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Marth has safe kill moves his smashes aren't safe.i thought Marth's greatest weakness was the fact that he has no safe kill moves
or DB in the air
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Marth has safe kill moves his smashes aren't safe.i thought Marth's greatest weakness was the fact that he has no safe kill moves
or DB in the air
I believe it's preference whether or not to use them.ok thanks abounch!
and also
would i like to use marths grabs/throws?
i dont find then that useful but i cound be wrong
Most Marth's say yes, I say not really. To me, Marth's grab game is merely OK, since he doesn't have anything guaranteed out of a throw at mid or high percent. Furthermore, his best throw deals 5 damage. I'd much rather hit with an attack that can't be punished as easily. I ONLY shieldgrab or pivot grab. I RARELY approach with grab, unless I'm at point blank, and then I do cross up Pivot grabs (but usually I just do Dancing Blade or Cross-up Dancing Blade).ok thanks abounch!
and also
would i like to use marths grabs/throws?
i dont find then that useful but i cound be wrong
I have 2 questions:
What's the best way to test out someone's skills with Marth?
What's the best way to train with Marth? (What kind of things should Marth players need to get good at and how to best improve those skills)
^
1.Friendlies/tournies (preferrably offline)
2.Friendlies/tournies (preferrably offline)
Also, Marth's greatest weakness is either MK or running out of blue hair dye.
You should read guides. Learn all of Marth's AT's then practice them. Practice mode should be good for this. Practice his aerials grab release and get the timing down on his DB. Watch videos see what other players are doing. Try to record some of your own and see what mistakes you're making. That what I've been doing and my marth is improving I think. You should also learn match ups and stuff.I have 2 questions:
What's the best way to test out someone's skills with Marth?
What's the best way to train with Marth? (What kind of things should Marth players need to ge good at and how to best improve those skills)
Level 3 cpus and practice mode.ok
im ok with spacing with marth
i need to know what is a good way to train to help improve my spacing.
Works aswell. Practice mode can be used for anything that has to do with getting the feel for your character, notably spacing and movements.what about just practice mode?
then testing it on other people?
Well there IS the DS Ledge Regrab...marth only has one at; space a fair
fair enough.Well there IS the DS Ledge Regrab...
I almost wept when I read this. Seems like a good summorary of the MK vs Marth matchup. Ive been going back and forth with the MK matchup in terms of how well I deal with it. This should help a lot.I find Snake FAR more annoying than MK, and I'm good at both match-ups. Snake with proper recovery and DI lives to ABSURD percentages. Furthermore, Utilt kills stupidly early, and it's really difficult to avoid and approach. Grenades force approach. MK cannot force an approach, unlike Snake.
Marth's greatest weakness is probably bad DI. If you don't DI correctly ALL the time with Marth, you're done. Marth is pretty light, and while he boasts good aerial mobility and a fairly good recovery, messing up DI will get you gimped very easily.
Marth doesn't have amazing kill moves (thank god all his aerials can kill), but he racks up damage extremely well, so this isn't a problem.
While I'm here, I think Meta Marth is 60-40. All that stuff Steel said that MK does to Marth, Marth does it right back to MK. We have a sword too. Our Dtilt is SAFER than his. We can Dragon Punch his fair. We outrange him mostly, we trade better due to not having multi-hit moves, we have tipper which kills STUPIDLY early, we are heavier, MK can't kill Marth unless Marth DI's horribly, or gets hit by charged Dsmash or Fsmash. Marth can edgeguard MK as well. Marth also has shield breaker to outrange MK significantly (and before anyone comes in and tries to discredit this move, I use it effectively in tournament very frequently.) Our Dancing Blade isn't safe on block, but neither is Ftilt, and they function very similarly. We have grab release for reliable damage out of grab, to neutralize the grab game. Marth should get gimped by Dtilt just as frequently as MK gets spiked (and with good players, this should be never). Our Dragon Punch KILLS. MK has tornado, but Marth has counter, and Marth can UpB out of tornado at low percents (for a kill if the MK is silly and tries to tornado while in kill range.)
In all seriousness, MK has answers to all of Marth's approaches, but Marth has the same for MK (better Pivot Grab). When it's Fair against Fair, Marth wins. IMO, the only reason MK wins is because his DASH GRAB is stupidly good, and nullifies Marth's reliability on his shield. Furthermore, MK cannot be gimped (well, it's really frikken hard).
Take it from me, I live in New Jersey.
Some tips while I'm here: SHDB1 is virtually safe on block since you can lead into the rest of Dancing Blade before your opponent can do anything to punish. The vertical boost makes it unsafe for grabbing as well. This is an amazing tool for crossing up, since it can lead into Fair or Uair (both autocancel) and both are safe on block from behind. Using this helps you get in on certain match-ups, and allows you to keep advantage and push an offense while pressuring your opponent, and remaining virtually safe. Using SHDB1 in the air allows you to pick which direction you want to face (so you can use it even while retreating, or as I said, for a cross-up) and stops your momentum in the air, so you can choose exactly where you want to be. On a shield, SHDB1 -> FastFall Fair will usually get your opponent to shield grab if you deliberately don't space. This is an excellent time to Dolphin Slash for a kill, but make sure you safe it to kill. It's also a good way to set up cross up Auto-cancelled Uairs, which combo into other aerials if you connect (Nair does the most damage, but Uair combos at the highest percent. Usmash can be connected on most characters at super low damage).
Also, if you connect with a Dtilt at point-blank range, instead of comboing with that second Dtilt or Dancing Blade, why not try an Fsmash. At very low percent on heavy characters like DK, Dtilt-dtilt-tipper Fsmash is a combo.
If you suffer a lot from your opponent roll dodging past you, try just SHFFNairing in place. When you jump, they will do what they usually do, and anticipate an approach, and will try to "roll behind you" right into your Nair.
For master players only: Pivot Dtilt destroys roll dodges, although even I have trouble executing it multiple times in a row. It also will allow you to get free Dtilt combos. Pivot Dancing Blade is the most common approach to this problem, but sometimes, really annoying players will roll dodge multiple times, and Dancing Blade will leave you open. Dtilt doesn't, so try and practice this.
then i got to start doing that more..Works aswell. Practice mode can be used for anything that has to do with getting the feel for your character, notably spacing and movements.
And practice not full hopping and Dair'ing on stage.then i got to start doing that more..
Yea I kind of got the hang of short hopping nowAnd practice not full hopping and Dair'ing on stage.
I'm talking about to the extent he does it =P Lol he's my neighbor, we practice every few days.dairing on stage is awesome, what you smoking Rukkiko?
indeed lolI believe dairing on stage is only awesome when it hits lol.
Grrr I played on japes today =/ in a marth mirror match the guy dair spiked me into the water then I feel off and died I hate that stage.well it does depend on the matchup some, but it really won't matter that much in the end if it's an amazing marth stage
i practice on japes and use that as a cp for marth mirrors. in fact i'd consider japes one of my best stages.
anyway stadium 1 is a good cp for marth