I want to put together a thread of realistic do's and don'ts against a Pro to Semi-Pro level Marth. So no..."just hope he doesn't di when you throw him and upsmash 8x in a row" or "take advantage of the f-smash when he is spamming it" or "trick him into using the counter and punish him"...things that can actually make or break the match. Unfortunately my list is more don'ts than do's but...
Don't
Ever roll onto the stage from a hanging position if Marth is there. He is going to WD back and F smash you.
Use PKTR if you are within range to recover with an air block. You will get spiked.
DjC Bair into Marth's Front. Odds are he will grab you right out of the air.
Jump off the edge for any reason. His edge game is better than your recovery options.
B-throw sub 125% (depending on stage and location)...no combo potential.
Try to nair out of the Ken Combo or U-tilt juggle...di away and get to the ground.
Stay on platforms any longer than you have to...he will be under it waiting to fsmash or utilt you right through it.
Short hop anything into the front of marth without the FFL. You will be grabbed and beaten.
DI into the early chain fthrow to tipper combo. If you are chain thrown wait until you are thrown over or onto the ledge. Apperently after the 3rd throw his only option is to fsmash if you do it right.
Recover close the edge if marth is edgehogging...he will either jump up and spike or hop back up and punish the landing lag...recover on a 45 degree angle and hit the ground running
DO
Hit Marth with PKT when he is recovering. You can pop him up and leave him in a position that makes it difficult to sweetspot, or if you hit him from behind you can pop him slightly away from the stage changing his momentum. Also tailwhipping has the potential to drop him down/turn him around.
Up-Throw at low percentages into a full jump Uair. Potential to combo with second jump.
Down-Throw at mid percents to Fair.
Down tilt when Marth is on the edge hangining or doing the jumping stall. You'll get a few % when he finally comes up.
Down tilt infront of a shielding Marth 3-5 times and then roll away. Anymore than this he will grab you while you are tilting.
Space the Dash Attack to hit with the last sparkle.
After a recovery if you have no choice but to land near marth try to di directly ontop of him and pick a side at the last moment...giving yourself a 50/50 chance he will swing the wrong way.
That's all I have for now. A few things that I seem to be having trouble with:
I can't approach Marth with a DjC Fair because his Ftitl and N-a outrange it if I FF, and I get grabbed if I don't FF.
I can't really seem to find the best way to come back ontop the stage when Marth is standing right there waiting for me and I'm hanging. If I drop down for a Fair, he does d-tilt. And if I back of the edge and circle back up I have to switch up FF and FreeFall to a Fair to avoid being tipped. Doing the quick WD onto the stage doesn't seem to work, and obviously rolling and doing an attack usually mean death. I guess a combination of the Full jump to fair, standing and doing the attack (sub 100%) and making him guess are the only way.
Don't
Ever roll onto the stage from a hanging position if Marth is there. He is going to WD back and F smash you.
Use PKTR if you are within range to recover with an air block. You will get spiked.
DjC Bair into Marth's Front. Odds are he will grab you right out of the air.
Jump off the edge for any reason. His edge game is better than your recovery options.
B-throw sub 125% (depending on stage and location)...no combo potential.
Try to nair out of the Ken Combo or U-tilt juggle...di away and get to the ground.
Stay on platforms any longer than you have to...he will be under it waiting to fsmash or utilt you right through it.
Short hop anything into the front of marth without the FFL. You will be grabbed and beaten.
DI into the early chain fthrow to tipper combo. If you are chain thrown wait until you are thrown over or onto the ledge. Apperently after the 3rd throw his only option is to fsmash if you do it right.
Recover close the edge if marth is edgehogging...he will either jump up and spike or hop back up and punish the landing lag...recover on a 45 degree angle and hit the ground running
DO
Hit Marth with PKT when he is recovering. You can pop him up and leave him in a position that makes it difficult to sweetspot, or if you hit him from behind you can pop him slightly away from the stage changing his momentum. Also tailwhipping has the potential to drop him down/turn him around.
Up-Throw at low percentages into a full jump Uair. Potential to combo with second jump.
Down-Throw at mid percents to Fair.
Down tilt when Marth is on the edge hangining or doing the jumping stall. You'll get a few % when he finally comes up.
Down tilt infront of a shielding Marth 3-5 times and then roll away. Anymore than this he will grab you while you are tilting.
Space the Dash Attack to hit with the last sparkle.
After a recovery if you have no choice but to land near marth try to di directly ontop of him and pick a side at the last moment...giving yourself a 50/50 chance he will swing the wrong way.
That's all I have for now. A few things that I seem to be having trouble with:
I can't approach Marth with a DjC Fair because his Ftitl and N-a outrange it if I FF, and I get grabbed if I don't FF.
I can't really seem to find the best way to come back ontop the stage when Marth is standing right there waiting for me and I'm hanging. If I drop down for a Fair, he does d-tilt. And if I back of the edge and circle back up I have to switch up FF and FreeFall to a Fair to avoid being tipped. Doing the quick WD onto the stage doesn't seem to work, and obviously rolling and doing an attack usually mean death. I guess a combination of the Full jump to fair, standing and doing the attack (sub 100%) and making him guess are the only way.