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The pros and cons of Marth

exyk

Smash Cadet
Joined
Jul 20, 2008
Messages
35
Location
Montreal, Qc, Canada
Pros


Quick running speed and has one of the best walking speeds in the game.

Most attacks have little starting lag.

Down aerial is a powerful meteor smash and can intercept well (yet difficult to land)

Can perform Vertical Space

Attacks that hit at the furthest range (tippers) deal the most damage and knockback.

Has the fastest counter in the game.

Fully charged Shield Breaker gives a bit of horizontal recovery midair.

Dancing Blade is a combo in itself and is great for mindgames.
Can Wavebounce.

Good grab range, useful for a Pivot Grab.

Can Juggle well.

One of the best edgeguarders in the game; able to kill most characters from 0%
by a throw off the stage followed by a falling fair.

Dolphin Slash is quick and useful for attacking.

Great Air speed.

Has a large variety of combos that can be used in the air or ground.

Excellent range on tilts and smashes due to a disjointed hitbox (his sword).

Very high priority attacks.

Counter is good for mindgames.

Can string many U-tilts on certain characters (especially if they waste their jump).

Shield Breaker can be used to mix in approaches and consumes a lot of the opponent's
shield if it comes in contact with the shield.

Although not a true Wall of Pain, can stunt opponent's recovery with F-airs and N-airs
with Dancing Blade and the Midair Jump in between.

Can perform the Ken combo (F-air to D-air), though it's extremely difficult to perform.

Weak-throws allow combo and/or KO opportunities (ex. down-throw to side-smash)

All of his aerial are very versatile, combo well, and are powerful, giving Marth one of
the best sets of aerials in Brawl.

Marth's neutral air is great when SHFF'd and its duration counters air dodging, thus
making it easy to combo with his other aerials.

Can Chain grab heavyweights with front and down throw.

Has a semi-infinte Chain grab on Lucas and Ness

Can escape most, if not all Chain grabs with Dolphin Slash.
cons

Light for a character his size.

Lacks a projectile.

Very weak throws. (In terms of damage)

Attacks are weaker without tippers (which are hard to pull off).

Linear Recovery on Dolphin Slash


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I have alot of pros but not alot of weakness and if can say some i will add it
 

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
9,720
Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
Third best grab range of the non grapple characters. Dedede would be first and Charizard would be second.

So yes, Marth's STANDING grab has good range.

Keyword = Standing.
 

grandmaster192

Smash Ace
Joined
Apr 27, 2008
Messages
567
Location
Minnesota:
3DS FC
3196-5457-3748
Emblem Lord, I believe you are wrong. Donkey Kong and Metaknight are two characters I know for sure have a better grab than Marth. I'll have to test Marth's grab range out more...
 

GhettoSheep

Smash Journeyman
Joined
Feb 20, 2008
Messages
275
Location
Socal/Seattle
^There are different types of grabs. EL was talking about standing grabs. Marth's standing grab is great, better than MK's but MK's dash grab is absurd.

Marth's dash grab is pathetic...
 

grandmaster192

Smash Ace
Joined
Apr 27, 2008
Messages
567
Location
Minnesota:
3DS FC
3196-5457-3748
maybe meta's is just faster or something... There's something about his grab making it seem better than it probably is. Go to practice mode and try it out.
 

GhettoSheep

Smash Journeyman
Joined
Feb 20, 2008
Messages
275
Location
Socal/Seattle
ghetto i'm not stupid.

please read what i said carefully.
Sorry Junk, I didn't check to see if there were any new posts. I was referring to this guy:

Emblem Lord, I believe you are wrong. Donkey Kong and Metaknight are two characters I know for sure have a better grab than Marth. I'll have to test Marth's grab range out more...
 

∫unk

Smash Master
Joined
Mar 22, 2008
Messages
4,952
Location
more than one place
hmm thats true.. i think pivot grab is dashing grab animation though right? otherwise we should be pivot grabbing every time.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Pretty sure MK doesn't have better standing grab range, DK maybe.
Yes, Marth seems to have equal range to MK in a standing grab. Not sure of DK though.

viet that's the only known way, not necessarily the only possible way.
Point taken, although the chances of finding an alternative now is kinda small, but obviously not out of the question.

We have Pivot Grab? (forward on the along stick, down on C-stick,Z)
Does this make the grab range better or something? Apparently I missed the rundown of grab tactics.

Like...why C-stick down? Is it different than a dash grab buffered from a standing position?

/ignorance showing
 

jinofcoolnes

Smash Journeyman
Joined
Feb 15, 2008
Messages
418
Yes, Marth seems to have equal range to MK in a standing grab. Not sure of DK though.



Point taken, although the chances of finding an alternative now is kinda small, but obviously not out of the question.



Does this make the grab range better or something? Apparently I missed the rundown of grab tactics.

Like...why C-stick down? Is it different than a dash grab buffered from a standing position?

/ignorance showing
it's same way you do snake's sankedash instead of useing a upsmash you use a grab.

If different because it can also slide you backwards.

Also you can also do a auto-turnaround grab.

So it is kinda auto dash grab.

i Havent really put it in my game yet but it seem to have some use if can use it well.


So it is kinda auto dash grab.
Also BTW
forward on the along + down on the c-stick is auto dash attack./
 
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