Post by мғв=Bane on Jan 25, 2009 19:57:34 GMT -6
Marth is still a very powerful character, and changed little in the transition from Melee to Brawl. He still gets most of his power from the tip of his sword, he can still counter attacks, he still keeps his disjointed hitboxes, and he still beats most of the cast in a one-on-one battle. Players learning Marth should always focus on proper spacing, so they can always hit their opponents with the tip of Marth's sword. The only characters he does not have an advantage against are: Meta Knight, King Dedede, and Snake. Also in the transition he picked up a near-inifinite on Lucas and Ness. I say "near-infinite" because they can escape by DIing back and up at the same time while jumping.
A- Marth's standard jab attack. They put some lag after the second attack so you can't mash the A buttom and deal lots of damage. It's pretty paltry, dealign about 3-4% per hit.
F-tilt- Marth's F-tilt outranges many other character's attacks and can be used relatively quickly. A way to approach instead of running is walking up to an opponent and using this.
D-tilt: Marth crouches down and pokes his opponents. If you sit there and just spam this attack, there's little bad characters with bad match-ups, like Ganondorf, can do about it. Since opponent's shields stop covering their feet before their body you can attack with this and poke through (maybe "around") the shield more quickly.
U-tilt: A disjointed hit box that covers in front of Marth and the air above him. If the opponent is in the air behind you, you can hit them with this attack. It's a good move for juggling, or starting a juggle.
F-Smash: This is your finishing attack. Strike an opponent with the tip of this attack and they will probably die if they were follish enough to take this hit above 80%.
D-smash: It stops people from rolling around you. It gives your opponents a funny upward trajectory. (From personal experience, many people are surprised when I tip with this attack.)
U-Smash: Marth literally thrusts his sword straight up. It has a deceptive reach, and can get your opponent into the air or keep them there.
N-air: Marth spins and slashes twice. This attack comes out really fast so if you have no idea what your opponent is going to do to you in the air or you have no idea where the opponent is going in the air, you can pull this out and hit them.
F-air: This, combined with short hopping, is Marth's best approach. It's his best aerial. Learn to use this move.
D-air: Hit with the tip on this move, and you spike the opponent. A technique called "Footstool spiking" involves using this move after a footstool jump to spike the opponents.
U-air: A great attack for hitting above you and keeping you opponent in the air, amassing damage quickly. If the opponent is in the air above you and you have time to get to them, you should be using this move.
B-air: It's pretty much a F-air with a little more knockback and lag.
B: The Shield Breaker: Marth charges his attack as you hold the B buttom, then charges and stabs when you let go or he finishes charging. At the tip, this attack will severly deplete a shield, and at fully charge destroys shields. If you fully charge this attack up while in the air Marth will lunge forward propelling him forward a great distance.
Side-B: Dancing Blade. This attack is modular, and is four consecutive hits with the player's button commands you can change the attack you get up pressing up or down on your control stick after the first attack. the first attack is a slash. For the second attack you can choose between up and to the side. The third attack allows you to choose between up, side, and down with down being a semi-spike. The final attack can be either down, with four stabs and the most damaging choice, side, which launches you opponents sideways, and down, which launches your opponent up so you can juggle them. The down attack is good at shield poking and dealing damage, so that is recommended when you use this attack.
Up-B: Dolphin Slash. Marth jumps quickly and slashes. If you hit the opponent as you initiate this attack it deals much more damage and has a large knockback. This attack also has invinciblity frames.
Down-B: Counter. Marth flashes (with invincibility frames) and if the opponent touches him within that time he slashes back and takes no damage. It does damage equal to 1.1 times the enemy's attack and always does at least 8%.
grab attack: Marth hurts the guy while they can't do anything about it. It rackes up damage while the opponent would be helpless otherwise, so use this attack at least once whenever you have grabbed an opponent.
F-throw: Marth throws his opponents forward for a little damage. Marth can chain throw with this attak at very low percentages.
B-throw: Marth throws the opponent behind him. It's not very powerful.
U-throw: It throws the opponent right above Marth, perfect for juggling.
D-throw: The most damaging of Marth's throws. Not much can be said about this attack.
Dash attack: It's really laggy and takes a little bit to start. You are better off short hopping a F-air or walking forward and using a tilt.
Marth is good while guarding a ledge, but he suckes when coming up off of one. With his massive reach, Marth can stand in a position and attack forward to hit the opponent if they don't roll onto the ledge, or he can turn around and grab his opponent and back throw them off.