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Techniques for Maining Marth--In need of help

Proverbs

Smash Lord
Joined
Feb 21, 2008
Messages
1,698
Location
Seattle, WA
Well, I have a problem. My main is suffering whereas my alt is owning. Not a good combination. As you might notice from the tiny icon on the bottom, my alt is Zelda who I am surprisingly better with than Marth, although I am bent on maining Marth, because I mained him in Melee and he just owns. What techniques are necessary to maining Marth? I know that some of these things are just how you play, but I mean the things that are absolutely necessary, because my game is lacking severely and I end up playing a Melee Marth as opposed to a Brawl Marth. Even just the simple basics, what's a good way to handle Marth? I know this is really general and I'm going to be told to just practice more, but there is some serious input I need. I don't have a video, but just assume I'm a complete n00b who is just starting to learn Marth and isn't aware of any advanced techs. If it helps, when I do teams I believe my Marth is going to be teaming with my friend's Metaknight--don't know if you can offer any advice on how Marth can compliment Metaknight's playstyle or vice versa. Thanks in advance and I'm sorry in advance for this being really vague--but I'm honestly not sure where to start on improving my game.
 

supak

Smash Cadet
Joined
Mar 23, 2008
Messages
41
The one tip that helps in both video games and in real life:

Think before you act.

Most players I know just charge in blindly and hope to hit something with Marth's Fair. You being a Melee Marth player, I'm sure you know all about his Fair's, tilts, downair spike, basics, correct?

Marth is all about spacing and timing. In fact, this whole game is about spacing and timing.

Spacing - Keep your opponent at bay. Approach with Fair's, counters, or let your opponent approach you, depending on who you are facing. Ideally you want your opponent to be in range of your tip to do maximum damage and knockback.

Timing - Don't play the game of "who can Fair the fastest and most in one jump". Play the game of "when is he going to be in my range for an attack" and take the chance.

Also, mindgames are a huge part if you are facing human opponents. Mindgames can be counters, making your opponent think twice before he attacks, or being original, as in such things as going in a routine on your opponent and then switching the routine for an opening. Ex: You approach your enemy with short hop Fair's for the first quarter of the match. You then mix it up with short hopping to your opponent and grabbing, since your opponent is most likely to shield. Just keep mixing it up.

If you are looking for advance techs... To be honest all you need is to mix up Marth's attacks and a brain to win, but if you say so..

1. Footstool Spike: In the air, footstool your opponent and Dair, perfect spacing for the spike hitbox since it is originally harder to hit now.

2. UpB Recovery: No, not that kind of recovery. If you are on the edge and your opponent lands on the stage, quickly use your second jump to go on the stage and attatch an aerial to a reverse UpB. Oh yeah, that:

3. Reverse UpB: What the name says. You are facing one direction, UpB into the other direction for the hitbox to pwn your opponent. More knockback and damage.
 
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