Contests and Promos

REGISTER HERE TODAY!


Welcome to Smash Boards, the world's largest Super Smash Bros. 64, Smash Bros. Melee, and Smash Bros. Brawl community! Over 110,000 Smash Bros. fans from around the world have come to discuss these great games in over 4 million posted discussions!

You are currently viewing our boards as a guest, which gives you the ability to view most discussions and articles. By joining our FREE community you will be able to post new topics and reply to threads, communicate privately with other SmashBoards members (PM), sign up for Smash Bros. tournaments, and access many other special features. Registration is fast, simple and absolutely free, so please, join our community today!

If you have any problems with the registration process or your account login, please contact support.

»   Smash World Forums » Super Smash Bros. Brawl » Brawl Character Discussion » Marth

Did you know:
When you login, you see less forum advertising?

Reply
 
Thread Tools Rate Thread Display Modes
Old 10-18-2008, 04:48 PM   #1
§teel
Should've Said No
 
§teel's Avatar
 
Join Date: Mar 2008
Posts: 6,290
Marth on the Ledge: Traps Against You and Your Opponent

Marth's Ledge Traps and Vice-Versa




Marth on the Ledge


This really isn't a position any Marth wants to be in. Marth is one of the worst characters on the ledge because his options are so limited. Each option he has can be punished. Your opponent doesn't even have to predict you, depending on the character he could just stand there and react to whatever you do.



Notice where Meta Knight is standing. Not too close, and not too far away. Once you are outside the range of your opponent's ledge attack (Marth's is terrible) you have effectively limited their options to very few. Notice what happens if Marth attempts a ledge attack or simple get up:



Meta Knight uses his range to reset the situation. Marth is now back on the ledge with a little more %.

Let's take a look at some other options. Marth can also attempt a roll get up. This has a few invincibility frames, but the real punishing comes when you stand up. Notice how Meta can easily cover this option:



He turns around, grabs you, and throws you back out. You're right back where you started.


Another option.. Marth's double jump nair is often predicted by good opponents and punished:


Snake shields it and throws you back out:


Marth's final option, and one of the most reliable is the simple ledge jump. Of course, depending on what your opponent is doing or how good he is he may be able to effectively cover this as well. Snake can use his up smashes to effectively cover most aerial approaches while you are on the ledge:


Or:



This is a little something I made up. It's simply doing a double jump forward b to stall yourself, hopefully throwing off your opponent's timing. Depending on what your opponent does you could throw out a fair or just land. This is in no way a sure-fire method, it's simply a mix up and isn't that reliable if your opponent predicts it.



These are Marth's basic options, plus a little mix up. I went over this weakness because Marth has no reliable way to get up like some other characters. You have to think when you are on the ledge, if you try to rush yourself and get predictable your opponent will (should) be able to destroy you.

Try some drops > double jumps to just stall yourself there.. get your opponent thinking too. I'd say two of the safest options are ledge jump and regular get up.. I also throw in the occasional roll get up and double jump nair get up. Make up your own strats. Don't be predictable.


------------------------------

Your Opponent on the Ledge


Alright, now we can focus on the positive! While Marth is terrible on the ledge, he thrives when his opponent is in that situation. Marth is very good at ledge traps. When I look at some of the videos Marths post... You let your opponent get up with relative ease when you should be able to get some easy % in. Let's take a look...




Snake is really bad on the ledge, possibly worse than Marth. If Snake tries a get up attack or a regular get up simply rush him with dancing blade or a grab. You will put him right back in that bad situation.

EDIT: Forgot to mention, dtilt is also a great option to poke at their feet. If it hits their shield they will get pushed back onto the ledge.




A jump get up, especially from Snake or another large character that is easily juggled, is also an easy option for Marth to cover. Marth is great at juggling, especially on Battlefield.




Snake has a rough time getting back on stage, especially from the air. Do all that you can to make it hard for him.



Marth has a multitude of options to deal with a roll get up, dancing blade and grabs being the main ones.




Grabbing is my favorite, all you need to do is turn around and do a dthrow/fthrow (depends where he is going to end up as he rolls, but most of the time it will be behind you). Pivot dancing blade is also a great option.




Some characters are harder to ledge trap than others, Falco being one. What you want to do vs him is be just outside his ledge attack range (obviously, and keep in mind his is rather large), but still be in a position to punish his side b recovery.




Shield or jab the phantasm and punish.


You can also stand inside your opponent's ledge attack range and bait out the attack. This isn't to be abused, but the rewards are great:




I may edit this with more mix ups/trap options later, but these are the basic options for Marth when on and off the ledge. Most experienced Marth's should already know about this, but it's always a great refresher. Don't overlook this, it's important.

Know that some characters are much less susceptible to ledge traps, such as Meta Knight. He just has so many options that he really doesn't need to worry about it.
__________________

Last edited by §teel; 10-19-2008 at 11:11 AM.
§teel is offline Premium Member   Reply With Quote

Sponsored Links
Old 10-18-2008, 04:55 PM   #2
Vrael
WHO DAT
 
Vrael's Avatar
 
Join Date: Apr 2008
Location: Not Iceland.
Posts: 6,896
OMG thank you so much Steel! This helps a lot! You might want to add ledgehopped Airdodge->land on stage to this, it is pretty good and what I use if someone is getting ready to try to knock me back off the stage.
__________________
Vrael is offline Squirtle Premium Member   Reply With Quote
Old 10-18-2008, 04:56 PM   #3
§teel
Should've Said No
 
§teel's Avatar
 
Join Date: Mar 2008
Posts: 6,290
I thought about it, and it's an option. But that along with counter is easily punished with a grab.
__________________
§teel is offline Premium Member   Reply With Quote
Old 10-18-2008, 04:58 PM   #4
Dr Peepee
Melee Backroom Member
 
Dr Peepee's Avatar
 
Join Date: Sep 2007
Location: Winston-Salem(NC)/sometimes Shelby, NC
Posts: 10,972
Great thread, and the visual aids are very helpful.

This is a great tool for newer Marths, and it's well written. Great job as always Steel.
Dr Peepee is offline Mario   Reply With Quote
Old 10-18-2008, 05:00 PM   #5
Vrael
WHO DAT
 
Vrael's Avatar
 
Join Date: Apr 2008
Location: Not Iceland.
Posts: 6,896
True Steel, although I was more thinking along the lines of if someone was charging something (not a viable edgeguard, but people still do) or if you AD'ed and then rolled right as you hit the ground to the other side of the opponent and possibly put them on the ledge. But like I said, nice guide.
__________________
Vrael is offline Squirtle Premium Member   Reply With Quote
Old 10-18-2008, 05:01 PM   #6
§teel
Should've Said No
 
§teel's Avatar
 
Join Date: Mar 2008
Posts: 6,290
Well people don't usually do that unless it's like Ike, but i guess. And you can't air dodge > roll really without being punished. You still have landing lag.
__________________
§teel is offline Premium Member   Reply With Quote
Old 10-18-2008, 05:03 PM   #7
Vrael
WHO DAT
 
Vrael's Avatar
 
Join Date: Apr 2008
Location: Not Iceland.
Posts: 6,896
I guess you can't do the AD->roll thing from the ledge, sorry, I didn't realize you couldn't.
__________________
Vrael is offline Squirtle Premium Member   Reply With Quote
Old 10-18-2008, 05:14 PM   #8
Hype
Smash Lord
 
Hype's Avatar
 
Join Date: Apr 2008
Location: Mississauga, Ontario
Brawl FC: 0044-3043-2493
Posts: 1,435
Something I like to do while im on the ledge as a mix up while hanging on the ledge. Side B in the opposite Direction (to turn around) then Jump and Bair through the stage. It has more range then the DI away and Fair through the stage.
Hype is offline Meta Knight   Reply With Quote
Old 10-18-2008, 05:27 PM   #9
Pierce7d
Brawl Backroom Member
 
Pierce7d's Avatar
 
Join Date: Dec 2006
Location: Teaneck, North Bergen County, NJ, USA
Wii #: 3333 5320 3523 0284
Brawl FC: 3694-9712-1390
Posts: 2,942
NOTE: Ledgejumping is jumping from the edge. You retain your second jump when you do this.
Ledgehopping is falling away, and then performing your midair jump to recover onto the stage at ground level. This is generally a more offensive option.

Ledgejumping is defensive, as you can jump over your opponent, footstool, airdodge, etc. You have more options.

Ledgehopping is more offensive. Your opponent is on the same level as you, as if you short hopped. However, you don't have your second jump.

Risk vs. Reward. Watch your %. Unlike every other option from the edge, ledgehopping IS NOT SLOWED DOWN WHEN YOU RISE FROM THE EDGE. ALL OTHER OPTIONS ARE.

Common reactions for obvious edgeguards.

If your opponent likes to spam attacks, ledge hop counter if the attack is slow and predictable, ledgejump airdodge if not.

If your opponent is standing and waiting, just stand normally. This is hard to punish under 100%, though it is easy to push you back onto the edge. What you should do is shield. If your opponent is slow, grab them first, but if they try to hit your shield, shield jump Fair, before getting pushed back onto the ledge. If you stand normally, lots of people will be waiting for a rising attack, and you'll be able to grab them first while they're standing there shielding, waiting for your attack to come.

If your opponent is waiting very close to the edge, Ledgehop Uair through the stage. Ledgehop Fair works too. Actually, even when catching the ledge with Dolphin Slash, it can ping your opponent for 7%. harrass your opponent while retreating back to the ledge until they give you space. From here, one option is standing normally. However, usually I weaken my opponent's shield with spaced Fairs retreating to the ledge. If they still refuse to back off, they'll be conditioned to shield, and I'll ledge hop shield breaker. This often results in a stock, and I break the most shields this way.

If they are standing out of Fair range, once again, ledgehop shield breaker. It'll surprise them with your range from the edge, and probably connect (or hit their shield, lol). Once your opponent gives you a wide enough berth, afraid of your planking options, you can just stand normally. Remember that this is good because you won't keep the ugly landing lag from Dolphin Slash.

So basically

Step 1: Harass your opponent from the edge to make them back off
Step 2: Use shield breaker, fair, stand normally, or ledgejump to get back on the stage
Step 3: ????
Step 4: Profit!
Step 5: STEAK!!!!

Edit: Never thought of that Hype. I'll try it's range out. Usually I Uair, but I know Bair has good horizontal AND vertical range.

Solid: if someone is charging something, either ledge attack immediately, or wait, then punish.
__________________
Pierce7d is offline Marth   Reply With Quote
Old 10-18-2008, 05:31 PM   #10
Shaya
Brawl Backroom Member
 
Shaya's Avatar
 
Join Date: Jun 2007
Location: Around the world...
Brawl FC: 5284-2356-1363
Posts: 5,285
I'll throw one out there.

Dolphin Slash is godly for the one mistake your opponent makes during the day, that is doing a ledge attack.







= dead Snake.
Shaya is offline Marth   Reply With Quote
Old 10-18-2008, 05:33 PM   #11
Pierce7d
Brawl Backroom Member
 
Pierce7d's Avatar
 
Join Date: Dec 2006
Location: Teaneck, North Bergen County, NJ, USA
Wii #: 3333 5320 3523 0284
Brawl FC: 3694-9712-1390
Posts: 2,942
Right, if your opponent is a scrub, and ledge attacks near the edge, counter is good, but shielding and then Dolphin Slashing is amazing!
Pierce7d is offline Marth   Reply With Quote
Old 10-18-2008, 05:34 PM   #12
§teel
Should've Said No
 
§teel's Avatar
 
Join Date: Mar 2008
Posts: 6,290
*points at last part of my post
§teel is offline Premium Member   Reply With Quote
Old 10-18-2008, 05:50 PM   #13
Pierce7d
Brawl Backroom Member
 
Pierce7d's Avatar
 
Join Date: Dec 2006
Location: Teaneck, North Bergen County, NJ, USA
Wii #: 3333 5320 3523 0284
Brawl FC: 3694-9712-1390
Posts: 2,942
False. I have ledge traps on MK. Tribute to me cookies, and I might share.
Pierce7d is offline Marth   Reply With Quote
Old 10-18-2008, 05:55 PM   #14
§teel
Should've Said No
 
§teel's Avatar
 
Join Date: Mar 2008
Posts: 6,290
I was referring to the ledge get up > up b . And yes you can knock Meta back out, but he is much less susceptible to them compared with other characters.
__________________
§teel is offline Premium Member   Reply With Quote
Old 10-18-2008, 06:41 PM   #15
BengalsRZ
The Non-Weaboo Marth
 
BengalsRZ's Avatar
 
Join Date: Apr 2008
Location: Fairfax, VA
Brawl FC: 4468-2591-3299
Posts: 2,226
Good post steel. My favorite is baiting the ledge attack and punishing with DS.
BengalsRZ is offline Marth Premium Member   Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -4. The time now is 12:13 PM.



Powered by vBulletin®
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Forum Contents, Rooms, and Names Copyright © Smash World.
Contact Us - Smash World - Archive - Privacy Statement - Top   
All Rights Reserved. Site Development and Styles Copyright © 2006-2008 Smash World.