The Marth thread is the only one that ever gets used roflll Falcos out here
Thank you, I appreciate your time.
I'm relatively new to the game, a slippi kid who has been playing for just over a year now and heard of here through KoDoRiN, as he's in my region. I just got back from my first major, Mainstage 2021, and feel more motivated than ever to improve my play after going 0-2 again. I don't want this feeling to wane, and I'm genuinely interested in pushing Sheik to a better place than she is in the meta today despite some frustrations towards her lack of results.
I feel like my work up until this point has been of little help. I use Training Mode in UPTM to practice movement and some positioning almost daily and try to play unranked when I can, but I don't feel like I've gained that much more control over my character in the past few months and my internet is often too bad to make the unranked experience of any use. At the rate I'm at, I don't suspect I will progress very well. Friendlies are hard to come by, though I make do every few weeks or so, or when I can go to/run my own tourney.
In the end, I feel like I don't know what focused practice actually looks and feels like. I understand there is no "cheat code" to improving and everything takes time, but struggle to understand how to work on my play beyond movement and tech skill (though admittedly I still have a lot of work to do in those as well). I'm sorry if the question is vague, but how did you go beyond learning character control and make better use of your practice time?
Well, you need to control your character as well as possible first. If you can't do that, you lose focus when trying to adapt and also play neutral or punish.
Anyway, to answer your question: You can practice neutral by practicing neutral attacks and defenses. Do you want to deal with Fox SH Nair? Then practicing motions that beat it whether by giving CC access or by outspacing it are what you want to do.
For tech chases that should be pretty obvious but you can also make savestates which have them doing the hard to handle DI and no tech vs tech in place vs tech roll after to make it harder. You can also learn percents for Dthrow conversions and practice hitting those well. Stuff like Dthrow dash Uair on Marth at low percent are very hard but very rewarding for example. But you can do this in a variety of matchups, just look for kill confirms and practice them.
i really appreciate the advice! i do find the no fastfall tipper fairs very useful when ive chosen to do them, especially because amsa is just so insane at parrying. nair is great versus the parry too ive found. so for interacting witih him and his DJC, what would you recommend? i imagine how you approach it is dependent on percent. like going for more tipper aerials at around 80%, and of course retreating fairs/bairs. so like, whenever he just double jumps at say low/mid% towards the stage, i should just be trying to tag him with retreating aerials to rack up percent safely/catch DJC aerials? and of course at higher percents with the goal to just straight up break the armor. honestly though i think my main struggle is dealing with him when he's on the platforms. his threat range is so huge! i feel like he can hit me from nearly anywhere, and i often find myself trying to zone him in the corner out of just getting too scared lol. sorry if the wording is bad, i have almost no yoshi experience so i'm just trying to start with the basics
Do you mean his DJ armor? Yeah tippering his armor is better at higher percent but it always seems to last against tippers longer than I expect. If you can Dair or Fsmash him as he's coming below the stage he might not always be able to airdodge up grab edge and live so that's something cool.
Remember, Yoshi's armor ends at the end of his DJ so he either has to aerial or airdodge or just land unsafely so you can just wait then hit him. This forces Yoshi to swing or airdodge earlier, which is just easier if you can set up to handle it.
Dodging Yoshi DJC when he's on platform really isn't the point to me. You can dodge Nair but if he does egg lay or Fair you just get hit in those ranges. I think it's okay to dodge sometimes and you can react to Fair imo, but sometimes if you just stand there you can Utilt him if he Nairs and dodge/go into him with Fair/Uair if he Fairs. Focusing too much on dash back punishes hurts Marth in this matchup a lot and it's a Marth habit worth breaking anyway.
Hey PP! I was wondering what are good uses for Marth's Ftilt. I started trying it out with Fair into Ftilt as a way to cover Falco approaches, and when I tried it out in friendlies it did work sometimes, though I don't if it's because it's a decent option or because they just weren't playing around it. What are your thoughts on uses for Marth Ftilt?
Ftilt is kinda neat. It swings low to high, has a decently strong tipper, and decent range. It sucks if it doesn't tipper and sometimes if they're higher up you get punished for the slowness. I guess the endlag can occasionally be punishing.
I find it kinda useful vs Falco as a walk option to stuff lasers when they wanna avoid jab and try to outspeed Fsmash. I also think it's decent vs Puff when she's floating near you to walk Ftilt her. It's decent shield pressure, and it's like a middle ground for catching jumps too. I think it works pretty well in the Marth ditto when the other Marth jumps as well.