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Tech chasing with Marth

Mort

Smash Rookie
Joined
Feb 24, 2010
Messages
2
I love all the helpful Marth guides here, and I was just wondering if there could be one on Tech Chasing with Marth? I've looked around and have found none and this is posing a real problem for me. I think a good set of tech chase strategies would be extrememly helpful but I'd appreciate any help at all. Thanks.
 

Eon the Wolf

Smash Ace
Joined
Jul 21, 2009
Messages
647
Location
Grove City, Ohio
NNID
Ethinial
That's not something that can be taught. That's all about psychology, reading your opponent, and 'mind games'. It's also about pattern recognition. Some people (such as moi) are kind of naturals, others pick it up easily...Some don't need it, don't bother, or don't care for it....Some folks know the basics behind it. It really depends. The ability to logic, reason, and predict as well as recognize patterns is not something you can easily give a guide on. It's on a person to person basis. Yes, a specific character might benefit more from rolling to the left than standing or going to the right....But that means nothing, because it's up to the player. Like I said....The skills necessary can't be taught in a guide really...Just...when you play, keep an eye out. Notice which direction or response a player tends to take based on what you do next or did...Don't try to continue after. Make it seem like you're going for a tech chase or CG....but don't actually go through with it. Simply observe. One must always do that, even if you've played the person all of the past year or all of the tournaments you've been at together or all of 5 minutes. Failure to play it safe and observe for a bit will only result in you gimping yourself or even in causing you a loss....
 

Fortress | Sveet

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tech chasing is just following where they go and hitting them. You can do it with dthrow->grab really well, and also with fthrow->shffl fair (covers no tech/in place)->follow rolls. If you feel like guessing the sky is the limit, though i personally rely on guessing with charged fsmashes too much lol
 

I.B

Smash Lord
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Apr 14, 2007
Messages
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Torontario
Don't forget that it's also character dependent. Different characters have different tech-roll lengths/timings.
 

KirbyKaze

Smash Legend
Joined
Nov 18, 2007
Messages
17,679
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Spiral Mountain
F-throw WD and then react to their tech with regrab or nonsense. If you try to tech chase this way, learn their god**** tech animations so you can react and don't have to guess. Guessing has a place but not when it comes to building damage efficiently and mindlessly.

F-throw SHFFL Fair is okay so long as you're FFing super duper fast and tipping your Fair. You can dash attack if you miss because they roll into you sometimes (doesn't actually combo but if they try to run, it'll nick them) or F-smash (sometimes the roll auto-spaces for tipper) and other funny stuff that doesn't actually work but is pretty safe and will work sometimes.

D-throw is inferior to F-throw unless they're near the edge.
 

Mort

Smash Rookie
Joined
Feb 24, 2010
Messages
2
Okay thanks guys. I'll just keep practicing and watching my opponent.
 

Fortress | Sveet

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I disagree about the dthrow thing, KK. I like it more because a lot of characters can DI up and jump out before they tech (basically anyone floaty). With dthrow, it sends them closer to the ground and can move sooner out of the throw. Also, dthrow->reverse dtilt->pivot grab is WAY too good.
 

Niko45

Smash Master
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Apr 16, 2008
Messages
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Westchester, NY
I disagree about the dthrow thing, KK. I like it more because a lot of characters can DI up and jump out before they tech (basically anyone floaty). With dthrow, it sends them closer to the ground and can move sooner out of the throw. Also, dthrow->reverse dtilt->pivot grab is WAY too good.
He said near the edge, meaning assuming they are going off stage or can't tech away. If they can tech away you can't dtilt anything. On stage f throw is just way better and I have always felt I could move faster out of fthrow than dthrow, though I don't know any frame data.
 

ArcNatural

Banned ( ∫x, δx Points)
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He said near the edge, meaning assuming they are going off stage or can't tech away. If they can tech away you can't dtilt anything. On stage f throw is just way better and I have always felt I could move faster out of fthrow than dthrow, though I don't know any frame data.
Be careful not to fall into stereotypes. People seem to forget that mixing up throws for DI is important.

Fthrow in general is better, but dthrowing someone who is really good at DI'ing fthrow can cause serious problems for them.
 

Dynamism?

Smash Champion
Joined
Mar 25, 2008
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BC, Canaaaanada
If someone gets up on a platform before I get there, they usually lightshield.

So I like to jump, fake a Uair etc and waveland away from them on the platform into a grab.

Seems to work...from there I can usually do a LOT of things given the situation and position.

Thoughts?

S.E.O.U.L LOL
 

Staco

Smash Champion
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Jan 26, 2008
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Germany
If someone gets up on a platform before I get there, they usually lightshield.

So I like to jump, fake a Uair etc and waveland away from them on the platform into a grab.

Seems to work...from there I can usually do a LOT of things given the situation and position.

Thoughts?

S.E.O.U.L LOL
thats what m2k did to dzw when doing the 2 stock comeback against dzws falco ;)
 

Ocho(*8*)

Smash Ace
Joined
Jun 30, 2009
Messages
514
learn their god**** tech animations so you can react and don't have to guess. Guessing has a place but not when it comes to building damage efficiently and mindlessly.
someone who can make vids should make a vid of all the character's tech animations.. I would definetly watch that. (there isn't one already is there?)

and do get up attacks change after 100 damage like ledge getup attacks do? I know I've seen characters use different getup attacks but I can' t think of if it changes after some percent of if its just sorta random..?..
 

Fortress | Sveet

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He said near the edge, meaning assuming they are going off stage or can't tech away. If they can tech away you can't dtilt anything. On stage f throw is just way better and I have always felt I could move faster out of fthrow than dthrow, though I don't know any frame data.
When they can tech away (which seriously isn't often because of how far you throw them) you can still full commit run and get them, and that time they WILL be at the edge.

Be careful not to fall into stereotypes. People seem to forget that mixing up throws for DI is important.

Fthrow in general is better, but dthrowing someone who is really good at DI'ing fthrow can cause serious problems for them.
i like dthrow a lot more on heavier characters, where fthrow will give them way too many frames before 10% and not really link into anything beyond that unless they have bad DI. dthrow leads into guaranteed tech chases to an edge which leads into edgeguard which is death.



edit- @Ocho getup attacks are always the same. there is 1 animation for getup attack from laying on your chest and one for laying on your back.
 

Niko45

Smash Master
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When they can tech away (which seriously isn't often because of how far you throw them) you can still full commit run and get them, and that time they WILL be at the edge.
Full commit? You mean completely guess? Btw if they have space to fully tech away, even with a complete immediate guess at the tech away you can't regrab most if not all characters. You need to be guessing even if they are only getting half-distance on their tech away before they reach the edge. Dthrow sending people further makes your tech chase harder not easier.


i like dthrow a lot more on heavier characters, where fthrow will give them way too many frames before 10% and not really link into anything beyond that unless they have bad DI. dthrow leads into guaranteed tech chases to an edge which leads into edgeguard which is death.
Idk, I don't get it. You're talking about guessing and then later talking about how dthrow is guaranteed. Heavy characters like CF/Ganon/DK are the exact ones I have in mind when I'm thinking fthrow is way better. Whatever, though, do it if it works.

Good point about DI, though, Arc.
 

Fortress | Sveet

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no i dont mean guess. If i was talking about ganondorf or samus, then yeah you'd have to guess. With marth you can cover everything. if you dthrow and then dash backwards, you can choose to dash dance or run when they have to tech. If you react slow, you might dash dance once before you follow which still leaves you in very favorable position (covering 3 options on reaction and having full stage control if they take the 4th)
 

Paixy

Smash Journeyman
Joined
Jun 30, 2002
Messages
276
Location
England
I agree with dthrow being more recommended for when near the ledge, but occasionally mixing it up with fthrow has it's moments.....

When fthrowing near the ledge, your opponent is usually gonna DI in. This can lead to a wavesmash/fsmash. They're gonna get onto this pretty soon though, which is part of mixing it up ofc.
 

I.B

Smash Lord
Joined
Apr 14, 2007
Messages
1,704
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Torontario
If someone gets up on a platform before I get there, they usually lightshield.

So I like to jump, fake a Uair etc and waveland away from them on the platform into a grab.

Seems to work...from there I can usually do a LOT of things given the situation and position.

Thoughts?

S.E.O.U.L LOL
If they're at the edge of the platform, you could nair so the first hit will hit the shield and send him off the platform, then the second hit will most likely hit them.
 

AceDudeyeah

Smash Ace
Joined
Dec 13, 2007
Messages
967
Location
Floridaa!
When fthrowing, I like to throw in just ONE short foxtrot and see where they go after the tech.
If they miss the tech cause they don't wanna be chased, just turn that foxtrot into SHFFL fair/double fair/ reverse up-KWAAH!
 

AceDudeyeah

Smash Ace
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967
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nah pivot fsmash is the man's way to cover missed techs.
oh, man. Too good!
haha
the foxtrot towards makes 'em wanna tech in my case. I don't foxtrot if I foresee that they'll miss the tech so I can fsmash. guess that'll be a roadblock if they don't tech when I foxtrot.
experiment some side-b combo/reset madness maybe?
 

wilkins

Smash Apprentice
Joined
May 15, 2007
Messages
96
Location
North York
I disagree about the dthrow thing, KK. I like it more because a lot of characters can DI up and jump out before they tech (basically anyone floaty). With dthrow, it sends them closer to the ground and can move sooner out of the throw. Also, dthrow->reverse dtilt->pivot grab is WAY too good.
D-throw d-tilt trap only works near an edge because you can't follow a tech away with it, which makes it irrelevant to this because I noted D-throw is great near the edge.

I'm like 80% sure you move faster out of F-throw than D-throw.

If a floaty DIs up why wouldn't you just combo them?
 

Staco

Smash Champion
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Messages
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D-throw d-tilt trap only works near an edge because you can't follow a tech away with it, which makes it irrelevant to this because I noted D-throw is great near the edge.

I'm like 80% sure you move faster out of F-throw than D-throw.

If a floaty DIs up why wouldn't you just combo them?
U also cant hit the DTilt after the dthrow at higher percentages, if they DI away and tech on place/miss the tech/tech towards you.
 

Vanitas

Smash Ace
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Jan 30, 2010
Messages
812
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Final Destination
hmm most falcons are AMAZING with tech chasing...perhaps you could ask them for tips?
otherwise, use fthrow and dthrow for alot of techchasing...
 

Radical Dreamer

Smash Ace
Joined
May 14, 2007
Messages
827
That's not something that can be taught. That's all about psychology, reading your opponent, and 'mind games'. It's also about pattern recognition. Some people (such as moi) are kind of naturals, others pick it up easily...Some don't need it, don't bother, or don't care for it....Some folks know the basics behind it. It really depends. The ability to logic, reason, and predict as well as recognize patterns is not something you can easily give a guide on. It's on a person to person basis. Yes, a specific character might benefit more from rolling to the left than standing or going to the right....But that means nothing, because it's up to the player. Like I said....The skills necessary can't be taught in a guide really...Just...when you play, keep an eye out. Notice which direction or response a player tends to take based on what you do next or did...Don't try to continue after. Make it seem like you're going for a tech chase or CG....but don't actually go through with it. Simply observe. One must always do that, even if you've played the person all of the past year or all of the tournaments you've been at together or all of 5 minutes. Failure to play it safe and observe for a bit will only result in you gimping yourself or even in causing you a loss....
This post is hilariously long-winded and unhelpful. He's not asking "how do I read my opponent's mind," he's asking how to tech-chase with Marth. As the other posters have shown, answering this question is about explaining what moves to use, when to use them, and what the ultimate objective should be for tech-chasing with Marth. A pretty basic example is doing dthrow and then fsmash on a space animal when they don't tech.

Obviously fthrow and dthrow are you basic tech-chase starters on a lot of characters. A basic tech-chase is usually to dashdance, follow their roll, and just grab again. This gives you another tech-chase. It's usually a good idea to press z once for damage, since Marth's throws don't do much damage by themselves. Usually I would say the main objective for tech-chasing with Marth is to eventually fsmash or throw them off the edge to start an edgeguard, especially since the more tech-chaseable characters are also usually the more edgeguardable ones.

One of the best techchases Marth has is dthrow-reverse dtilt-pivot grab near the edge against space animals, Falcon, and maybe a few other characters, as someone here already mentioned. If they don't tech they get hit by the dtilt. If they tech in you pivot grab and dthrow again to start over again. If they tech in place you can probably just dtilt again since it has really quick recovery. If you can do this quickly enough without wasting frames it can be really difficult for your opponent to get out of.

In general Marth is probably better off tech-chasing with ground moves, like fsmash, utilt, grab, and dtilt. With good enough reactions and predictions you can usually cover like two or even three options this way. Tech-chasing with a shffl-ed aerial usually forces you to commit to one option, but I've gotten some pretty good results by tech-chasing with shffl nairs that combo-ed into tippers. At high percents you definitely want to go for fsmash tech-chases though since it's the move most likely to get them off the stage.
 
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