EternalFlame
Smash Ace
- Joined
- Oct 10, 2014
- Messages
- 525
- NNID
- Eterna1Flame
- 3DS FC
- 1993-8719-0815
Now that is indeed a tricky question, especially considering that I fight a very defensive player. that I still struggle against. The advantage that we have as Marth is our ability to outreach and outspeed. Emblem Lord makes a good point that through the usage of dtilt, that's one of your safest poking tools that don't get punished, along with the shield jump cancel + Dolphin Slash. But as for being unable to play Marth agressively is a bit debatable.I'm curious as to how people feel about this game and the shield stun being so low. I feel like as a Marth player it limits our potential a lot. I feel like no matter what im doing I'm never truly safe, because shield throw always punishes. So, what do you all feel is a reasonable solution to this problem or how do you deal with opponents who are very patient and use shield grab to punish down tilts and all.
Indeed, Marth has a lot of commitment, but approaches like SH FAir/NAir can be safe as long as you don't stop infront of your opponent. What I usually do is SH Forward, attack with one of the above, then back off once I see the attack hit the shield. As long as you are in the air, you still have control over your momentum. We can take this a step further through the usage of the FAir assault strategy I wrote on; protecting your FAir landing with a b move as you land. Unless your opponent is incredibly fast like Shiek or Sonic, most opponents will be unable to punish a shield breaker before you land, or at best, will break their shield. I've broken a good number of shields through this method, and even without actually hitting with it, it keeps your opponent at a sword's length, which a lot of the cast can't easily close the distance of. Another thing you can do is cross up using FAir, go overhead, then reverse b SB or DB. SB will make them fear blocking, and if you tip with it, you either will shatter their shield or keep them in block stun and spaced well that they can't punish you back.
Another way to get them is to fake them out with the SH DB setup. As you stall infront of your opponent, they may take it as an opportunity to attack, but you'll usually get to act first if you spaced them right. It's one part a luring into false security, and a second part strong setup tool.
A major point that Emblem Lord and many other Marths stress on is spacing. Marth's movements now have more commitment than ever before, but as long as you keep your target at a sword's length, you should be able to pressure and punish more than your opponents can answer to.
Since this is really the first Smash I'm taking to a semi competitive level, I don't have much complaints about it. Since playing fast games like BBCP and more calculated movements like in SF, this sort of stuff I don't feel is too difficult to adjust to. I just play to make my opponents act how I want them to, or just download their patterns if I am able xD
That defensive player I fight against (Hukster) is amazing at punishing and stuff with grabs and the whole chilada. Once I get more free time to record, I'll do a few matches with him, and I'll show off what I do against defensive players. Anyways, hope this helps
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