Don't Forget to Tip! - The Marth Guide
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Zephron©
Rei
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Don't Forget to Tip! - The Marth Guide
Don't Forget to Tip!- A Marth Guide
In no way do I claim to know all or be a pro with Marth!- Rei Kaze
Index
- About Marth
- Basic Terms
- Marth's Moveset
- Marth Need to Knows
- Marth Media
- Marth Counterpick Stage Advantages
***************************************************************************
About Marth:
Marth is a betrayed prince from Altea. His first appearance was in Fire Emblem 1 which only came out in Japan. Marth , in brawl, is know for his quick and long reach. Marth can swiftly manuever his opponents off the ground and in air offstage. His aerial superiority can not be matched. Marth is a threat to his opponents on the ground and in the air.
Marth's Costume Colors:
I apologize if the pics don't all fit on your screen!
Basic Terms:
• Fair - Forward Aerial Attack
• Bair - Rear Aerial Attack
• Nair - Neutral Aerial Attack
• Dair - Downward Aerial Attack
• Uair - Upward Aerial Attack
• FTilt - Forward Tilt Attack
• DTilt - Downward Tilt Attack
• UTilt - Upward Tilt Attack
• FSmash - Forward Smash Attack
• DSmash - Downward Smash Attack
• USmash - Upward Smash Attack
• FThrow - Forward Throw
• BThrow - Backwards Throw
• DThrow - Downwards Throw
• UThrow - Upwards Throw
• Tipper - Hit with the tip of Marth's Blade
Ok, Lets begin!
***************************************************************************
Marth's Moveset:
Standard A/Standard A Combo: Marth Swings his blade in a swooping motion. The range of the attack is medium. This Attack does 4% for each hit and each tipper does 6%.
Dash Attack: As Marth moves toward his opponent he swings his blade outwards. A standard hit does 10% and each tipper does 13%.
FTilt: Marth makes a swipe in front of his body with long and wide range. A standard hit does 9% damage, and a tipper hit does 12% damage.
DTilt: Marth pokes/jabs on the ground while crouching with short range. This attack can be interupted by other attack like another Dtilt. The DTilt moves Marth slightly forward. A standard hit does 9% damage, a tipper does 10% damage.
UTilt: Marth swings his sword in an upwards arch above his head with medium range. Note that at the end of the attack animation, near Marth's back when the sword comes to a it's stop, has a Meteor Smash if a character is hit by the sword. A standard hit does 9% damage, a tipper hit does 12% damage.
FSmash: Marth pulls his sword around his body and lunges forward, slamming the sword on the ground with long range. A standard uncharged hit does 14% damage, a standard fully charged hit does 19% damage. A tipper uncharged hit does 20% damage, a tipper fully charged hit does 27% damage.
DSmash: Marth bends down and swings his sword low in front of him, then sweeps it around and behind him with short reach. A standard uncharged hit through the first swing does 14% damage, a tipped uncharged hit through the first swing does 17%. A standard fully charged hit through the first swing does 20% damage, a tipper fully charged hit through the first swing does 24% damage. A standard uncharged hit through the second swing does 13% damage, a tipper uncharged hit through the second swing does 16% damage. A standard fully charged hit through the second swing does 19%, a tipper fully charged hit through the second swing does 23% damage.
USmash: Marth stabs with his sword directly upwards. An uncharged hit with the sword only does 17% damage, a fully charged hit with the sword only does 24% damage. An uncharged hit near Marth's body does 18% damage, a fully charged hit near Marth's body does 26% damage. An uncharged hit in Marth's body does 22% damage, a fully charged hit in Marth's body does 30% damage.
Grab: Marth reaches his arm out in front of him to grab the target.
Grab Jab: Marth while grabbing the opponent, Marth knees them in the stomach for 2% damage. Note that this can be repeated while holding the opponent, and at can be done for long periods of time at higher %.
Forward Throw: Marth throws the opponent on the ground directly on his side, and the opponent lands in front of Marth for 4% damage. At low percents and on certain characters, this throw can Chain Grab.
Back Throw: Marth throws the opponent backwards as he trips them with his foot for 4% damage.
Down Throw: Marth slams the opponent on the ground and they bounce behind Marth. This attack does 5% damage.
Up Throw: Marth grabs the opponent and throws them directly upwards for 4% damage.
Nair: Marth swipes his sword in a slightly downwards angle directly in front of him, and then reverses the swing around his entire body for a two hit strike. This can be Auto Canceled. The first standard hit does 3% damage, the first tipped hit does 6% damage. The second standard hit does 9% damage, the second tipped hit does 11% damage.
Fair: Marth swings his sword in an arch from the top of his head down to his feet while aerial, covering his entire front side. The attack comes out on frame 4, and can be Auto Canceled. A standard hit does 10% damage, a tipped hit does 13% damage.
Bair: Marth swings his sword directly behind him and archs it up while aerial. The attack comes out on frame 7, and also turns Marths position around in the air. A standard hit does 11% damage, a tipped hit does 14% damage.
Dair: Marth swipes his sword directly below him from the way he is facing to his other side, covering his entire underside. The attack comes out on frame 6. A standard hit does 12% damage, a tipped hit does 14% damage. It is important to note that this attack, when tipped on an aerial opponent, is a powerful Meteor Smash.
Uair: Marth flips his body and swings his sword directly above his body, covering his entire upper side. The attack comes out on frame 5, and can be Auto Canceled. A standard his does 10% damage, a tipped hit does 13% damage.
Shield Breaker (Neutral B): Marth draws his sword back and lunges forward with a long ranged stab. This attack has a shield wearing effect, and fully charged, can break an enemies full shield. Note that this attack does not have a disjointed hitbox until it is fully charged, and has three stages of damage; uncharged, charged, fully charged. An uncharged hit does 8% damage, a charged hit does 13% damage, a standard fully charged hit does 21% damage, a tipped fully charged hit does 23% damage, a absolute tipped fully charge hit does 25%.
Dancing Blade (Forward B): Marth swings his sword in a multitude of directions that the player so chooses for a combo attack; up to four attacks per full combo. The attack comes out on frame 4. The forward variations can carry throughout the entire combo. The upward variations must carry after the first blade strike. The downward variations must carry after the first two blade strikes.
Forward Blade strikes:
1st: Standard does 3%, tipped does 4%.
2nd: Standard does 3%, tipped does 4%.
3rd: Standard does 4%, tipped does 5%.
4th: Standard does 6%, tipped does 8%.
Upward Blade Strikes:
1st: Standard does 3%, tipped does 4%.
2nd: Standard does 4%, tipped does 5%.
3rd: Standard does 6%, tipped does 8%.
Downward Blade strikes:
1st: Standard does 4%, tipped does 5%
2nd: Standard does 11%, tipped does 13%.
Dolphin Slash (Up B): Marth lunges into the air at high speeds in an upwards movement. A hit near the end of the attack does 7% damage, a hit near the base of the attack does 13% damage.
Final Smash: Critical Strike: When Marth obtains a smash ball he gets the power to use a special move called a "Final Smash". His Final Smash is "Critical Strike". Marth holds his sword high above his head for a moment, then he charges forward and performs a 1 hit-KO to the opponent.
***************************************************************************
Marth Need to Knows:
Tipping: This is a skill that only Marth can perform. Tipping is when you hits the opponent with the very "Tip" of Marth's Blade. It is something you must do to make your combos and attacks stronger and have more knock back. One strategy I find useful is at the beginning of a battle you can grab someone throw them forward and immdetatly follow up with a forward smash. This should get a good 29% if performed correctly. Remember this can only be done if the opponent has 0%.
Aerial Manuevering: Marth was born for air combat. When playing as Marth do not be afraid to jump offstage and kill your opponent. Most off Marth's killing his opponent happens offstage.
Countering: Down B is one (if not best) of the games best defensive moves if used correctly. This move can be used any where to get yourself out off a tight stop. Just remember not to make your countering to predictalbe or use will end losing very quickly. This move can be used very effectivlly for edgeguarding. Also this is a nice shield when facing projectile "spammers".
Shield Grab: This move is great for spacing the opponent and yourself. Marth can not be played to his full power in close combat. This is where shield grabbing is useful. Using this technique will reset your space between you and your opponent.
Invincible Dolphin Slash:
Dolphin Slash, Marth's Up B, happens to be a very unique move. During the first 4 frames of the attack, Marth is invincible. This not only serves to escape from combos early, but it helps against Chain Grabs too. Also like any Up B move, it can be used out of a Shield. When sweet spotted, this attack has very high knock back, so an opponent at high percent is in danger if they attempt to attack you at close quarters. It's a good move to use in a tight spot, and serves Marth well as one of his fastest moves. If you plan to use this however, make sure you hit with it, and hold down to fall onto the stage faster; it's cool down time is atrocious, and you'll likely get licked if you miss. - Ulevo
Chain Grabbing: Marth's Chain is not as unique as King Dedede or the Ice Climbers but it's a great way to get a couple damage in at the beginning of a match. Note that this chain grab can only be done at low % and also can only be done to few on the whole Brawl roster. This chain grab can step up numerous combo. You may follow it up with a Dancing Balde, F-air, or even D-air spike. Here is a list of the few who can get chain grabbed by Marth:
Falco
Captain Falcon
Fox
King Dedede
Ganondorf
Wolf
Sheik
**************************************************************************
Marth Media:
Drago's combo vids
https://www.youtube.com/watch?v=fqAzaaIADTc (Redemption)
https://www.youtube.com/watch?v=G9cVTkP4_KQ (Determination)
yayuhzz's combo vids
https://www.youtube.com/watch?v=NM9Z8_X80z4 (Marth: Still Gay)
Danimals' combo video: "Don't forget to tip"
https://www.youtube.com/watch?v=QM5X9wFA1LY
***************************************************************************
Marth Counterpick Stage Advantages:
Battlefield
This is the Best neutral/counterpick stage for Marth. Marth and Battlefield equals almost absolute victory. Being a small stage with alot of room offstage marth can easily do anything he wants to his opponent. The platforms allow Marth to do his aerials with relative ease. If you don't now the opponent your going up against then this is the stage that will esae your troubles.
Delfino Plaza
This stage has countless tricks to help Marth easily overcome the opponent. Marth can trap, spike, and counter in so many place of this stage the opponent will be confused with themselves. An unlucky soul might even find themselves trapped in Marth Dtilt trap. Marth can also spike through the floor. Keep that in mind
Lylat Cruise
This stage is a perfect for Marth's playstyle. This stage helps Marth's tipping because of it's Stage Tilt effect. This stage may also help Marth escape unwanted projectiles flying at him. The stage Tilt effect also lowers the chance of survival for opponents with bad recoveries while it help Marth's survival chance of recovery.
***************************************************************************
Credits:
M2K and Ulevo from the smashboards for attack damage percentage.
A big thanks to Ulevo for some of the pics and alot of the info.
Danimals for the title.
Marth for being awesome!
***************************************************************************
This Guide is still in progress. Please bear with me!!!!!
43 % finished
In no way do I claim to know all or be a pro with Marth!- Rei Kaze
Index
- About Marth
- Basic Terms
- Marth's Moveset
- Marth Need to Knows
- Marth Media
- Marth Counterpick Stage Advantages
***************************************************************************
About Marth:
Marth is a betrayed prince from Altea. His first appearance was in Fire Emblem 1 which only came out in Japan. Marth , in brawl, is know for his quick and long reach. Marth can swiftly manuever his opponents off the ground and in air offstage. His aerial superiority can not be matched. Marth is a threat to his opponents on the ground and in the air.
Marth's Costume Colors:
I apologize if the pics don't all fit on your screen!
Basic Terms:
• Fair - Forward Aerial Attack
• Bair - Rear Aerial Attack
• Nair - Neutral Aerial Attack
• Dair - Downward Aerial Attack
• Uair - Upward Aerial Attack
• FTilt - Forward Tilt Attack
• DTilt - Downward Tilt Attack
• UTilt - Upward Tilt Attack
• FSmash - Forward Smash Attack
• DSmash - Downward Smash Attack
• USmash - Upward Smash Attack
• FThrow - Forward Throw
• BThrow - Backwards Throw
• DThrow - Downwards Throw
• UThrow - Upwards Throw
• Tipper - Hit with the tip of Marth's Blade
Ok, Lets begin!
***************************************************************************
Marth's Moveset:
Standard A/Standard A Combo: Marth Swings his blade in a swooping motion. The range of the attack is medium. This Attack does 4% for each hit and each tipper does 6%.
Dash Attack: As Marth moves toward his opponent he swings his blade outwards. A standard hit does 10% and each tipper does 13%.
FTilt: Marth makes a swipe in front of his body with long and wide range. A standard hit does 9% damage, and a tipper hit does 12% damage.
DTilt: Marth pokes/jabs on the ground while crouching with short range. This attack can be interupted by other attack like another Dtilt. The DTilt moves Marth slightly forward. A standard hit does 9% damage, a tipper does 10% damage.
UTilt: Marth swings his sword in an upwards arch above his head with medium range. Note that at the end of the attack animation, near Marth's back when the sword comes to a it's stop, has a Meteor Smash if a character is hit by the sword. A standard hit does 9% damage, a tipper hit does 12% damage.
FSmash: Marth pulls his sword around his body and lunges forward, slamming the sword on the ground with long range. A standard uncharged hit does 14% damage, a standard fully charged hit does 19% damage. A tipper uncharged hit does 20% damage, a tipper fully charged hit does 27% damage.
DSmash: Marth bends down and swings his sword low in front of him, then sweeps it around and behind him with short reach. A standard uncharged hit through the first swing does 14% damage, a tipped uncharged hit through the first swing does 17%. A standard fully charged hit through the first swing does 20% damage, a tipper fully charged hit through the first swing does 24% damage. A standard uncharged hit through the second swing does 13% damage, a tipper uncharged hit through the second swing does 16% damage. A standard fully charged hit through the second swing does 19%, a tipper fully charged hit through the second swing does 23% damage.
USmash: Marth stabs with his sword directly upwards. An uncharged hit with the sword only does 17% damage, a fully charged hit with the sword only does 24% damage. An uncharged hit near Marth's body does 18% damage, a fully charged hit near Marth's body does 26% damage. An uncharged hit in Marth's body does 22% damage, a fully charged hit in Marth's body does 30% damage.
Grab: Marth reaches his arm out in front of him to grab the target.
Grab Jab: Marth while grabbing the opponent, Marth knees them in the stomach for 2% damage. Note that this can be repeated while holding the opponent, and at can be done for long periods of time at higher %.
Forward Throw: Marth throws the opponent on the ground directly on his side, and the opponent lands in front of Marth for 4% damage. At low percents and on certain characters, this throw can Chain Grab.
Back Throw: Marth throws the opponent backwards as he trips them with his foot for 4% damage.
Down Throw: Marth slams the opponent on the ground and they bounce behind Marth. This attack does 5% damage.
Up Throw: Marth grabs the opponent and throws them directly upwards for 4% damage.
Nair: Marth swipes his sword in a slightly downwards angle directly in front of him, and then reverses the swing around his entire body for a two hit strike. This can be Auto Canceled. The first standard hit does 3% damage, the first tipped hit does 6% damage. The second standard hit does 9% damage, the second tipped hit does 11% damage.
Fair: Marth swings his sword in an arch from the top of his head down to his feet while aerial, covering his entire front side. The attack comes out on frame 4, and can be Auto Canceled. A standard hit does 10% damage, a tipped hit does 13% damage.
Bair: Marth swings his sword directly behind him and archs it up while aerial. The attack comes out on frame 7, and also turns Marths position around in the air. A standard hit does 11% damage, a tipped hit does 14% damage.
Dair: Marth swipes his sword directly below him from the way he is facing to his other side, covering his entire underside. The attack comes out on frame 6. A standard hit does 12% damage, a tipped hit does 14% damage. It is important to note that this attack, when tipped on an aerial opponent, is a powerful Meteor Smash.
Uair: Marth flips his body and swings his sword directly above his body, covering his entire upper side. The attack comes out on frame 5, and can be Auto Canceled. A standard his does 10% damage, a tipped hit does 13% damage.
Shield Breaker (Neutral B): Marth draws his sword back and lunges forward with a long ranged stab. This attack has a shield wearing effect, and fully charged, can break an enemies full shield. Note that this attack does not have a disjointed hitbox until it is fully charged, and has three stages of damage; uncharged, charged, fully charged. An uncharged hit does 8% damage, a charged hit does 13% damage, a standard fully charged hit does 21% damage, a tipped fully charged hit does 23% damage, a absolute tipped fully charge hit does 25%.
Dancing Blade (Forward B): Marth swings his sword in a multitude of directions that the player so chooses for a combo attack; up to four attacks per full combo. The attack comes out on frame 4. The forward variations can carry throughout the entire combo. The upward variations must carry after the first blade strike. The downward variations must carry after the first two blade strikes.
Forward Blade strikes:
1st: Standard does 3%, tipped does 4%.
2nd: Standard does 3%, tipped does 4%.
3rd: Standard does 4%, tipped does 5%.
4th: Standard does 6%, tipped does 8%.
Upward Blade Strikes:
1st: Standard does 3%, tipped does 4%.
2nd: Standard does 4%, tipped does 5%.
3rd: Standard does 6%, tipped does 8%.
Downward Blade strikes:
1st: Standard does 4%, tipped does 5%
2nd: Standard does 11%, tipped does 13%.
Dolphin Slash (Up B): Marth lunges into the air at high speeds in an upwards movement. A hit near the end of the attack does 7% damage, a hit near the base of the attack does 13% damage.
Final Smash: Critical Strike: When Marth obtains a smash ball he gets the power to use a special move called a "Final Smash". His Final Smash is "Critical Strike". Marth holds his sword high above his head for a moment, then he charges forward and performs a 1 hit-KO to the opponent.
***************************************************************************
Marth Need to Knows:
Tipping: This is a skill that only Marth can perform. Tipping is when you hits the opponent with the very "Tip" of Marth's Blade. It is something you must do to make your combos and attacks stronger and have more knock back. One strategy I find useful is at the beginning of a battle you can grab someone throw them forward and immdetatly follow up with a forward smash. This should get a good 29% if performed correctly. Remember this can only be done if the opponent has 0%.
Aerial Manuevering: Marth was born for air combat. When playing as Marth do not be afraid to jump offstage and kill your opponent. Most off Marth's killing his opponent happens offstage.
Countering: Down B is one (if not best) of the games best defensive moves if used correctly. This move can be used any where to get yourself out off a tight stop. Just remember not to make your countering to predictalbe or use will end losing very quickly. This move can be used very effectivlly for edgeguarding. Also this is a nice shield when facing projectile "spammers".
Shield Grab: This move is great for spacing the opponent and yourself. Marth can not be played to his full power in close combat. This is where shield grabbing is useful. Using this technique will reset your space between you and your opponent.
Invincible Dolphin Slash:
Dolphin Slash, Marth's Up B, happens to be a very unique move. During the first 4 frames of the attack, Marth is invincible. This not only serves to escape from combos early, but it helps against Chain Grabs too. Also like any Up B move, it can be used out of a Shield. When sweet spotted, this attack has very high knock back, so an opponent at high percent is in danger if they attempt to attack you at close quarters. It's a good move to use in a tight spot, and serves Marth well as one of his fastest moves. If you plan to use this however, make sure you hit with it, and hold down to fall onto the stage faster; it's cool down time is atrocious, and you'll likely get licked if you miss. - Ulevo
Chain Grabbing: Marth's Chain is not as unique as King Dedede or the Ice Climbers but it's a great way to get a couple damage in at the beginning of a match. Note that this chain grab can only be done at low % and also can only be done to few on the whole Brawl roster. This chain grab can step up numerous combo. You may follow it up with a Dancing Balde, F-air, or even D-air spike. Here is a list of the few who can get chain grabbed by Marth:
Falco
Captain Falcon
Fox
King Dedede
Ganondorf
Wolf
Sheik
**************************************************************************
Marth Media:
Drago's combo vids
https://www.youtube.com/watch?v=fqAzaaIADTc (Redemption)
https://www.youtube.com/watch?v=G9cVTkP4_KQ (Determination)
yayuhzz's combo vids
https://www.youtube.com/watch?v=NM9Z8_X80z4 (Marth: Still Gay)
Danimals' combo video: "Don't forget to tip"
https://www.youtube.com/watch?v=QM5X9wFA1LY
***************************************************************************
Marth Counterpick Stage Advantages:
Battlefield
This is the Best neutral/counterpick stage for Marth. Marth and Battlefield equals almost absolute victory. Being a small stage with alot of room offstage marth can easily do anything he wants to his opponent. The platforms allow Marth to do his aerials with relative ease. If you don't now the opponent your going up against then this is the stage that will esae your troubles.
Delfino Plaza
This stage has countless tricks to help Marth easily overcome the opponent. Marth can trap, spike, and counter in so many place of this stage the opponent will be confused with themselves. An unlucky soul might even find themselves trapped in Marth Dtilt trap. Marth can also spike through the floor. Keep that in mind
Lylat Cruise
This stage is a perfect for Marth's playstyle. This stage helps Marth's tipping because of it's Stage Tilt effect. This stage may also help Marth escape unwanted projectiles flying at him. The stage Tilt effect also lowers the chance of survival for opponents with bad recoveries while it help Marth's survival chance of recovery.
***************************************************************************
Credits:
M2K and Ulevo from the smashboards for attack damage percentage.
A big thanks to Ulevo for some of the pics and alot of the info.
Danimals for the title.
Marth for being awesome!
***************************************************************************
This Guide is still in progress. Please bear with me!!!!!
43 % finished
Last edited by Rei Kaze on Fri Jul 25, 2008 12:16 pm; edited 14 times in total
Rei- Head Honcho
- Number of posts : 1585
Age : 32
Brawl: : 4811-6624-7457
Smash Points/Trophies
Smash Points: 10
Re: Don't Forget to Tip! - The Marth Guide
Good Guide rei. Dont forget to tip! Wise words. x.x
Zephron©- PK Knight
- Number of posts : 1615
Age : 31
Brawl: : 1934-2362-2797
Smash Points/Trophies
Smash Points: 75
Re: Don't Forget to Tip! - The Marth Guide
Good guide rei! Well done it looks professional!
For$@K3n KnIgHt!- Smash Veteran
- Number of posts : 763
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Brawl: : 1977.2102.9898
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Re: Don't Forget to Tip! - The Marth Guide
thanks for the help rei!
DragoonBlaze- Smash Apprentice
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Re: Don't Forget to Tip! - The Marth Guide
How come mine doesnt get any comments? Q.Q
Zephron©- PK Knight
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Brawl: : 1934-2362-2797
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Re: Don't Forget to Tip! - The Marth Guide
....Fine, BTW Rei you should put up pictures of the move
For$@K3n KnIgHt!- Smash Veteran
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Brawl: : 1977.2102.9898
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Re: Don't Forget to Tip! - The Marth Guide
Forsaken Warrior wrote:....Fine, BTW Rei you should put up pictures of the move
umm... I see some neglected to read the bottom of my guide that says this guide is still in progress... >_>
Rei- Head Honcho
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Re: Don't Forget to Tip! - The Marth Guide
....I'M JUST GIVING YOU AN IDEA!!!!!! xD
For$@K3n KnIgHt!- Smash Veteran
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Age : 31
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Re: Don't Forget to Tip! - The Marth Guide
I put pictures in mine Beat that rei!!!!
Zephron©- PK Knight
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Brawl: : 1934-2362-2797
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Re: Don't Forget to Tip! - The Marth Guide
Wow, nice marth guide Rei, i'll happen to read it closer when i'm not busy and sleepy . But good job!!
Zero- Global Moderator
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Re: Don't Forget to Tip! - The Marth Guide
Thanx a bunch again Zero! XD
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Re: Don't Forget to Tip! - The Marth Guide
Great Job on the pics, i love pictures xD
For$@K3n KnIgHt!- Smash Veteran
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Re: Don't Forget to Tip! - The Marth Guide
Forsaken Warrior wrote:Great Job on the pics, i love pictures xD
Thanx, I told you to give me time!!!! XD lol
Rei- Head Honcho
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Re: Don't Forget to Tip! - The Marth Guide
Sweet guide so far! Love the pics, especially those of the stages. As I stated on your Ike guide, a bit more analysis on his moveset will be needed. Since Marth is relies heavily on his air game, you could do an analysis of that. I'm not too sure about this, but I've seen some chain-grabbing done with Marth before; perhaps you could discuss that as well (or at least which throws can start combos).
You forgot to mention Marth's Up-B. Also, provide some insight on how to recover using his Neutral B and Forward B.
Great work!
You forgot to mention Marth's Up-B. Also, provide some insight on how to recover using his Neutral B and Forward B.
Great work!
GuruKid- Head Honcho
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Re: Don't Forget to Tip! - The Marth Guide
Ok, Thanx Guru! Yes, he does have a chain grab but only works on certain characters. lol I can't believe I forgot the Up-B. XO
Rei- Head Honcho
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