PhatyCHONG
Smash Apprentice
Marth Discussion Starts NOW! 4/3/09
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RC seems like a good CP considering Marth's recovery isn't up to par, also gives you more options for spacing and approaching w/ marth not have projectilesI hate this friggin matchup.
Japes sounds pretty good from that reasoning. I'm wondering what people would think of RC here...just throwing stuff out there, because against really good marths, I'm clueless.
Don't know why except for the pillars, him being able to reach over there without extending his hitbox is pretty good, but Diddy has more advantages on this CP I see.RC seems like a good CP considering Marth's recovery isn't up to par, also gives you more options for spacing and approaching w/ marth not have projectiles
Also what about banning Luigi Mansion, marth seems like he would do well on the map
KING DeeDeeDeeI agree, I wouldn't cp Brinstar personally. People make way too much of DDD's cg on diddy sometimes. If I'm CPing a DDD I'm going FD or SV still. Easier to play the camp game than platformed stages and I don't have to worry about walls or CG's right off the stage.(Delfino and CS)
Thank you for the questioning to have better matchups on D3, but we must go on w/ the current discussion, MARTH, before revisiting. Also message me if you want to revisit so we can have a primary discussion rather than a reply popup.D3's CG get beat here, never CP FD against D3 IMO, I always CP Battlefield. Most D3s CG you all around the stage on FD, but the platforms really help especially because a lot of people don't know or don't remember that on move s that extend the hurtbox above the platform, a banana on the platform still makes them slip, which also include D3's CG. Plus it's REALLY easy to combo D3 at lower %s on BF.
Bans againt Marth: BF, Lylat Cruise
CP: FD, Rainbow Cruise
Maby they just CP RC because they believe it will really hender your bananas game when in fact RC is indeed a good stage to CP against certain character. Myself and as well Rukki believe RC would be a good CP. I believe it will help you space yourself, you own on the ship, and much of the moving of the stage and you have projectiles, marth doesn't you can USE THAT. Any objections or reason RC would be a bad stage or not CP worthy.I don't know how Marth does on RC, Marth's tend to CP me there a lot so nI'd assume most Marths like it. Dtilt against the wall is good for him, and the gimping part of the stage is pretty much only 1/3 of the stage itself, the other 2/3s marth seems to do fairly well on
Well I don't think it should be a CP, there's not a clear advantage for one side, I think that both characters get just as much as a buff/nerf on this stage as the other.Maby they just CP RC because they believe it will really hender your bananas game when in fact RC is indeed a good stage to CP against certain character. Myself and as well Rukki believe RC would be a good CP. I believe it will help you space yourself, you own on the ship, and much of the moving of the stage and you have projectiles, marth doesn't you can USE THAT. Any objections or reason RC would be a bad stage or not CP worthy.
Sorry I got lazy at the end there, but I honestly didn't know what else to say. As you can see, in my opinion at least, you shouldn't CP RC. I think that Marth has better stages than here to CP, but in case he does, just watch out for those things. As long as you don't underestimate Marth's aerial game in the second third and watch out for kills, you can win. It just takes a loooot of good spacing, lol.First third of the stage: The Ship
-For the Marth, avoiding your bananas is even easier (although Marth's have an excellent time killing your banana control regardless). The elevated platform at the right and the two small platforms in the middle (if I'm remembering correctly, because sometimes I confuse RCs ship with Pirate Ship) both help him stay away from banana combos
-You have to be much more careful, because you have more bad zones against Marth than he does against you here. The Marth is pretty much safe anywhere unless his back is against the wall, while your bad zones are off the edges and against the wall
-Speaking of against the wall, if you are in this position, Marth's dtilt says hi. And it's not fun being locked like that
-And speaking of off the edges, Marth gimps you easily. The plus about this stage is that you'll rarely have to use rocket-barrel, so you can't get gimped that way. But if you do...yeah. Either way, offstage against Marth is never fun.
Strategic Notes:
-Stay away from the edges of the ship and being trapped against the wall. Fortunately, you can get a banana combo against the wall too, but it's harder to time.
-To be safe, put bananas around the main area of the ship. Remember to keep control over them though, because if the Marth gets them, he can easily push you into a bad zone.
-Small side blast zones help Marth along with you. Watch out for kills, although keep the idea in your mind that you can kill early if you push him towards the edge.
Second third of the stage: Moving Up
-Marth's vertical recovery is better than you think. While Snake is heavy, has bad aerial DI, a poor second jump height, and easier avoidable aerials on a moving stage...Marth has none of this. His jump height is pretty good, and he can use the first attack of his dancing blade for even more height. That combined with Dolphin Smash, which he probably won't have to use (I rarely use rocket barrels here and I'm pretty sure Marth's double jump plus dancing blade boost is better than Diddy's double jump), means that his vertical recovery CAN NOT BE UNDERESTIMATED.
-However, if he does have to use Dancing Blade for whatever reason if you keep him off with peanuts, bairs, Special K edgehog (lulz) or whatever, then you're probably in luck. Lack of ledges on the stage is good for you and bad for him
-His aerials are pretty strong and pretty scary. Diddy can kill with a spaced fair and spike with a Dair, but Marth can basically do the same with Fair, Nair, and Dair. Because of his floatiness and good jump height, he can use aerials and move well at the same time, so be careful.
-If you do get pushed off the side to the point where you have to use your Rocket Barrels, then Marth can gimp you. However, since he doesn't have a ledge to hang on, it's probably harder...but still isn't fun.
Strategic Notes
-Diddy can't really kill here. Marth can. You're going to probably be playing more evasively, sneaking in that aerial or grab or whatever whenever you can, but going on offensive is not a good idea. Marth has an easier time killing and getting in hits to put you in bad zones in which you could be potentially gimped, so you want to play defensively.
-Definitely avoid getting grabbed on the left side. I think Marth has a grab release-tipper Fsmash combo, or a dthrow-tipper fsmash combo at low percents, so yeah, that's never fun.
-If you get the chance, try to get him gimped. Throw him off the right side, and aerial/peanuts/throw bananas like no one's business.
Third third of the stage: The Top
-Low ceiling isn't fun, especially when Marth can kill off the top with Usmash.
-Other than this, it's basically a moving walk-off FD, lol. I'm sure I could give more insight but what I usually do here against everyone is trying to abuse the side blast-zones (usually the left) to sneak in a kill.
Strategic Notes:
-This part isn't that great too, because Marth can kill basically everywhere. You get no benefit from the low ceiling. Be more wary of smashes to kill you.
-Like with any match-up, try abusing the left blast-zone for a kill. But don't let this turn on you, because tides can turn and you can be the one dying.
-It's not fun when Marth has your bananas here. Control your bananas.
-Other general Marth match-up notes.
Counter Picks:
FD
SV
Jungle Japes
Castle Siege
Bans:
Lylat Cruise
Battlefield
Delfino
PS1 if you want to go this far
Please do go on...Anyway, other than the usual Final Destination and Smashville counterpicks (IMO in this match-up, you'd probably want to pick FD over SV), another good CP is Castle Siege. Castle Siege and Poke Stadium 1 are my two favourite counterpicks and I think they're really good Diddy stages unless your opponent has a CG or wall infinite.
Brief overview of Castle Siege though: First and third transformations can mess up their recovery, and there's always the slip gimp between the transformations of 2->3 and 3->1. The second transformation has a high ceiling so you should be able to live much longer with good DI, but that's dependent on where you get smashes (obviously if you get tipper fsmashed at 60% off the screen, you aren't living). I can provide more later, hopefully.
Clearly when you beat SlikVik at Brinstar haha...DIddy pwns wario on RC, just get rid of norfair. Brinstar isn't even that bad and that's wario's "notorious" stage, id rather take on a good wario on a dumb stage than a top level mk there.
Diddy has a **** good ground game, has alot of potential on this stage and he seems like he could manuvier really well, also with the Uspecial on the "non-going through platforms" seems it would do wonders against this match-upWhen the house is still standing your range of movement is somewhat limited. Characters with strong ground games benefit from this. Wario's ground game isn't exactly stellar, so you can see the problem. Breaking down parts of the house and luring them out in the open can help with this, but in a tourney you might need to have the lead to acomplish this. Breaking down the entire house is also possible to turn it into FD but the house will respawn pretty quickly, meaning you have start all over again.
Recommended ban: OLIMAR(!), MK, note: banning this is never a bad idea
Recommended counterpick: Hahaha
Need of ASSISTANCE! [Being Discussed Currently in the thread]
Battlefield: CP or BAN or Neutral - Counter
- Diddys Advantage
- Removes Campy Wario
- Diddy's on this stage have many approaching options, mindgames, easy mobility
Brinstar: CP or BAN or Neutral - Neutral [very slight wario advantage]
- I have never played this matchup on this stage, but I have a visual.
- I want to see that Slikvik vs. ADHD but, I can't find it [any links?]
Rainbow: CP or BAN or Neutral - counter
- Diddys seems he would own on the ship
- Diddy has high mobility and seems he can space himself well
- Transformation 2 seems to me your only problem
Pictochat: CP or BAN or Neutral - Neutral?????
- I have never played this matchup on this stage
Castle: CP or BAN or Neutral - BAN
- Transformation 1 : [Wario's Advantage]
- cant space yourself enough w/ the small platforms
- Keep off the lower level
- Transformation 2 : [Wario Advantage]
- Easy arieal mobility through the statue's platforms
- High Ceiling
- Transformation 3 : [Diddy's Advantage]
- Like FD/SV, neutral
- Tilt doesn't hurt Wario's recovery
Yoshi: CP or BAN or Neutral - Neutral
- Don't see a clear advantage
- high platforms allows less platform banana gimpage
Delfino: CP or BAN or Neutral - BAN
- I haven't played a Wario here, but I have a visual
Well I've barely have an opinion since I have never honestly played good wario before.Delfino - Neutral? Again, I only have experience playing here as Wario, not against a Diddy or against a Wario. It seems like an okay stage for both. What visual are you getting here, Chong?
Also, I'm going to test around with PokeStadium 1 against Wario and see what happens @_@
DIddy pwns wario on RC, just get rid of norfair. Brinstar isn't even that bad and that's wario's "notorious" stage, id rather take on a good wario on a dumb stage than a top level mk there.
ChromePirate: How does Diddy pwn on Rainviw CruiseRC...I definitely wouldn't counter. Playing on a heavy aerial stage where your opponent has one of the best air games in the game isn't fun. Wario doesn't really control bananas like Marth (he can, just not as well), although he has a pretty good time evading and flat out getting rid of them. Since he's in the air a lot anyway, you probably aren't going to make him trip on the ship with a banana (especially if he just camps on the two top platforms). Second third of the stage is definitely Wario's advantage, and third could go either way, just don't get clapped in the low ceiling and don't get fsmashed off the side.
The fact that it has a small blast zone thing gives him the biggest advantage there probably. The lava doesn't affect him that much, he can control the air and get you in the lava, he lives longer here compared to most characters that play on this stage. The 2 tentacle things holding the platform give it so the Fsmash has a huge hitbox and last long, the fact that you can attack through the stage on the bottom is good for him. The stage breaking things sometimes messes with movements and that can lead into a fart or Fsmash. The lava saves him from GR > dair. THat's about it I think, and also the fact that he can control this stage REALLY well.What makes Brinstar such a bad stage against Wario. All I can think of is the stages shape inhibiting your banana game. Everyone saying to ban it but I dont see why. Anyone mind clarifying
So its not the hitbox thats extended, its just prolonged as I thought. Anyways, if its prolonged, then Diddy can use this to his advantage too (Fair and Dsmash seem to benifit the most from this). So about what you posted above P1, it doesnt get larger, it just lasts LONGER.If an attack hits something, it goes through "hitlag" (see: http://www.smashboards.com/showthread.php?t=155409 for more details), during which, the animation is held still for a number of frames (including the hitbox). If you hit something like a pillar, you'll put your attack in hitlag, making the active frames last longer than normal. The actual area the hitbox covers remains the same.