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
I'm making this thread for several reasons. One is simply clarification. I want it to be known once and for all how I feel about Marth as a character. I'm just so sick of people posting crap about me and saying such nonsense like how I think Marth is the best when I have said time and again that he is not. The second reason is to simply prove that I use evidence to back up any claim that I make. I don't make things up. I observe, take notes, test things out myself and draw conclusions from that. The third reason is boredom. When I get bored I like to share my thoughts. The fourth reason is to shut down any Marth nay sayers that think he sucks or w/e.
This post will follow a basic format. First I'll list Marth's pros and cons and discuss each of them after that. Then I will talk about some basic strats that he has that give him an edge in competitive play. Then I will talk about the main determining factor of a character's placement on the tier list, their match-ups. I'll give a very general overview of his matches which should really solidify the fact that Marth is a solid character.
THIS THREAD IS NOT ABOUT ME SAYING MARTH IS BROKEN OR A GOD OR W/E!!!!
This thread is about educating the Marth community and promoting understanding of Marth as a character. And with that, read on to see why Marth is good.
Pros
+ Fast runner and fast attacker
+ Standing grab range is good.
+ Good kill moves and has a lot of kill moves.
+ Good range and tipper hits give increased knockback and damage.
+ Good aerials overall. Decent damage and they can all kill. Also his Dair is a spike.
+ Thanks to good DI on his SH Marth can use Fairs to camp and set up walls.
+ Good tilts overall. U-tilt can f-tilt can kill and d-tilt is very fast and safe.
+ D-tilt has IASA frames. Marth can cancel his d-tilt after he pulls his sword back. He can go into any action after that. This makes it a great approach move/spacing tool/poke. It also moves him forward slightly when he does 2 or more in a row quickly.
+ Special moves are all good. Dancing Blade is very fast, and can kill at the sweetspot, and it also racks up decent damage. Dolphin Slash is very fast and invincible for the first 5 frames. It can also kill. Counter activates instantly and can be used to stuff moves in reaction. It has the potential to kill if it counters a strong move. Shieldbreaker is solid. A long stab that wrecks shields and shield stabs very well. It's a decent poke. Also Dancing Blade and Shieldbreaker can used for recovery as well as his up b. Also Dancing blade means that Marth doesn't need to worry about attack degredation.
+ Good smashes overall. They all kill well, especially tipper f-smash.
+ His running speed combined with his good attack speed and his solid moveset gives him one of the best approaches in the game. Fair, d-tilt, dancing blade, dash attack and grabs give him solid options on approach.
+ Good out of shield options.
+ Decent recovery.
+ Good at gimping recoveries.
+ Doesn't really have any bad stages, since he has a lot of kill options and solid moves.
Cons
- Running grab has sucky range.
- Throws aren't really good at all. They are below average.
- Jab isn't that great. Dancing blade is better.
- Smashes leave him vulnerable when shielded. Only tipper f-smash is fairly safe on block.
- All his special moves leave him vulnerable when blocked.
- He is a light weight. Not as light as say MK or Kirby, but still pretty light. He is a mid-light weight.
- He has no projectile.
- He can be projectile camped.
- Doesn't have advantage against a lot of the top tier candidates. He goes even with a lot of them and he also goes even with some high tier candidates. This keeps him from being high up in the top tier.
Let's do a run down of the pros. Most of it is self explanatory. He doesn't really have any bad moves save for his jab, but Dancing blade replaces it. He has useful moves for any situation and plenty of kill options as well. He can also kill as early as the 80's. He has plenty of good attributes namely his speed in running and attacking. He has a great approach thanks to Fair, D-tilt and Dancing Blade. Also his defensive game is good thanks to up b out of shield, Dancing blade out of shield and U-smash out of shield. Fair and D-tilt are safe on block so Marth can attack safely without fear when he spaces correctly. And of course Marth's range is a plus.
He can gimp well thanks to his fair and his own recovery is decent and harder to gimp due to Dolphin Slash's tendency to stage spike anyone that tries to gimp him. Also using Marth's ability to SH fair then DI back and fair again or do something else, he can camp other characters to gain control of the match. Also since he can kill with any aerial and he kills vertically as well as horizontally Marth doesn't do badly on any stage really. This doesn't mean that certain characters won't have advantage on him on certain stages. All it means is that Marth does fairly well on every stage. But certain characters will still do better on certain stages then Marth does.
Now we look at his cons. Most of this stuff is mitigated by playing intelligently. If you use run into shield grab then his normal running grab means nothing anyway. A good Marth won't spam smashes or special moves, so there is less chance of them being blocked, which means less chance that Marth is left vulnerable. Also there are some tricks that make Dancing Blade safer. Marth is on the light side, this is true. Good DI will help you live until 130 to 140ish against most opponents, but after that your pretty much done unless your foe has sucky kill moves. The next ones are obvious and have an obvious impact on his game. He has no projectile so his camping isnt as good as projectile users and he can be projectile camped which means he has to work harder to win in matches where he can be projectile camped effectively. It's easier to deal with in some matches then others though. Overall though Marth can deal with projectile camping just fine thanks to run into shield, Rolling, full jumping, Instant double jumping, SH to airdodge to buffer roll or buffer dash or buffer w/e. Plus Marth can grab item projectiles with an attack, perfectshield them, or clank them with his sword. He has plenty of options.
Once Marth gets past the projectile camping it isn't too hard to take control of a match and pressure your opponent. Marth has the tools to get in damage and get in kills to keep him in the game vs projectile campers. His great options, approach, and kill moves are really what allow him to fight campers. He is probably the only character other then MK that can fight campers and doesn't have a projectile himself.
Marth also has some tricks up his sleeve when dealing with campers. Once he gets close enough he can camp at a certain "optimal" range with SH fairs and d-tilts. Ideally this range is close enough that they cannot safely spam projectiles, but far away enough that Marth outranges them in close combat and can punish any attempt to attack him or rush him. This special type of camping actually gives Marth advantage in certain match-ups vs projectile campers and makes other match-ups even. And Marth has another trick up his sleeve concerning his Fair. Thanks to his DI he can easily do a Wall of Pain with retreating fairs or approaching fairs to encroach upon his opponents space while adjusting his own. Marth has a lot of options after a SH fair as well. He can airdodge to be defensive. Fast fall to hit the ground sooner for a different action. Do Dancing blade or Shieldbreaker. Use counter to stuff any attempt to punish. Also from a SH fair Marth is in a position to react to almost anything his opponent does. If they try to roll behind you just use Dancing Blade in that direction. If you know they will try to attack then you can airdodge then punish or counter. If they like to roll back then you can DI forward and fast fall then chase them. If they want to sit in their shield then just DI enough to adjust your spacing so that when you do another Fair on the way down you will be safe. Marth has a lot of options so please experiment and see what you can come up with.
Also a quick word on the Dancing Blade. If it is blocked you can do several things. You can do all 4 attacks and do the last hit as down B. This way it multi-stabs. There is a chance the Marth will get a shield stab in this case. You could also stop at the third hit as a down b. Marth will step back to his starting position, which can allow him to evade an attempt to shieldgrab him or punish him. Or you could just stop after the first 2 hits then grab or shieldbreaker. Most opponents don't try to roll or punish until the 3rd or 4th hit so this can catch them off guard.
I got a bit side tracked, but now I'll go into Marth's major con. It's the fact that he really doesn't have advantage against any of the shoe-ins for top tier. All the strats I just talked about allow him to go even with Toon Link, Snake, Falco, and Zelda although it could be argued that Marth has advantage. He may also have advantage vs Wolf, but I personally think he goes even with both Zelda and Wolf. He is at disadvantage vs Dedede since it is hard to camp at that "optimal" range vs him.
He beats MK since he can camp him and since he can kill MK easier then MK can kill him and he outranges him. The match-up is 60/40 Marth, meaning Marth has advantage, but not a huge one. He actually beats Pit thanks to being able to camp Pit once he gets past the arrows. Again, the match-up looks to be about 60/40 for Marth.
And then Marth goes even with a slew of high tier candidates although he beats the rest of them. He goes even with Lucario, Pikachu, Olimar, Lucas, Fox, Sheik and maybe a few others.
So overall...Marth has some weird match-ups. He beats two top tier candidates, goes even with a bunch and then loses to one. And then he goes even with some high tiers, but beats other high tiers and all lower tiered characters.
For the record some of the matches are debatable IMO, but I feel like I'm fairly accurate in my analysis.
So there you have it folks. I honestly don't know where Marth will place on the tier list.
Bottom of top tier or number one in high tier seem to be the most likely spots IMO.
But no matter where he places it should be obvious that...
Marth is good.
Give me feedback people and tell me what you think.
This post will follow a basic format. First I'll list Marth's pros and cons and discuss each of them after that. Then I will talk about some basic strats that he has that give him an edge in competitive play. Then I will talk about the main determining factor of a character's placement on the tier list, their match-ups. I'll give a very general overview of his matches which should really solidify the fact that Marth is a solid character.
THIS THREAD IS NOT ABOUT ME SAYING MARTH IS BROKEN OR A GOD OR W/E!!!!
This thread is about educating the Marth community and promoting understanding of Marth as a character. And with that, read on to see why Marth is good.
Pros
+ Fast runner and fast attacker
+ Standing grab range is good.
+ Good kill moves and has a lot of kill moves.
+ Good range and tipper hits give increased knockback and damage.
+ Good aerials overall. Decent damage and they can all kill. Also his Dair is a spike.
+ Thanks to good DI on his SH Marth can use Fairs to camp and set up walls.
+ Good tilts overall. U-tilt can f-tilt can kill and d-tilt is very fast and safe.
+ D-tilt has IASA frames. Marth can cancel his d-tilt after he pulls his sword back. He can go into any action after that. This makes it a great approach move/spacing tool/poke. It also moves him forward slightly when he does 2 or more in a row quickly.
+ Special moves are all good. Dancing Blade is very fast, and can kill at the sweetspot, and it also racks up decent damage. Dolphin Slash is very fast and invincible for the first 5 frames. It can also kill. Counter activates instantly and can be used to stuff moves in reaction. It has the potential to kill if it counters a strong move. Shieldbreaker is solid. A long stab that wrecks shields and shield stabs very well. It's a decent poke. Also Dancing Blade and Shieldbreaker can used for recovery as well as his up b. Also Dancing blade means that Marth doesn't need to worry about attack degredation.
+ Good smashes overall. They all kill well, especially tipper f-smash.
+ His running speed combined with his good attack speed and his solid moveset gives him one of the best approaches in the game. Fair, d-tilt, dancing blade, dash attack and grabs give him solid options on approach.
+ Good out of shield options.
+ Decent recovery.
+ Good at gimping recoveries.
+ Doesn't really have any bad stages, since he has a lot of kill options and solid moves.
Cons
- Running grab has sucky range.
- Throws aren't really good at all. They are below average.
- Jab isn't that great. Dancing blade is better.
- Smashes leave him vulnerable when shielded. Only tipper f-smash is fairly safe on block.
- All his special moves leave him vulnerable when blocked.
- He is a light weight. Not as light as say MK or Kirby, but still pretty light. He is a mid-light weight.
- He has no projectile.
- He can be projectile camped.
- Doesn't have advantage against a lot of the top tier candidates. He goes even with a lot of them and he also goes even with some high tier candidates. This keeps him from being high up in the top tier.
Let's do a run down of the pros. Most of it is self explanatory. He doesn't really have any bad moves save for his jab, but Dancing blade replaces it. He has useful moves for any situation and plenty of kill options as well. He can also kill as early as the 80's. He has plenty of good attributes namely his speed in running and attacking. He has a great approach thanks to Fair, D-tilt and Dancing Blade. Also his defensive game is good thanks to up b out of shield, Dancing blade out of shield and U-smash out of shield. Fair and D-tilt are safe on block so Marth can attack safely without fear when he spaces correctly. And of course Marth's range is a plus.
He can gimp well thanks to his fair and his own recovery is decent and harder to gimp due to Dolphin Slash's tendency to stage spike anyone that tries to gimp him. Also using Marth's ability to SH fair then DI back and fair again or do something else, he can camp other characters to gain control of the match. Also since he can kill with any aerial and he kills vertically as well as horizontally Marth doesn't do badly on any stage really. This doesn't mean that certain characters won't have advantage on him on certain stages. All it means is that Marth does fairly well on every stage. But certain characters will still do better on certain stages then Marth does.
Now we look at his cons. Most of this stuff is mitigated by playing intelligently. If you use run into shield grab then his normal running grab means nothing anyway. A good Marth won't spam smashes or special moves, so there is less chance of them being blocked, which means less chance that Marth is left vulnerable. Also there are some tricks that make Dancing Blade safer. Marth is on the light side, this is true. Good DI will help you live until 130 to 140ish against most opponents, but after that your pretty much done unless your foe has sucky kill moves. The next ones are obvious and have an obvious impact on his game. He has no projectile so his camping isnt as good as projectile users and he can be projectile camped which means he has to work harder to win in matches where he can be projectile camped effectively. It's easier to deal with in some matches then others though. Overall though Marth can deal with projectile camping just fine thanks to run into shield, Rolling, full jumping, Instant double jumping, SH to airdodge to buffer roll or buffer dash or buffer w/e. Plus Marth can grab item projectiles with an attack, perfectshield them, or clank them with his sword. He has plenty of options.
Once Marth gets past the projectile camping it isn't too hard to take control of a match and pressure your opponent. Marth has the tools to get in damage and get in kills to keep him in the game vs projectile campers. His great options, approach, and kill moves are really what allow him to fight campers. He is probably the only character other then MK that can fight campers and doesn't have a projectile himself.
Marth also has some tricks up his sleeve when dealing with campers. Once he gets close enough he can camp at a certain "optimal" range with SH fairs and d-tilts. Ideally this range is close enough that they cannot safely spam projectiles, but far away enough that Marth outranges them in close combat and can punish any attempt to attack him or rush him. This special type of camping actually gives Marth advantage in certain match-ups vs projectile campers and makes other match-ups even. And Marth has another trick up his sleeve concerning his Fair. Thanks to his DI he can easily do a Wall of Pain with retreating fairs or approaching fairs to encroach upon his opponents space while adjusting his own. Marth has a lot of options after a SH fair as well. He can airdodge to be defensive. Fast fall to hit the ground sooner for a different action. Do Dancing blade or Shieldbreaker. Use counter to stuff any attempt to punish. Also from a SH fair Marth is in a position to react to almost anything his opponent does. If they try to roll behind you just use Dancing Blade in that direction. If you know they will try to attack then you can airdodge then punish or counter. If they like to roll back then you can DI forward and fast fall then chase them. If they want to sit in their shield then just DI enough to adjust your spacing so that when you do another Fair on the way down you will be safe. Marth has a lot of options so please experiment and see what you can come up with.
Also a quick word on the Dancing Blade. If it is blocked you can do several things. You can do all 4 attacks and do the last hit as down B. This way it multi-stabs. There is a chance the Marth will get a shield stab in this case. You could also stop at the third hit as a down b. Marth will step back to his starting position, which can allow him to evade an attempt to shieldgrab him or punish him. Or you could just stop after the first 2 hits then grab or shieldbreaker. Most opponents don't try to roll or punish until the 3rd or 4th hit so this can catch them off guard.
I got a bit side tracked, but now I'll go into Marth's major con. It's the fact that he really doesn't have advantage against any of the shoe-ins for top tier. All the strats I just talked about allow him to go even with Toon Link, Snake, Falco, and Zelda although it could be argued that Marth has advantage. He may also have advantage vs Wolf, but I personally think he goes even with both Zelda and Wolf. He is at disadvantage vs Dedede since it is hard to camp at that "optimal" range vs him.
He beats MK since he can camp him and since he can kill MK easier then MK can kill him and he outranges him. The match-up is 60/40 Marth, meaning Marth has advantage, but not a huge one. He actually beats Pit thanks to being able to camp Pit once he gets past the arrows. Again, the match-up looks to be about 60/40 for Marth.
And then Marth goes even with a slew of high tier candidates although he beats the rest of them. He goes even with Lucario, Pikachu, Olimar, Lucas, Fox, Sheik and maybe a few others.
So overall...Marth has some weird match-ups. He beats two top tier candidates, goes even with a bunch and then loses to one. And then he goes even with some high tiers, but beats other high tiers and all lower tiered characters.
For the record some of the matches are debatable IMO, but I feel like I'm fairly accurate in my analysis.
So there you have it folks. I honestly don't know where Marth will place on the tier list.
Bottom of top tier or number one in high tier seem to be the most likely spots IMO.
But no matter where he places it should be obvious that...
Marth is good.
Give me feedback people and tell me what you think.