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Blogs > Onekobold
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Onekobold
Profile Blog Joined October 2013
244 Posts
September 29 2014 06:49 GMT
#1
--- Nuked ---

*****
]343[
Profile Blog Joined May 2008
United States10328 Posts
September 29 2014 07:01 GMT
#2
nice blog! what's your tag / where was this streamed / is the bracket online?
Writer
Onekobold
Profile Blog Joined October 2013
244 Posts
September 29 2014 20:24 GMT
#3
--- Nuked ---
OnceKing
Profile Blog Joined January 2009
United States939 Posts
September 30 2014 00:32 GMT
#4
Hey man, love these smash blogs you have. Looks like you've gotten a bit better since the last one I watched too!

vs Samus -
I'd suggest you treat her missiles the same way you would treat Peach's turnips or Doc's pills in that I don't think shielding is a great way to deal with them. I guess you can powershield them but in general when faced with them you should probably swat them with your sword (jab, ftilt, fair, nair are fine) because if you let that stuff connect with your shield then you open yourself up to a lot of pressure since you'll be stuck in it for a bit.
Your overarching goal for the matchup is probably that you want to get into the middle range where she'll be most uncomfortable against you because if she tries to shoot a missile you'll run in and hit/grab her first. This is where Marth wins his matchups against other projectile characters like Peach and Falco too. Experiment and play around with some friends to find where that zone is. Once you're there you can do Marth stuff and try to juggle her to eventually end the stock (utilt or tipper).
Samus can live a really long time so it's not a huge deal, just patiently ledgeguard her. You can do bairs off the ledge or poke the ledge with dtilts and she'll die eventually.

in general -
I'm not a huge fan of the high recovery you're doing. Generally whenever you recover high you end up in a pretty awkward situation where you've gotta air dodge onto the stage or try to land onto a platform or something and if they read your air dodge then you're pretty boned cuz it has huge ending lag. Also due to Marth's poor aerial mobility and range coming downwards it's not hard for a lot of characters to just hit you out of the sky as you're falling.
Try to save your second jump more and not side-b stall excessively in the air. Ideally if you can second jump to sweetspot the ledge then that's what you wanna do although you can't always be in position to do that.

Also you're a little too liberal with your application of fsmash. Watch really good Marths play and you'll notice that their usage of fsmash tends to be very deliberate. Wavedash back fsmash is pretty good when people are just running straight into you but it'll end up getting you into a lot of trouble against stronger players -- try to start using moves that commit less out of neutral such as dtilt (once you have them used to the dtilt you can start mixing it up with fair but fair is not ordinarily very safe), and only use fsmash to finish stocks or go for a good ledgeguard -- if they're at low percents then it may not be ideal to smash them away, resetting the situation to neutral, and instead use a combo move like grab, fair or utilt.

Good luck in the next tournament. Keep posting these blogs and practicing!
"Every man has his follies - and often they are the most interesting thing he has got."
Onekobold
Profile Blog Joined October 2013
244 Posts
September 30 2014 01:20 GMT
#5
--- Nuked ---
]343[
Profile Blog Joined May 2008
United States10328 Posts
September 30 2014 06:44 GMT
#6
Yeahhhhh definitely dashdance a lot more. Dashdance grab / pivot fsmash or something will catch all his dumb dash attacks.

You definitely try to fsmash too much; be a lot more patient. Wait until he gets in range to swing. Also, your swings were so predictable that he spotdodged like 6 or 7 of your fsmashes, lol.

And even for those he didn't spotdodge... he could've punished all of your like 20 fsmashes on his shield, but he has no idea how to wavedash out of shield. I guess if you figure out that your opponent doesn't know how to punish fsmash on shield, it's fine to do it, but any decently good player will punish you for that. He also missiled really poorly; as onceking said, you should jab / ftilt / fair missiles, or you can try powershielding or even dash attacking under high missiles (standing missile are high enough!). You can sh fair repeated standing missile and get within threatening range very quickly, at which point you can punish another standing missile with something like dash attack.

You also need to learn to wavedash out of shield vs things like dsmash / fsmash on shield. Wavedash oos -> (grab, wait -> grab, dashdance grab) are all good. Relatedly, grab more; Marth's grab is godlike. Try fthrow -> fsmash, which works unless he DIs down / away; if he knows how to DI, stop doing that and uthrow and juggle. Samus (and everyone else...) sucks when she's above Marth.

Watch M2k/PP/PPU videos or something to learn how to juggle. You want to always be threatening a hit and force them to do something risky when they're coming down, and punish that.

An amusing combo on floaties trying to approach you (especially from the air) is first hit side-b -> utilt.

lol his ledgehop nair edgeguards are soooooooooooooooooooooooooooo bad and his recoveries where he tries to challenge your fsmash... as a Samus main I'm crying inside. This guy isn't very good. He got all his hits from (1) your reaction being slow---dair your shield -> fsmash should almost never work; in fact, you should never get daired by Samus if you're on the ground. You missed a bunch of techs that allowed him to continue his combos. You need to not get hit by repeated standing missile.---or (2) predicting and punishing your overly obvious attacks.

I see Edgeluca exposed Zephyr in LFs, lol.
Writer
Onekobold
Profile Blog Joined October 2013
244 Posts
September 30 2014 07:16 GMT
#7
--- Nuked ---
OnceKing
Profile Blog Joined January 2009
United States939 Posts
September 30 2014 16:26 GMT
#8
Oh yes like 343 said you definitely want to do stuff with your movement. Basics of movement: find the spot where your opponent is most uncomfortable and move around it.
So where is this range? Well, it depends on your opponent. Typically we'll say it's right outside the range of their main approach. So for Sheik, it's right outside the range of her earliest possible dash attack, for Fox it's just outside his shffl nair, etc.

So you basically choose that point as the center or beginning of your movement and then dashdance in and out of their range about that point. Moving forward baits them into trying to hit you as you get into range while moving backwards baits them into walking towards you -- in either case if you can begin to recognize and anticipate their actions then you can react with a dtilt or grab. Then you do Marth stuff to them.

To actually practice your movement I suggest you work on dashdancing using Marth's foxtrot -- if you've watched Ken's Marth tutorial he refers to this animation as where Marth looks like he's ice skating. In general you want to dashdance a bunch while mixing it up with wavedashes in and out of your dashdance occasionally going into a dtilt. Also work on wavelanding onto/around platforms, that stuff becomes very handy.
"Every man has his follies - and often they are the most interesting thing he has got."
]343[
Profile Blog Joined May 2008
United States10328 Posts
September 30 2014 19:20 GMT
#9
oh crap, forgot about dtilt. That move is amazing in neutral for Marth against basically everyone (except maybe Puff or Peach or someone who's never on the ground.)
Writer
Onekobold
Profile Blog Joined October 2013
244 Posts
October 01 2014 01:16 GMT
#10
--- Nuked ---
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