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vs. Marth

.kR0

Smash Journeyman
Joined
Oct 2, 2006
Messages
410
Location
New York
I've fought countless times against Toon Link, Cpt. Falcon, ROB, Trainer, D3, GW, Pit, Ike and Snake.

But none of my buds use Marth...cause he's a complete ***. So I was just wondering what you guys think of the match-ups in both a flat stage (Final D) and a platform stage (battlefield and the like).

I KNOW people are going to say, spam PK fires so give me suggestions besides that.
 

ARVY

Smash Apprentice
Joined
Mar 21, 2007
Messages
119
probably the safest thing you can do is shield grab him if he tries to Fsmash / Fair spam you (but most Marth players would avoid spamming that anyway). oh and his Ftilt is nice if Marth tries to grab.

my best advice is to try to hit him with Dair & Bair and try to catch any tech chase opportunities. his sword can't parry Lucas' smashes.... well, Lucas' Up&Down smash anyway; not sure about the Fsmash.
 

Galeon

Smash Ace
Joined
Jun 22, 2004
Messages
617
Location
Miami, Florida
control him like you would any other character. use pk fires to bait a jump and punish it with an uair or something. I like the matchup kind of. pk fire is death off the edge if you haven't spammed it too much. i'd probably prefer it on fd since you don't have to worry about being thrown onto a platform and your neutral combos don't get messed up.
 

napZzz

Smash Hero
Joined
Mar 4, 2008
Messages
5,294
Location
cg, MN
try not to get too close unless you see an opening. Play mindgames with him. Make him think your going to jump into air attack him but instead fall back and pk fire then run in for a combo. you would be suprised at some of the dumb things people fall for.
 

.kR0

Smash Journeyman
Joined
Oct 2, 2006
Messages
410
Location
New York
He got a serious range, recovery, grab nerf which I'm really happy for.

It wasn't as bad as I though it would be. He's one of the easier match-ups for me.

Toon Link on the other hand...
 

Jaxx

Smash Cadet
Joined
Jan 6, 2008
Messages
37
Location
Tempe, Az
from what I've experienced...

1. Fair is almost ineffective. Why? FSmash goes right through it.

2. Even though marth's grab range has been shortened, he can still grab you within your range.

3. NAir, to utilt combo is effective if followed with short hop pk fire to get you out of fsmash range, also for the love of god if you get a fair off follow with a ftilt to get him away from you.

4. Range is your best friend in this match up, sh pk fire to ground pk fire, can get him using his forward smash to counter.

This match up is very difficult if you try to play in his range, you can be effective in your range game you have a chance. Don't let him get close to you however.

btw
my best advice is to try to hit him with Dair & Bair and try to catch any tech chase opportunities. his sword can't parry Lucas' smashes.... well, Lucas' Up&Down smash anyway; not sure about the Fsmash.
U&Dsmash no, fsmash yes. If this happens he can get another fsmash on you before you can react.
 

GofG

Smash Champion
Joined
Jul 6, 2005
Messages
2,001
Location
Raleigh, NC
EDIT: Yes, it's at the ****ing top, because i feel stupid.

When I wrote this, which was during 5th period, I had in my mind some sort of warped version of Marth that was half-way brawl and half-way melee. Marth's range is not that crazy. This match up is not as hard as i portray it. Heavy editing coming later.

.kR0, i'll play you as a marth. My marth was tournament level in Melee, I'm not sure how good it is in Brawl (range nerf huuuuuuuuuuuurts), but maybe you'll get some ideas. My brawl code is listed to the left, what is yours?


---------------------
The problem with fighting Marth as a Lucas is that every single attack he has outranges nearly every single attack that you have. His fair destroys all of your aerials, barring your uair, which is fairly limited to targets above you anyway. Your main focus should be to pop him up into the air above you, and uair/utilt him. Eventually he will be able to get a dair out, but if you can see it coming, you can spotdodge it and get away with another utilt > uair.

What can you do to pop him up into the air? Unfortunately, your dash attack has been severely nerfed (from Ness's in melee), as it has had nearly all of its range removed. It would be perfect if it had more range, but unfortunately the slight start up lag is crying out for a fsmash from Marth. The utilt would knock them directly into the air perfectly, but you have to be incredibly close to Marth, and, if the Marth is any good, they will be spacing to keep the tip of their sword at you. It'll be hard to get inside. A PK Fire would work well for getting him into the air, but, while the lag time on it has been severely reduced to the point where it is a viable spammable projectile, it still isn't fast enough for use in combos. Coming from above with a dair would be fine if you weren't facing Marth. One cannot simply dair into Marth, it is folly. His utilt will **** you. His usmash will **** you. You simply cannot get through him.

Use any of your smashes, and you are begging to be fsmashed. His fsmash simply outranges, outprioritizes, and most importantly, outruns all of your smashes. Your usmash is simply much too slow. You might be able to get it off ONCE in a single match, against an opponent who has never played a Lucas before, but aside from that, your opponent is not going to approach you from high enough in the air to hit him with an usmash. Your dsmash has some utility against dodgespammers, as it stays out long enough to hit a spot dodge, and also hits behind you so it will own a roll dodger. However, it's hard to get this to work, and if it misses, you get punished with a fsmash, again. Your fsmash doesn't have nearly enough range to be useful when going up against Marth; you will need to combo him into it in order to get a hit, and this is DIFFICULT to do against Marth.

I foresee, until the metagame for Lucas becomes more developed, Lucas v. Marth matches will end up being rolldodge fests until either Lucas gets a dsmash off or either player gets a grab off. This is NOT good for us, because our throws suck, while Marth's don't. So what are our options? Use one of four ineffective ways of getting him above us where we can destroy him with utilts and uairs and fairs, or play a rolldodge game with him, getting owned by his grab unless through some kind of miracle we can get a d/usmash on him. We have no options.

However, we can keep him at bay with sh'd PK fires. These are only good for so long, though, as they are easily avoided. They aren't good for that much damage, but simply keeping him away from us. Maybe, if we're lucky, he'll jump over one, and if we're even more lucky, we'll have enough time to slap him with an uair. More than likely, though, he'll be able to get a dair out before that happens. If we expect that, we can fake an uair but instead fastfall to an usmash. However, that'll only work until he catches on, which, if he's any good, will be after the first time he does this. We are forced on the defensive.

Which, luckily, we are extremely good at. Backward short hopped bairs DIing away from him, SH'd PK Fires DIing away, and if they're far enough away, we can angle a PKT to blast them away from us. He can't approach us with sh'd fairs if he can't get past our wall of PKTs. (We should name that something. If Jigglypuff can have a Wall of Pain, we should have a Wall of Fire or something. Is anyone particularly against naming this the WoF?)

However, with no decent offense, and our only damage coming from PKFs and the occasional grab occurring in the dance of the roll dodges, Marth ***** us, in the a**, hard. After all, real kings wear tiaras.

We do have the advantage edgeguarding, for now, though. Shooting PKTs at an angle into Marth if he's high up, dairing him to interrupt his bup, bair spiking him when possible. We're fairly ruthless in the edgeguard game.

tl;dr: Marth is a Lucas counter at this level of the metagame.
 

Foxy

Smash Master
Joined
Jul 28, 2007
Messages
3,900
Location
Raleigh, North Carolina
GofG, while your post is great and details your options, it leaves out the fact that clearly even the best players in the world will not avoid every move you throw at them.

You treat the matchup as if, defensively or offensively, you will not land a move unless it's a grab or a PKF.

But the truth is: you will hit him. You should be hitting him lots. He may not have a lot of lag to punish but even great players get slammed, and often, for no reason. You are assuming that Lucas will never shield-grab one of Marth's moves or punish something that missed. Also, should Marth play on the defensive, you should have an advantage, and should he switch to offense, you have a much easier time landing hits to start combos.

If Marth can just spam fairs on you and land them, then you should be able to pop in nairs to utilts to aerials pretty often, too.

I think you're simply analyzing this fight from the point of view of a mediocre Lucas playing a world-champion Marth. If you change your perspective to that of two equal level players, at an average skill level with only the little metagame Brawl offers as of now, the matchup should not be very unbalanced. Lucas has better spammable combos, namely with his aerials, and while both players are landing odd hits, you should be able to make more of what does land.

This is not about the metagame. This is not about range. This is not about two perfect players with the minds of computers. They have flaws, and the flaws change the fight completely.
 

GofG

Smash Champion
Joined
Jul 6, 2005
Messages
2,001
Location
Raleigh, NC
Yes, of course, you will both get hit and hit a lot. Non-strategic exchanges will happen constantly, obviously. But if you're going for a counter-marth strategy, that is, a goal that you have in mind while playing him, rather than just "hit him until he dies", then popping him up is the way to do it. There are no better alternatives than getting him above you where you can easily slap 50% on him with utilts and uairs.

There are all these walkthroughs, guides, etc. at the top of every board, Lucas included, that give various combos, or matchups. Obviously these don't actually take into account the plethora of random attacks with no direction that go on during a battle. That doesn't mean that they're useless, though, nor is crunching out an analysis of a matchup between two perfect players, for the same reason.
 

.kR0

Smash Journeyman
Joined
Oct 2, 2006
Messages
410
Location
New York
As long as we have good connection. I'll play you. (my friend-code in my sig)

I'm just so iffy about "competitve" 1vs1 with Lucas cause if there is any bit of lag (and there usually is), I can't PKT recover :(

And once more against Marth.
Finding and fighting a good marth is a completely different than your average decent Marth who just spams fairs/sworddance/fsmash. Because you can airdodge/ground-dodge all of these moves fairly easily (you do have to roll against sword-dance, which is a problem). The main problem and pretty much the only problem is his uptilt/ftilt/nair when you try to approach him, but generally I do well as long as I space and force him to approach me since Marth's approache options aren't as diverse as Lucas's (without a doubt). And as long as you get Marth off the stage (easier said than done but definetly possible), he should be dead. If he gets back on, then its trouble for you.

Marth did get a recovery nerf too, which hurts him quite a bit now and even more so later on if any new **** gets discovered.
 
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