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Marth vs spacie neutral3/15/2023 By staying grounded and dominating space you canįorce Falcon to either approach you, or lose to your superior options. This type of playstyle is beneficial even more so because Falcon cannot play the neutral game safely and defensively. This allows for a safe and generally defensive playstyle to be effective. It's rarely ever expected, and is even safe onĪs already stated, Marth wins on the ground, and has all of the tools necessary to counter aerial approaches. As a side-note on Pivots, Pivot Fsmash is a useful tool in Neutral if used very sparingly. See anyone who's able to perform them consistantly enough to be viable. Theoretically a Pivot Uptilt would lead to some of the best possible punishes, but I've yet to Fsmash and Ftilt are obviously more punishing, but Pivot Jab is extremely safe. At certain percents you can even safely combo into the second and third slashes of Sideb.Ī more difficult but possibly even better counter to aerial approaches is retreating Pivotįsmash, Ftilt, or even Jab. Short hop aerial Falcon has, without trading. When Falcon is defending, you are winning. It may not always combo into anything directly, but it does stop the aerial and at least briefly forces Falcon to be defending. Dash back Side-b is amazing at countering his deep aerials. This is where what is in my mind one of the "secret weapons" of beating Falcon comes into play: grounded Side-b. Even trading hits is almost always beneficial for Falcon. If the attack connects, there is almost always a good follow-up available to him. If you shield the aerial then Falcon will land behind you, which is easily Marth's If you dash back you will often still be hit, and if not he will still gain space on the stage. With whatever outcome deep aerials lead to. In addition to his raw speed, many Falcon players will overshoot their approaches with deep aerials - particularly Nair. I personally find that using your Dash Dance to force missed aerials to be a bit moreĭifficult than when facing other characters. You have many options for beating Falcon's aerials, the most obvious being: Ftilt, Jab, Fsmash, and Short Hop Fair/Nair. You can even bait these by D-tilting purposely too far away, and then anticipating the approach. As long as you're properly using D-tilt you can be reasonably confident that he will attempt to approach from the air often, usually with Just be sure not to overuse it, and to act out of IASA Frames every single time. Your D-tilt is relatively safe when spaced, and can be used to severely limit his otherwise amazing ground movement and speed. When you are aerial however, your options against Falcon are limited, and his punishes on clean hits are brutal. Very little chance against your options when grounded. The basis of your entire strategy against Falcon hinges on the fact that he stands His terrific punish game combined with the fastest ground speed of any character, as well as the longest range Dash Dance, makes him a particularly difficult matchup for Marth. If he lands a solid hit or grab you can potentially die from 0%, regardless of what stage you're on. Within the higher tiers of characters, I would say there are two that could be considered Marth's worst nightmares: Sheik and Captain Falcon.
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