Pierce7d
Wise Hermit
- Joined
- Dec 20, 2006
- Messages
- 6,289
- 3DS FC
- 1993-9028-0439
How much cooldown lag? I dunno. I'll ltry to remember to ask m2k.
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Eh, knowing the exact frame count won't help you that much. Just go into practice mode and fool around with it until you can get the timing down.Thank you, i get messed up in the air by not waiting long enough to up-b.
meleeAs we know most Marth's aren't very good at all... They usually play super aggressive and try to pressure the entire match, so I have to ask:
Why do very few players realize the effectiveness of Marth's defensive game; or rather why does Marth come off as an offensive only character to most inexperienced player?
First off, many people used to think Melee = Brawl. (Feardragon64 had to beat me lol) Many noob Marths started this game back in March thinking it was like Melee and havent changed since.As we know most Marth's aren't very good at all... They usually play super aggressive and try to pressure the entire match, so I have to ask:
Why do very few players realize the effectiveness of Marth's defensive game; or rather why does Marth come off as an offensive only character to most inexperienced player?
I might have beat ZMT to the punch on the melee, but Dr beat me to the punch on this. Combo videos.From my perspective, I see what ZMT says, but it's almost always supplemented by silly combo videos (Drago anyone?). Drago does this really cool stuff, and people try to emulate what looks the best. However, they fail to realize what looks best is not usually equal to what is the best overall strategy.
Most of the other reasons have already been stated.
Obviously, you must know that when you hit a shield, it becomes smaller."dtilt is good for poking/shield poking" ...
What does that mean? What is poking? What is its' uses? Example?
well... QTF...I might have beat ZMT to the punch on the melee, but Dr beat me to the punch on this. Combo videos.
Defensive Marths are incredibly boring to watch in comparison to offensive marths. Combo videos generally contain offensive Marths. As Dr. said, Drago's videos is a prime example. People try and learn from combo videos and end up failing.
This is why we watch match videos. Stop watching combo vids >>
I watched lots of Dash -> Usmash outprioritizing gliders... is that viable?Double post. Sue me.
I can never seem to reliably test this. I've found often times MK will be at a mid-high %, I'll knock him off the stage and he almost dies, but ends up gliding back. Obviously, I'm not going for the gimp against that guy. But too often he goes for the glide attack on me. I find it somewhat predictable and constantly debate whether or not to try and tipper fsmash for the kill. The thing is, I'm never sure if tipped fsmash outranges mk's glide attack or not.
Or here's the more direct version of the question. Which of marth's kill moves outrange MK's glide attack? Since I know none of them are reliable, which one is probably the safest?
I think thats just the Marth predicting where the MK would go, and running under him. Shield grabbing or Dolphin Slashing is going to be the safest way to punish it imoI watched lots of Dash -> Usmash outprioritizing gliders... is that viable?
Water also highly reduces the chances of Marth being gimped.I so agree with you on the G&W matchup Pierce, G&W is the only character I actually use counter against often. It's always so obvious what he is going to do, stopping it is just somewhat difficult.
Marth's best stage IMO is Delfino.
-Marth has the right tools to effectively control the stage at parts with walkoff edges
-Spiking through the water is safe
-D-tilt lock against walls
Not only the platforms work to his advantage, but it's so much easier to get a kill here. =]There are other characters who do far better on it though.
I prefer Battlefield. That stage is Marth's home. Nobody lays down the **** like him on that stage save for maybe MK and a few others.
ahh thanksAgainst G&W, be very careful for the Bair. Personally, I think the key to beating G&W is counter, as G&W telegraphs a lot. Being so light and so powerful, counter is the perfect tool to send all of G&W's godly power back at his lightness and own him. He's his own counterpick, and you have a move to turn it against him.
As far as spacing goes. You should zone with Fairs and dtilts, and use Dolphin Slash out of shield if he tries to Bair you (you'll need tap jump on for this). Your dtilt outranges everything he has on the ground and is IASA frame 21 I believe, leaving you with plenty of defensive outlets, such as shield, in case you miss and he goes for a Bair. Otherwise, your Fair beats out his, and most of his ground moves. For more information, read this thread:
http://smashboards.com/showthread.php?t=188192
Or, ask a more specific question.
Think about it... First off the lips of the stage aid Marths recovery, he can ledge stall easier because of that. Meaning you can bair from it with less risk, or simply fast fall and up b constantly with little to no vunerability. From the ledge every aspect is covered, when your opponent is hanging they literally have no safe option (character dependant). The platforms on the sides prevent your opponent from jumping from the ledge to the stage without being punished. The best stage lips for Marth are also good because, so you dont have to worry about gimping yourself. Everything just seems easier on Battlefield. Lylat ledges can be a pain, lets not even go into Final Destination. Smashville is good but that floating platform may get in the way.... why?
10why's