for "World's Best Marth" in Brawl+ yet. I dont think it would be in Ohio anyway.
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
The Samus vs Marth match up is fine,
I forget the Term to approach by air dodging towards someone.
CAD? QAD? HAD? TAD? I dont remember.
(aib says SHAD)

Marth as most would know can jab most of her missles, and even so can SHAD past her predicable camp game.
His Nair is his best set up move imo to juggle Samus.
That match up is in marth's Favor I cant get into much detail, but defensively samus doesnt have much to lie back on against marth's sword and juggle capability.
I've been playing almost exclusively samus in B+, and I disagree heavily with what you wrote.

You aren't going to want to jab her missles, because you are going to eat a hit for it. If charge shot is full, then that, and if not then most likely a zair. This is because all of her projectiles move at different speeds, so they have time to catch up to each other.

Also, if you air dodge towards samus, it's extremely easy to stuff the ad with a charge shot. I can hit it ~80% of the time, and do you really want to take 25%, get hit farther away, and then have to try to approach again? I suppose you could use it very sparingly, but it doesn't work as a go-to approach option. Rolling towards samus suffers the same problem.

Marth could walk/run and then shield attacks, and since Samus' grab is so terrible, that's pretty safe, but super missles and charge shots do a lot of shield damage, so you need to watch out for that. Characters with a good dair could jump over her projectile game and dair since samus doesn't have any decent options on people above her. Her uair is easily beaten by any dair with a disjointed hitbox, and none of her projectiles go up. However, marth's dair would be a terribly risky approach, so he is more or less limited to shield approaching.

Once marth does manage to get in, he'll **** her since her gtfo options are pretty limited, but getting in is going to be tough. I think it's going to be pretty even.
 

Roxas215

Smash Lord
Joined
Dec 21, 2008
Messages
1,882
Location
The World That Never Was
Marth is arguably the best in the game right now aside from mk and fox. I am by no means a marth main but i've played with him a couple times and even my noob self took a stock in like 5 moves. His dancing blade is kinda crazy and can lock people for the whole combo. Add this to his great grab and air juggle game and yea marth should be feared in the right hands.


Don't know too much of the samus vs marth matchup but i have a pretty good brawl+ zss and i say she goes about even with marth. I still think marth has a slight advantage if he gets in but zss can usually camp him til she gets a opening and then follow up with a 25-45% combo.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
Personally, I'd like to see his falchion get extended a bit.
I can't beat my bro's pikachu in the air, I try analyzing him and stuffs. But his air attacks seem to have more priority than Marth's (I might be wrong, but I'm better than him.) His nair and fair seem fairly useless again small characters such as Pika.

The only way for me to win is to constantly use dashdancing and grabbing. Which is pretty cheap, spamming was never fun.

Well anyways, that was my little complaint, I know I'm really annoying with that lol.
I'd like to ask, before really discussing about him, can you (B+ Marth Mainers) Double Fair consistently?
I can't, it's so much more harder than Melee.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Ryu, Almas said not to talk about buffs, also we cannot currently modify hitboxes.

Anyway, set your buffer to 4 or higher and it'll be a little easier to double fair, although fair really doesn't combo into itself anymore with even the most basic of DI. @_@

/needs to change this thread's rules.
 

nightSN

Smash Ace
Joined
Mar 12, 2008
Messages
539
Location
Ontario, Canada
i think marth is a very solid character already, he was good juggle game, sworddance is just amazing, can space very well and he has no problem killing
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
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Ryu, Almas said not to talk about buffs, also we cannot currently modify hitboxes.

Anyway, set your buffer to 4 or higher and it'll be a little easier to double fair, although fair really doesn't combo into itself anymore with even the most basic of DI. @_@

/needs to change this thread's rules.
Sorry about that, I felt like it :laugh:.
Oh well, I thought that (somehow) fair could be a good combo. Sucks.

I really want to discuss about him, but it seems that my opinion's based a bit too much on Melee. (Yeah, I'm an idiot.) Anybody minds telling me 1 or 2 combos he could pull off?
 

KarateF22

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The Ken Combo lives (fair, second jump, dair). Integrating that combo into your playstyle is pretty important now, as it can land some easy kills under the proper circumstances.
 

RyuReiatsu

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The Ken Combo lives (fair, second jump, dair). Integrating that combo into your playstyle is pretty important now, as it can land some easy kills under the proper circumstances.
Yeah, gotta work on it. Other than that, not much?

Oh well, anyways.
I've suddenly thought of it, wouldn't it be nice to have DB1 similar to his Melee counterpart?(The aerial momentum change). What's your opinion? Recovering would be a bit less obvious and foreseen.
 

KarateF22

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Yeah, gotta work on it. Other than that, not much?

Oh well, anyways.
I've suddenly thought of it, wouldn't it be nice to have DB1 similar to his Melee counterpart?(The aerial momentum change). What's your opinion? Recovering would be a bit less obvious and foreseen.
He plays basically like melee, except with smaller sweetspot, less range, and better DB. Also Dolphin Slash is great OoS.

DB1 currently has the effect of sustaining momentum, bringing acceleration to a halt while maintaining speed (correct me if im wrong). Isnt that basically what the Melee one did?
 

ChaosKnight

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I destroy people with marth i swear i see a tear in there eye after the game is over :x marth in Brawl + is too good and top tier
 

RyuReiatsu

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He plays basically like melee, except with smaller sweetspot, less range, and better DB. Also Dolphin Slash is great OoS.

DB1 currently has the effect of sustaining momentum, bringing acceleration to a halt while maintaining speed (correct me if im wrong). Isnt that basically what the Melee one did?
Actually, to think of it, I haven't tried it in the air since Beta 3.0 I think.
How stupid am I :urg:.

Anyways, I guess I'll try it out.
Oh and, how about being able to kill diagonally with Dair?
People might bash me for suggesting so many things... :laugh:
 

Anth0ny

Smash Master
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The physics change helps Marth greatly. I don't think he needs any nerfs or buffs. He's a beast as he is, and he should just be left alone and I think he's going to continue being a top character in this game.
 

RyuReiatsu

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Watched ShortFuse's videos, Forget about all I've said.
I need to practice, I'm off from this forum for a day or 2 LOL.

EDIT: Sorry I_AM_Plum ._.

Thing is, I really wanted to have big combos like Lucario, Sheik and Falcon x_x... Oh well.
 

GHNeko

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Fthrow CG on certain characters such as Wario, and Peach (DIable)

I think bowser is one of them too.

Ken combo is good, but Fthrow > Dair is great imo.

Fast fallers beware as well. Dancing Blade will get you grabed as Up on the 4th DB will launch and can get you grabbed out of tumble if the marth times his buffered grab right.

And uair juggles so good. <3
 

GHNeko

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Oh. I though DB Up was common knowledge. It's excellent for conditioning really.


People normally DI up to survive the DB Left/Right finisher, so you can condition them to DI up, and use that to kill them. I think that's what makes the DB Up an excellent killer.


ALSO, Fthrow @ high percents > Sweetspot Up B = KO.

Seriously. Timing is pretty tight though.

And dthrow @ ledge > dtitl = Lol edgeguard.
 

VietGeek

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I'm currently looking for someone that has a good knowledge of B+ Marth to co-author the character guide to.

Err PM me or visitor message me. @_@

If you happen to have a cyan name with 2nd in it I don't mind giving you the thread. <_<

/baiting
 

Finns7

Smash Ace
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Aug 1, 2008
Messages
896
Marths counter ***** reoverys now hardcore lol, Marth is a strong character if your smart
 

GHNeko

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Not in a million years.:laugh:
Didnt I say game-specific mechanics aside. ;D

I'm currently looking for someone that has a good knowledge of B+ Marth to co-author the character guide to.

Err PM me or visitor message me. @_@

If you happen to have a cyan name with 2nd in it I don't mind giving you the thread. <_<

/baiting
Hi.
 

GHNeko

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I meant it in the fashion that if we had to compare Marth+ and Melee Marth, they'd have to be compared in one game, like they'd have to be compared in either Melee or B+, not comparing Melee Marth with Melee mechanics to Brawl+ Marth with B+ Mechanics.

They'd have to be in the same game.
 

Dark Sonic

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And in either case Melee Marth would wreck brawl+ Marth lol. All melee Marth would lose in brawl+ mechanics is...wavedashing. He's still got superior range, lower lag on his tilts, better aerials for comboing, a better recovery, and better edgeguarding. Not to mention, YOUNG LINK GRAB RANGE (I'm 100% serious here, they are actually about the same length.) Melee Marth can grab brawl+ Marth out of side B lol.

Brawl+ Marth has...side B, up B, and....counter. No contest.

Anyway, enough about melee Marth, let's talk about how amazing side B is lol.
 
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