SSBM/Marth

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Revision as of 21:37, 4 September 2011 by Keith Ngwa (talk | contribs)

Introduction

Marth is the fifth best character in the game under Shiek, Falco, Fox and now Jugglypuff. Marth has a slight disadvantage to Sheik at higher levels of play(3-5) but get raped by her at the scrub-mid level. Marth has an even matchup with Falco and has a slight advantage over Fox with (6-4) matchup.

Marth currently ranks 5th place on the tier list due to his excellent overall speed, disjointed range, priority, power when tipped attacks are landed (particularly his f-smash and dair), juggle/combo ability (including the notorious Ken Combo), edge-guard ability, metagame, and match-ups. On the downside, he lacks a projectile (although his f-smash can break most projectiles, and his high mobility can usually compensate), and he has an easily edge-guarded recovery (although several characters also have this problem).

"A" Moves Analysis

"B" Moves List

B-This is used to break down a shield, edgeguard or when a Fair or Dair is inapplicable. Use carefully though because of the lag after the move.

6B-Known as the Dancing Blades. Holding the control stick down while performing it will lead to different effects.

2B-A counter attack move while Marth shines. If the opponent attacks during this duration, a counterattack starts. Don't spam this move as it is highly punishable.

Move Analysis

Combos

Frame Data

Strategies

Overview

Zoning

Character Specific

Additional Note

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups

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