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Marth 
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Joined: Sat Mar 16, 2013 1:29 pm
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Counter is more situational than it is in the main games.

Counter will activate when its needs to sometimes while at other times, it won't.

When it does activate, sometimes it will perform the quick counter while other times, it will perform the slow counter, which can be a good or bad thing. A good thing if the opponent gets in range, a bad thing if the opponent is throwing out a move with a lasting hitbox or a multi hitting move.

Like I said before, it has Brawl Marth power counter, but with Roy Melee and Ike Brawl start up.

I want to see more consistency with the move instead of it being a gamble and it being punished for the wrong reasons.

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Tue Jun 07, 2016 12:48 am
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Am i the only one who uses dancing blade(upwards)to start a combo? :huh:

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Mon Jun 27, 2016 8:35 am
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Titanboy99 wrote:
Am i the only one who uses dancing blade(upwards)to start a combo? :huh:


Welcome to the fora!

To answer your question, literally every low to low-mid level Marth uses Dancing Blade as their only combo starter (no shots intended btw).

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Mon Jun 27, 2016 8:42 am
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Thanks!
Then could you give me some TIPS on other ways to combo? (See what I did there?)

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Mon Jun 27, 2016 8:47 am
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Lord doughnut wrote:
Counter is more situational than it is in the main games.

Counter will activate when its needs to sometimes while at other times, it won't.

When it does activate, sometimes it will perform the quick counter while other times, it will perform the slow counter, which can be a good or bad thing. A good thing if the opponent gets in range, a bad thing if the opponent is throwing out a move with a lasting hitbox or a multi hitting move.

Like I said before, it has Brawl Marth power counter, but with Roy Melee and Ike Brawl start up.

I want to see more consistency with the move instead of it being a gamble and it being punished for the wrong reasons.

This also causes desync surprisingly often for me, a Marth counter just missing an opponent that's in range but the hurtbox not registering because the other player registered the other version of it

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Mon Jun 27, 2016 10:15 am
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Titanboy99 wrote:
Thanks!
Then could you give me some TIPS on other ways to combo? (See what I did there?)

You can use up tilt, up throw or fair.

That was lame. :marth:

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Mon Jun 27, 2016 11:17 am
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What about the reverse hitbox of bair that's under to the opposite side of Marth? It's ridiculously strong and makes for some pretty sick combos (fair, weird reverse bair, dair). Hard to hit though, obviously.

After a while of playing landing his dair gets pretty easy, too.

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Thu Sep 08, 2016 10:51 pm
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The problem with that part of the hit is that if they DI down you can't do anything except in VERY specific situations, and at higher percents they get launched too far to combo.

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Fri Sep 09, 2016 4:00 pm
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TheCodeSamurai wrote:
The problem with that part of the hit is that if they DI down you can't do anything except in VERY specific situations, and at higher percents they get launched too far to combo.

Yeah, true. Like Reverse Up-b, hard to hit and not too useful.

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Tue Sep 13, 2016 4:53 pm
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Marth's sprites are so freaking tall compared to other characters who should be the same height.

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Wed Sep 28, 2016 10:17 pm
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Never noticed that. I guess there is some inconsistency with the sprites, like Pikachu. Just look at his respawn platform. Fat.
Also, Marth's sword looks really small but isn't.

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Wed Oct 19, 2016 9:42 pm

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Lord doughnut wrote:
Counter is more situational than it is in the main games.

Not really the place for this, but it should be known for the others; Marths Counter if used in lag has a very high chance of desyncing the game.

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Thu Oct 20, 2016 3:19 am
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MaskofTruth wrote:
Lord doughnut wrote:
Counter is more situational than it is in the main games.

Not really the place for this, but it should be known for the others; Marths Counter if used in lag has a very high chance of desyncing the game.

Really, that sucks.

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Thu Oct 20, 2016 9:16 am
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Wanna make sure this is fixed in Beta, do you have any specific reasons/examples/instructions on how to get the game to desync? Does someone have to hit counter? Do I have to use it in the air, then land?

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Sun Oct 23, 2016 9:49 am
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tson wrote:
Wanna make sure this is fixed in Beta, do you have any specific reasons/examples/instructions on how to get the game to desync? Does someone have to hit counter? Do I have to use it in the air, then land?


Let's *claps* go*claps* Marth mains! Get TSON this info quick so we can get Beta on a roll.

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