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Whats wrong with my MARTH!!!!

Schweppes

Smash Ace
Joined
Jul 23, 2006
Messages
608
Location
1080 West Addison
Here's some thigns I noticed:

1) You don't grab nearly enough

2) You don't ALWAYS have to do two Fairs in a shorthop. Obviously it's good for comboing, but if you aren't going to hit them just jump back, waveland, or something. The lag from the Fair is enough for your opponent to get a grab.

3) LOL USmashes are no good.

4) Random Dairs are bad, especially while on the stage. >_>

Also, you should try to end your combos sooner. I know this might sound odd, but the longer you keep your combo going, the higher the odds your opponent will escape. A few times instead of ending with an FSmash and edgeguarding, you UTilted or something and kept comboing. It didn't really hurt you in those matches (Adat got hit by some random FSmashes >.>), but most of the time you really, REALLY want to make sure you kill your opponent before they get to 100%.
 

Tichinde925

Smash Legend
Joined
May 4, 2006
Messages
1,391
Location
U.S.A. (Warwick, RI)
Well Upsmash to Fsmash is too good and Im practicing that :p

You better watch out Schweppes on our Marth Ditto MM! I will Upsmash to Fsmash you :D

Alright, Ill stop doing unecessary double fairing and try my best to end the combos.
 

Marth/Falco Pro

Smash Lord
Joined
Aug 1, 2006
Messages
1,211
Location
Anaheim, SoCal
I say, no upsmashes and your good but I think you could use mindgames with the SHFairs instead of always double FAiring. You can also wavedash a little more. Anyways, awesome ken combo in the beginning of the first video
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
Well Upsmash to Fsmash is too good and Im practicing that :p

You better watch out Schweppes on our Marth Ditto MM! I will Upsmash to Fsmash you :D

Alright, Ill stop doing unecessary double fairing and try my best to end the combos.
Well double FAIRing is good but only if they hit. I find it's usually best to start FAIR chains with a SHFFLED sweet-spotted FAIR. Then use double FAIRs to move the opponent across the stage, sweet-spot the last FAIR, and spike :)

This is especially effective against Marth.
 

flaco

The Terminator
Joined
Nov 29, 2005
Messages
3,105
Location
Springfield Mass
Well Upsmash to Fsmash is too good and Im practicing that :p

You better watch out Schweppes on our Marth Ditto MM! I will Upsmash to Fsmash you :D

Alright, Ill stop doing unecessary double fairing and try my best to end the combos.
Remember my mm with you bro anyway nice tryt remember that marth has some moves that may look stupid to use but for example to dolphin slash when your oppenent is in a high of a level and he tries to grab you use it and he will be sent fliying away from you use marth range bro and try to jc grab more thats all
 

Tyson651

Smash Lord
Joined
Jan 11, 2006
Messages
1,643
u throw too much blanks, and u just end up trading blows like that, u have to try and look for opennings before entering, cause u just might enter the wrong door.

pretty much everything else was already stated by Schweppes.
 

Hoefler

311
BRoomer
Joined
Jun 19, 2004
Messages
2,259
Location
Normal, IL / Carlsbad, CA
lol liek u wer not dsmahsing enough and usmashing either. those move are INSANELY good at damageing other players and why do you do double fair into triple? use the ub! to send them eeven ferther!
 

Virgilijus

Nonnulli Laskowski praestant
BRoomer
Joined
Jun 27, 2006
Messages
14,387
Location
Sunny Bromsgrove
Work on your ledge recovery. Every time you were hanging on the ledge and your opponent was right in front of you (or in the process of landing) you used the get up animation; use a aerial ledge hop. Uair and nair can be great combo starters if they connect anf fair can give you some space to work with. Just be sure not to do it all the time or they'll begin shield grabbing you.
 

Razgriz

Smash Journeyman
Joined
Aug 6, 2006
Messages
223
Location
Charlottesville, Virginia
Whenever you get grabbed by a Marth DI forward + down at low percent and forward + up at higher percent. That fthrow to fsmash is just too lethal. (It will also prevent chainthrowing)

Don't double jump right off the bat when recovering. Save it as long as you can.

When getting back onto the stage from the hanging position, try letting go, double jumping, and neutral air. If your opponent tries to counter this with a shieldgrab, DI away from him and grab the edge again; repeat. I noticed a lot of situations where this would have helped you.

Grab a lot more. The tilt down-A is also useful as an approach move, especially if you space it well. The Marth you were fighting is just as offensive as you are, so your offense wasn't punished, but if you fought a more defensive Marth like me I'd shieldgrab the crap out of your constant fairing. Grabs are crucial man.

I gotta say overall you're not too shabby. You've got the advanced techniques down, but you need to incorporate some mind games, and ease off the blind offense.
 

Tyson651

Smash Lord
Joined
Jan 11, 2006
Messages
1,643
but do be aware at a certain percentage (i dunno, but probably around 30-40) if u DI away, it will give marth a for sure tipper.

usually when marths chaingrab each other (from 15-40 or w/e the range is, i kno it isnt 0-10 btw, cause marths can chaingrab after that too), u should DI towards, and just take a crappy fsmash at the end or w/e, its just more safe.
 

Razgriz

Smash Journeyman
Joined
Aug 6, 2006
Messages
223
Location
Charlottesville, Virginia
but do be aware at a certain percentage (i dunno, but probably around 30-40) if u DI away, it will give marth a for sure tipper.

usually when marths chaingrab each other (from 15-40 or w/e the range is, i kno it isnt 0-10 btw, cause marths can chaingrab after that too), u should DI towards, and just take a crappy fsmash at the end or w/e, its just more safe.
Wrong. There is NO guarunteed fthrow to fsmash percent. If you immediately DI forward at some amount of damage, you will be out of the range of a tipper. At almost 0% damage, you will land on your feet immediately after an fthrow and you can then proceed to spotdodge or shieldgrab, whatever floats ur boat. As far as the chaingrab goes, I'm pretty sure there is no guarunteed percentage for that either. It may be guarunteed at 0% to 10% or so, I'm not sure. But above that you can DI away. It only works if the victim doesn't DI properly.
 

Tyson651

Smash Lord
Joined
Jan 11, 2006
Messages
1,643
well, a better marth player than me said that, and even with DI'ing away, he chaingrabbed me when over 10%, and he was talking about a certain percentage (he didnt state) where a tipper would land.

EDIT: btw, the better marth player is no noob, hes well experienced and respected, and has attended quite the amount of tourneys.
 

Tyson651

Smash Lord
Joined
Jan 11, 2006
Messages
1,643
cause if i were to say his name, id have to ask him permission first, i have a lot of respect for my friends :S
 
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