Bowser
Odds: 80/20
Most people think upon entering this match up that they really have nothing to worry about. For the most part, they're right! Abusing your grab game against Bowser is a really really really really good idea. His grab game is utter garbage compared to yours and if you catch up him in the air at a decent percent you can do at least 3-4 u tilts to really rack in the damage. Marth also combos Bowser EXTREMELY well AS LONG AS YOU SPACE NICELY. If you fail to tipper Bowser at early percents he can retaliate back. Watch out for Bowsers up B as it comes out INSANELY fast and is the best offensive upB in the game. Another thing to note about his upb (recovery) is that when recovering most Bowsers (when below or even with the stage trying to make it back up) will start to move towards the stage....but then hesitate and fall back trying to bait you for that f smash or d tilt early. Marth ***** Bowser in each and every aspect as long as you don't underestimate him, use your brain, and space just as you would any other match in the entire game. Marth has a better grab, more range, is faster, edge guards better, and is just an overall better character. Don't lose this match up. You should not have to worry about running into too many Bowsers in tournament unless you face Gimpyfish or DJ Nintendo. If I find inputs from Mewtwoking, Cactuar, or anyone else....I will post.
Most used:
uthrow
nair
uair
f tilt
Combo Videos
http://www.youtube.com/watch?v=M7z_sGTTQgY -Gimpyfish: The Movie by Gimpyfish
Captain Falcon
Odds: 50/50
I don't care what anyone says, this match up is even. It's really not as difficult as some Marth mains make it out to be though. Falcons love to camp but Falcon doesn't exactly have a projectile. He has speed. How do you reduce the amount of speed? Small stages. With smaller stages this minimizes Falcons ability to out camp you. Tech chasing if my favorite thing to do in this match up because Falcons really hate it and hes arguably one of the easiest characters in the game to tech chase. Peach has Dsmash, Spacies Shine, Bowser- Up B, Jigs-shouldnt be tech chasing her, Iceys-Same. Falcon has little to no options against you as you tech chase him. Tech chase him to the ledge and then follow up with something simple such as D tilt. It really is insanely stupid in this match up how much it hurts Falcon. I like to tech chases to the ledge....throw them off and then d tilt. If the Falcon Di's it and avoids your edge guards by SS the ledge than you need to focus more on your combo game. You can kiss the tech chase to ledge game goodbye. Still tech chase, but dont expect easy gimps. U throw is also really nice VS Falcon and also sets up for a tech chase. If they are at mid to high percents you can follow up with aerials and do whatever you like. Just make sure you keep the Falcon off balance and constantly put him in a tough spot. Remember that Falcons work off of momentum and silly dumb combos. Don't let them get comfortable w you. When Falcons off stage you need to keep in mind a couple of things. A-Simple edge guards are just fine. A big powerful fsmash is not always necessary. B-If you miss an edge guard watch out of the ledge hop knee. So many Falcons use this to get out of tight spots when they are being edge guarded. It really hurts when they get the invincibility frames from the ledge as well. Use d tilt for edge guarding, u tilt, TIPPERED fairs to start combos at mid percents, and grabs to tech chases to win this one. Use and abuse your grabs. F and D throw being your most used and u throw when you want to set them up on a platform or combo their butt off.
Most used:
d tilt
all throws minus back
bair (edge guards when he goes up high ex-DL 64, BF)
Cactuar
I also like playing as Falcon on FoD. I feel that he uses the platforms very well when they are low, and when they are high or gone, it's basically a small FD with a middle **** platform.
If they just spam nair and knee, you could just stand there and utilt.
No really though, I find myself hitting spammy Falcons with a lot of random dash attacks, which leads into Marth killing Falcon given the proper followups. Fair beats out knee easily, but I don't really try to trade with nair. Just wait for them to land and hit them with something (grab, smash, tilt even...).
With Falcon, anything can be possible/awesome.
(DI dependent)
I use a variety of different DI's vs Falcon.
Marth vs Falcon really just comes down to stage size and how willing the Falcon is to DD camp for grabs. Smaller stages are obviously worse for Falcon as he will always be closer to being off the stage, where he is almost always going to lose a stock vs a good Marth. If the Falcon can land the grabs, Marth shouldn't be a problem at all. Falcon has throw autocombos well into kill percents on Marth. Marth players in this matchup also have to be adept at getting grabs and being able to get the Falcon up to a low mid percent before really being able to combo them. All combos by the Marth player should be done with getting the Falcon off stage, as Marth's edgeguard game vs Falcon is incredibly easy and stupid.
Emblem Lord
That's all Scar had to say. Marth's onstage game suffers due to Falcon's speed and suffocating dash dance since he will always be on top of Marth.
Anyway, I think the match is slightly in Falcon's Favor. He can always combo Marth at any percent where as Marth must rely on tech chasing to get in early damage or get edge gimps.
But Falcon has superior mobility so it's somewhat easiar for him to keep the match in the center of the stage.
Plus once Marth hit's a high enough percent CF will always have a garuanteed kill using either d-throw to knee or u-throw to knee. Replace knee with uair if Marth's percent is really really high.
Falcon can't approach Marth recklessly, but I think it's easiar for him to stay in control.
Marth really has to...
WATCH OUT FOR TEH KNEE!!!!
Seriously the knee hurts as a finisher and Falcon set-ups Marth for those like nobodies business.
Mewtwoking
Falcon does have the advantage vs Marth unless the falcon is stupid and goes to the ledge vs marth. On stage, Falcon has the advantage.
also after throwing falcon off, either dash off fair, or counter
do one of those 2 things, 50% of the time each, and that will kill them every other time
marth is amazing on stage, just not vs captain falcon
he cant combo falcon as easily as most characters, unless he gets uair strings or something but he combos other characters better, AND more easily set up
falcon just gimps marth at low %s with easy combos than marth can't do back to falcon unless already at the very edge when falcon comes to him
watch this vid, Azen vs Jiano -
http://youtube.com/watch?v=rHBE89jQ4PM
look how perfect Azen plays for the most part, and all the unnecessary damage he racks up, only for Jiano to take 3 stocks when Azen takes 2, just showing what the matchup is like.
Arcnatural
Falcon can't be Chain grabbed unless they DI fully, I'm pretty sure they can jump out otherwise. Honestly don't need to CG Falcon, Upthrow techchase (watch for them to jump out and then you can combo pretty easily). Falcon doesn't need to nair as an approach. Falcon can approach with a lot of different setups.
The main things to watch out for with Marth is to avoid getting predictable with dash dancing as Falcon is fast enough to start attacking your patterns. You can CC grab his nair but you can't really CC his dair and knee so you need to be pretty confident that they are going to nair. If your good at reaction you can uptilt Falcon out of his shffl approaches as well. And just edgeguard well. Pretty much any standard edgeguard wrecks Falcon as long as you don't panic.
Usefil Links:
http://www.youtube.com/watch?v=swR_-Mvlznw&feature=channel_page
Take a look at this set here. A nice set. Watch how HBK goes about approaching Scar. He tries to utilize his grabs and get Falcon above him and off the stage ASAP. Also, you'll notice that on FD he misses an Fsmash early on in the match...Scar gets back up dairs him...and kills him. Do not f smash Falcon randomly on stage because then he will jump out of shield with a fair...and then you die.
Also look in the third match how he quickly grabs Scar, fthrow him and then follows up with a d tilt immediately. 6:37-6:46 also shows off how gay the u tilt is VS Falcon. This is a great set to watch to get a good understanding at how to approach this match up.
Combo Videos
http://www.youtube.com/watch?v=4Y8rQ_0zNIg I Killed Mufasa by Scar
http://www.youtube.com/watch?v=PDNJv92TCjk I Killed Mufasa II by Scar
http://www.youtube.com/watch?v=9vziStKcg6g Silence by Silent Spectre
http://www.youtube.com/watch?v=Yxgk2NfqOoM Mind Reader by Dark Rain
Doctor Mario
Odds: 70/30
Doc can be either a really big pain in the ***......or, really easy. That all depends upon one thing though, how good your spacing is. Docs main use of getting inside of your sword is by throwing pills at you and abusing them. Any sword swipe that you do (jab, f tilt, f smash, fair, bair, etc) will disrupt his pills. Don't let Doc get inside you because if he does, he can combo you and do things to you. His fair hits hard, his throws are decent, hes got some decent edge guards against you, and he does have a projectile which are a pain in the *** for Marth. Be extremely patient when he tries to approach you and try to keep Doc above and in front of you. I find that u throw to u tilt to fairs work beautifully in this match up due to how floaty Doc is. If you space your fairs nicely in the air....he really has no options against you other than to jump or spot doge early and pray for the best. At mid percents I like to use f throw to fairs. His recovery is not all that great so simple things like f tilt or d tilt will disrupt it easily. Also, jumping out into drop zone and fairing is really nice too. Docs are usually looking to get the down B going to give them more vertical distance so a single sword swipe to the face will get them freaking out. His cape will **** your recovery if you don't sweet spot so make sure you do that in this match up. You really want to abuse your fair a lot in this match up and aggressively camp. You want to make Doc move to where you want him to go so you can start something up and get his camping game off balance. Your fair pretty much ***** all his aerials but do look out for his bair when you are trying to recover. A lot of Docs like to ledge hop, jump out and then bair you if recovering low so do look out for that as well.
Most used:
fade away FAIR (spam)
nair (for covering rolls or if hes wayyyy to close to you)
f tilt
u tilt
uair
Mewtwoking
lol, just do air attacks vs doc (and CC when he hits you), and he won't hit you with CC down smash and your aerial attacks will just beat pills w/out lagging
Useful Links
http://www.youtube.com/watch?v=7fTGOx2DDJc&feature=channel_page
This match is not the ideal match to watch to learn the match up but it gives you a great idea of how you should go about spacing in the match up. Tani is one of my top three favorite Marths (his Marth is soooooo pretty....fade away nairs=Too Good.) In the match you will also notice that any time Tani decides to go for a grab and misses......he gets *****. Marth should try to fair first, grab second in this match up. If Marth misses a grab Doc can start his own crap against him. Fairing and u tilting is too good in this match up. U air is extremely useful as well. <3 Tani.
Donkey Kong
Odds: 80/20
Time to deal with the ape from SNES. Donkey Kong has one of the worst shields in the game...hence, why hes not a high tier character. Donley Kong packs a great offense though and with good spacing, a nice cargo throw, and a nice fsmash or two he can take you out. Luckily in your case Marth is the best at spacing, poking shields, and ****** defensive players. Your main concern should be to avoid his bair. His bair actually out ranges your fair (your best aerial) so it can be difficult in spacing with him. I find that sweet spotted nairs work wonders in this match because they often destroy his shield and poke him. Don't abuse this though mix up your throws, fairs, and nairs. Stages like Battlefield, Yoshis Story, Pokemon Stadium, Dreamland, (although YOUR WORST STAGE) are useful against DK. The main reason being the platforms are absolutely horrible for DK. DK has little to no options when he is above you because his dair comes out REALLY SLOW. along with his fair. Keep DK above you throughout the whole match and use u throw, f throw, and d throw. (f and d throw near ledges) His recovery is easily gimped or D/F tilted to an edge hog so you don't need to whip out a fsmash to keep him off. Marths edge game is so stupid that tilts get the job done. When dealing with DK just make your edge game extremely simple and efficient. Avoid trying to kill him vertically because due to his weight he will live long. Rely on horizontal kills and gimps. His defense sucks, so keep the pressure up and mix your game up.
Most used:
d tilt
nair
uthrow
utilt
P. O. F. 's Pre Spacey Section Chain Grab Guide.
Alright, I've been fooling around with the space animals lately and I've also talked to Cort, Swiftbass, M2K, watched plenty of chain grabbing matches (VS Shiz at ROM, PC at Evo, Cort VS Moon Doggie, Ken, etc) and I've learned a great deal of how exactly to go about chain grabbing.
Fox: First off, Fox is easier....by far. He falls fast like he should be doing throughout the entire CG and your speed of grabbing does not have to change until the u tilt re grab. You can start u throwing fox right from 0 so you don't need to worry about what % to start it from. Now, you want keep u throwing fox until he reaches around 27-31%. Basically, you want to get anyone of those numbers while Fox is in your hands. From this point you u throw again and u tilt. From here you regrab him. Now that the u tilt regrab is done you can u throw him again and now follow to u tilt either into f smash or keep utilting, uairing, etc. I recommend doing a single u tilt after the regrab and then following w a fsmash to keep it simple. If you keep trying to play with them and do uairs, fairs, and other things you might mess it up and end up losing a chance at getting a stock.
Take a look at this match for example:
http://www.youtube.com/watch?v=FxGS...3B7F07D9&playnext=1&playnext_from=PL&index=31
Here, you see M2K VS PC Chris and M2K obviously tries to CG PC often and get the quick kill. Pay close attention to Pc's % and what M2K tries to do at those percents. There were at least a good 2 times where he tried to do more than just f smash after the u tilt re grab. Had he just done 1-2 u tilts to fsmash after the re grab it would have put him in an edge guard position and taken PC's stock with much more ease. Try not do be too fancy and just get the job done.
What I just said in a quick breakdown with Fox:
* uthrow until you get somewhere between 27-31% from here, u tilt and then regrab them.
*from there uthrow to u tilt to fsmash or do other things.
Note: The more you fool around with them after the regrab it gets more risky because just u tilt to fsmash is generally easier and leads to a tipper most times. However, if you can play with them and build more damage onstage it becomes MUCH easier to edge guard them when they are off because most of the time a simple f smash or Neu B will end it.
u tilt in the low-mid 40's after the re grab
uair around 60-67%
Make sure you finish him off before 80%...it gets difficult from here on to kill Fox w CG.
Falco: Falco in my opinion is much more difficult to successful chain grab in one shot because its a bit more difficult and takes a couple of more steps. On top of that, the pace at which you grab him is different than Fox...its slower. Some people love this, it bothers me because I fight waaaayyy more Fox's than Falcos. You cannot CG Falco at 0% because if he DI's behind you you can't do anything, at all except for tech chase him. At 0% you want to either f throw to fthrow to regrab him and from there start the process or d throw tech chase him and then begin. It's safe to start CGing Falco at around 10-13%. Basically, Falcos re grab is around around 37-41% (ten % up from Fox's re grab) and you can uair around 70-75%. I HIGHLY recommend not uairing Falco too much because edge guarding him is a good 3X easier than Fox and your main focus should be to take advantage of his weakness and make sure he is off fast.
Basically, just add % to everything you do with Fox.
Falco
Odds: 50/50
I used to really enjoy this match up but as of lately, it's been getting difficult because Falcos are really good at taking care of Marths. The big key in this match up is to get around his "pew pew" and then **** him. The thing is, getting around lasers is VERY VERY difficult. Lets go over a few options against particular Falcos.
Aggressive Falco:
-Counter
-UpB OOS (higher percents to be sure they go far enough away for you to recover from 84 frames of lag)
-Fair/nair OOS
-Retreating fair and ledge wavedashes
Defensive Falco:
Dash Attack (You can sometimes go underneath the lasers, its useful)
Aerial fair approach (space carefully)
dash canceled d tilt (similar to dash attack)
waveshielding towards them
Power Shielding works for both types of Falcos. It ****s them up so hard. I usually get a PS when I'm running toward a Falco and then quickly shield for some reason. Why? No idea. lol. I'm weird.
You really want to study your opponents laser game and how they are putting you in tough spots....and then react/predict them. Every Falco has their own unique laser game. When you're inside and you get past his lasers you really want to abuse your u, d, and f throw (depending on where they are.) If they are near the ledge, obviously get them off. If they are in the middle of the stage use u throw and do utilt, uair, bullcrap to them and make sure they get off the stage no later than 70%. You can go the route of doing CG balogni to around 90% but Falcos recovery is easy to gimp as Marth. Don't keep him onstage any longer than you need to. If the Falco is GOOD (I don't mean pretty good) at sweet spotting the ledge when he upb's
FORCE yourself to go down and hit him. I don't care if hes on FD directly under the stage and hes not in front of you at a 45 degree angle. Go down and bair, side b, or do whatever to get him in a tough spot. If Falco gets back on stage I personally consider this GAME and you've already lost. Don't mess up when hes off. Remeber this: Falco is much more nervous at getting back than you are of getting the kill.
nair to grab at low percents is pretty amazing if they are spot dodge trigger happy.
Falco is pressuring your shield:
Roll away (Rolling in might work too but rolling away has less lag and is faster)
fair OOS
upB OOS (higher percents)
waveshield back to fsmash
if you can, try counter? Not your most reliable option.
Counter is beyond underrated in this match up. Don't be afraid to use it every now and then...but don't overuse it.
http://www.youtube.com/watch?v=nw8S35JN6Uc LOL. If the Falco is stupid aggressive all the time. Do it. Change their style up to suit your style.
Good Stages to fight Falco:
Final Destination (Chain grabbing)
Yoshis Story (Obvious)
Battlfield (They get gayed by the stage often)
Most used:
nair
f, d, u throw
u tilt
jab (edge guarding illusion)
counter (firefox)
fsmash (for use in CGing...dont throw these around on stage)
Emblem Lords "Getting Past Falcos Lasers Guide"
http://www.smashboards.com/showthread.php?t=102497
Mewtwoking's Chain Throw Data
for up tilt vs Falco
0-42 Forward DI
not sure for the no DI thing (unrelated thing see the Fox note above) I think it's like 30 something + but again this isn't exactly related to the "don't need to move" thing but more like a "don't need to move until it knocks them over on the ground instead of just completely missing" type of thing
0-54 back DI
up throw tipper F smash works on Fox at like low mid 40s + IIRC, and lasts up to as long as like 80% or so maybe even 90 if you don't DI. The easiest average % you are looking for vs Fox is 60%, although it works before and after that by about 15/20% obviously. Up throw take a baby step forward and then if they don't DI you reverse tipper F smash, then C stick if they decide to DI the up throw. The more you do this the better you will get at the timing and understanding, I just gave you a basic guideline. Falco is similar but add the %s a little higher by like 5 or 10% prolly closer to 5 (that's just a random guess) and there you have it.
Also you see my vid vs Shiz where I tried to do up throw Fair to Bair to F throw to Dair (that works I tested it on computers but I know a human would DI in the F throw lol, or I could just F smash tipper)
http://www.youtube.com/watch?v=qW-diM94E8A&feature=channel_page at 1:02 it begins. Well, I made that up recently but my mistake was wavedashing before the grab - I should have just done a dash grab then F throw dair (or F throw F smash or F Throw down tilt to edge hog then bair).
ANOTHER Mistake at that vid at that same time is after he did the tech roll, I could have gotten him with a dash JC grab behind me before he would be able to shine or dodge, but I suck and got stuck in my turning around animation
you can't up throw Falco at 0% if he DIs behind you. He will always land. On the flip side if he DIs forward you can get him at 0% with a standing regrab, but it's the opposite for Marth's forward throw. F Throw regrab works if he DIs in but with away DI Falco can escape. Lol it's kind of a guessing game. I usually down throw at 0, or whatever direction the edge is, then down tilt it.
with no DI they can't escape till like 80%+ lol. Probably more. Once they get to like 70% + just do SH uair a few times. At like 90 do up throw (let them DI) then go for Fair + Dair (if they are smart they will not DI the Fair or DI away)
also near the edge down throw to dash-off-stage Dair actually combos at mid/high % if they DI in xD
Cactuar
Haha. My strats for approaching vs lasers and the necessary tech skills required are all over the boards.
See: Section 3: Advanced Laser Theory in Mogwai's Falco Guide. (
http://www.smashboards.com/showthread.php?t=203781)
Powershielding is optional.
Wavedash out of shield is super necessary.
SDIing lasers is silly and completely unnecessary, but fun to do and useful if you are adept at it.
^^^ His laser theory is amazing and I personally, follow this. Stay at this range throughout a good 90% of the match up and space well and you should be fine.
Arcnatural
Falco:
Learning to sh into lasers and fair or airdodge after getting hit by a laser I think is also pretty critical to learn. This helps giving you another option other than just wavedash OoS, also shffl upair OoS ***** double jump falcos. Honestly most of my Falco game is based on Cactuar's advice and just learning to get really good at wavedashing OoS, learn to wavedash OoS after lasers and after shines. One tricky thing though is if you want to wavedash OoS to Fsmash you typically need to shorten the wavedash or you'll miss.
[COLOR="Magenta"
SIZE="4"]Cort[/SIZE][/COLOR]
I jab if they try to illusion through me and dtilt if they try to go for the ledge
http://www.smashboards.com/showpost.php?p=3735231&postcount=1501
(The bottom) Note: This is also located in the Fox section.
Useful Links:
http://www.youtube.com/watch?v=Qna80MbcAAc&feature=channel_page
An amazing video. Clearly shows how gay Marth can be against Falco. Falco gets ***** off stage as long as you make good decisions. Look at how M2K goes for the quick gimp at the last stock and absolutely ***** DaShiz on his last stock. (Shiz is too good though, <3 hands down....the best Falco in the world currently.)
http://www.youtube.com/watch?v=RXWfubQPwB4&feature=channel_page
Wow, my favorite smash brothers match of all time. I'm not kidding, I don't care how bandwagon that is....that match is ****ing epic. Anyway, take a look here at how Shiz is comboing the crap out of M2K on his last three stocks......Falco can punish you for your mistakes. Also note on 1:50 how M2K tries to take the initiative and pre-predict where DaShiz was going to go. If he had waited...he probably could have gotten the gimp earlier. Falcos illusion is really fast...but not THAT fast. Wait for Falco to make the first move when hes recovering.
http://www.youtube.com/watch?v=Qna80MbcAAc&feature=related (Chain Grabbing, second to last stock)
Combo Videos:
http://www.youtube.com/watch?v=nY6U...3E5AB682&playnext=1&playnext_from=PL&index=43 Aces and Eights
http://www.youtube.com/watch?v=6tjU7Rb6rQ0&feature=fvw Happy Feet by Zhu
http://www.youtube.com/watch?v=xjKWs7IMdPQ&feature=related Happy Feet 2 by Zhu
http://www.youtube.com/watch?v=_q9fL2kMHYk&feature=related Happy Feet 3 by Zhu
http://www.youtube.com/watch?v=Q7DHr7C_U8A Happy Feet 4 by Zhu
http://www.youtube.com/watch?v=yBdqQ93o42I&feature=PlayList&p=59807436369A592B&index=5 Forward B by Forward
Fox
Odds: 50/50
This is Marths second hardest match up in the entire game, without a doubt. Fox is a pain in the *** and can run laps around you and KO within seconds if you are not spacing right. Pay attention and read up on this match up. You will be running into Fox's all the time. Learn the chain throws, learn percentages what is effective, etc. Fox is annoying.
When you hear "Ready.......go!" there are a couple of things that work nicely. One being start spacing fairs and defending if you think you're playing an aggressive player OR get that grab as soon as possible and take control. The grab is the most important thing in this match up. Fox can grab-u air...uair....uair...uair and **** you in the air while you on the other hand can chain throw him
Marth has a beautiful edge game against him and believe it or not...Fox's is not so bad either. You can actually Smash DI Fox's Uair which is really essential and will limit Fox's offensive pressure on you if you can do it sometimes.
How to do that:
Lets say Fox grabs you and throws you up in the air and is on the FAR RIGHT of the screen facing to the LEFT SIDE of the screen. When he grabs you and throws you up DI to the LEFT. (away from Fox) Fox's uair has two hits. JUST AFTER his FIRST FOOT HITS YOU DI TOWARDS THE FOX and his second foot will hit like a tippered Roy jab.
Getting this timing down is extremely difficult but if a Fox sees you getting this down a decent amount of time they will follow up with a bair as opposed to an uair. So basically, DI away from the Fox FIRST and then DI towards the Fox after his first foot hits you. Cheers.
Your spacing in this match up is SOOOOOO IMPORTANT. I recommend NEVER approaching with nairs and strictly stick to moves with RANGE (uair, fair, and bair are your most effective moves) You need to look out for traps that will make the Fox lure you into either a nair (its one of the most ******** moves in the games) or a drill to shine to u throw combo that can put the pressure on you. You also need to mix up your recovery so Fox can not predict you and shine spike you every time. Mix it up! D tilts, jabs, and a SINGLE forward B are excellent character resets in this match that can stop a Fox's momentum. I find that being the aggressive player in this match up is more effective than being the camper (but some marths like to camp....do what works for you!) because any Fox knows that if they go off the stage Vs Marth that they have a good chance of not making it back. This match up is REALLY HARD. It's very difficult to explain this match up because Fox can basically be played in over 10-15 different styles. Some Fox's camp, some are aggressive, some are excellent at shining, some are amazing at grabbing, it's tough to explain. Watch videos and learn.
Most used:
d tilt (on stage)
GRAB u, d, or f.
jab (edge guarding illusion)
counter (edge guarding firefox)
u tilt
fsmash (only use off of grabs from u throw)
Watch these to help your edge guarding vs spacies- - -
http://www.youtube.com/watch?v=Qna80MbcAAc&feature=channel_page
http://www.youtube.com/watch?v=vtAVvtbrwtE
Useful moves at particular percentages that are useful
100%-130%: Side B is actually pretty useful as the third hit (neu side B swipe) can KO Fox and it cannot be crouch canceled. You can also u throw to non tipper uair to fsmash for a nice finisher.
0%-30%: Chain Throwing.
Learn it. Go into VS mode and practice on lvl 4 computer players to get a BASIC idea of how to do this effectively. Make sure you also read M2K's chain throw data.
40 something %-60%: U tilts that lead into either grab reset or fsmash are perfect for this percent.
70%-80%: Tippered u airs after the u throw grab can lead into fairs, f tilts, or anything that is useful in the situation
Mewtwoking's Chain Throw Data
These are the %s you don't have to move to do CGs with Marth vs Fox
0-16 Forward DI (sometimes 16 will miss though, but I think usually you will get them)
0-20 no DI (sometimes you will get them at 20 or 21 or so but the soonest you can miss is 20)
0-28 back DI
for up tilt vs Fox without needing to move
0-35 Forward DI (sometimes you will miss at 35 though, I've even had phantom hit bull**** before, but after 35 you need to walk forward no matter what. I think walk forward up tilt works to like 50 something?)
no DI the lowest you can up throw up tilt to knock them UP is like 23 I think that's unrelated though kinda, although honestly I usually do it at about 27/28+ (by the way vs Fox I usually do reverse up tilt because it seems better and it's harder to DI out of assuming they don't DI because you can still dash grab them even if they DI it, while if you did normal up tilt after not DIing up throw all the Fox has to do is DI behind Marth and he can land and tech before Marth can grab him)
0-50 back DI
Cactuar
Corneria ruins chaingrabbing in most cases. The ceiling is low. The stage is huge horizontally. It messes with Marth's ground attacks by angling his body. He gets gayed hard in the lower area. Etc.
Marth is generally just not as good on counterpick stages. He just dominates on neutrals.
(Applies for Falco as well)
Arcnatural
Fox:
Everyone knows this matchup, everyone also knows (or should know) the typical strats involved. Marth tries to dash dance camp, Fox tries to breach the dash dance or laser camp to force the approach.
The typical strategies for Fox to counter dash dance camping is to predict the dance length and just keep going with a dash canceled shine approach or shffl so that it reaches the end of the dash dance or to laser camp. And Marth just tries to adjust to keep trying to grab.
There is a whole set of strategies here that can help you understand better how this works, and how you can control it better. I've complained about wasted dash dancing before and here is one of the reasons. If you dash dance away trying to grab, and Fox runs past that initial point of your dash it's pretty clear they are predicting that your going to dash away. What I typically do in this case is just pivot grab immediately while ccing into another grab. There are a bunch of things you can do actually, but the point is to make sure you know when they are going past that point and think of ways to stop it. This covers if they were trying to keep running to grab you, or if they shffl after passing that point.
This also works if you shffl fair dash away, if you see them dash after you just pivot grab. This should help you net a few grabs you probably never knew that you could get. I just feel this is somewhat unknown in the Marth vs Fox matchup it seems that after the dash away a lot of players just go through the motions of what they are doing rather than reacting based on the opponent.
Also if you don't space you grabs so you can't get shined if you missed, your doing it wrong (applies to Falco too).
Cort
I jab if they try to illusion through me and dtilt if they try to go for the ledge
http://www.smashboards.com/showpost.php?p=3735231&postcount=1501
(The bottom, this is also above in the Falco section.)
Useful Links:
http://www.youtube.com/watch?v=iM4oY_MV2Zo&NR=1&feature=fvwp (Chain Grabbing)
http://www.youtube.com/watch?v=FxGS...3B7F07D9&playnext=1&playnext_from=PL&index=31 (Chain Grabbing)