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Marth 
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Joined: Sat Aug 17, 2013 3:05 am
Posts: 451
Country: United States (us)
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MGN Username: TaylorGang
Skype: taylor nicty
Currently Playing: SSF2
Does anyone know how to deal with pits arrows and does any one know if shdf cancels them out?

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Mon Jul 03, 2017 4:34 pm
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Joined: Wed May 31, 2017 9:54 am
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Country: Antarctica (aq)
Shorthop fair works for me (hit Pit, not the arrow), but it might not beat upward angled arrows.

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Mon Jul 03, 2017 6:25 pm
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Currently Playing: SSF2
Marth still has his chain grab❤

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Wed Jul 19, 2017 2:35 pm
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Joined: Wed Feb 08, 2017 6:51 am
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Location: Smug Island, with all Smug Anime characters
Gender: Anime Girl
MGN Username: moGi
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Currently Playing: MGR:R, GE3, etc MHXX
Waifu: Lancer Arthuria P.
He doesn't though.

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black keys will be removed in the future anyways

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Wed Jul 19, 2017 7:16 pm
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Joined: Wed May 31, 2017 9:54 am
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Country: Antarctica (aq)
Dolphin slash is seriously powerful now. Could it even become a main kill/edgeguard option?

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Wed Sep 27, 2017 2:47 pm
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Joined: Fri Sep 29, 2017 4:21 pm
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Hi, I'm kinda new to this community, but I've been playing the game for a while now. I agree that dolphin slash is really strong now, probably stronger than melee Marth's, so I think that it's a fairly safe combo finisher/edgeguard option.

Also, is it just me, or does dair spike easier now?


Fri Sep 29, 2017 4:27 pm
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Joined: Mon Apr 20, 2015 2:08 am
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Country: United States (us)
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MGN Username: mcompany
Skype: mcompany
Currently Playing: ssf2,melee,pm,sm4sh
Been messing around with Marth, and dolphin slash is definitely stronger and a good kill move at high percents. Actually, against fastfallers, up throw to up b seems guaranteed and either kills or at least puts them far off the stage after 100%

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Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Sat Oct 14, 2017 12:54 pm

Joined: Fri Dec 16, 2016 6:33 pm
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Country: United States (us)
Why the heck am I killing Mega-Man from the middle of Final Destination at 54% with an uncharged f-smash!?!? Like, Marth needs to chill. Also, it's way to difficult to every land downwards-tilted side special (green dancing blade). And his blue dancing blade needs more ending lag. Also, I hate how his counter makes him fall so fast, it should be like Marth's dancing blade (first swipe), where it kinda resets any falling but not rising (if that makes any sense). I say this cuz I like to counter people when they edge guard me, but then I fall and die and look like a newb. Also, Marth is the best character in the game, literally no one can beat him. The problem is that nobody knows how to perfectly 100% counter every single attack opponents make. I'm surprised the CPU doesn't do it. I guess it tries to be more creative than just spam perfectly timed counters...

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Wed Jan 24, 2018 12:25 am
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Joined: Sun Oct 15, 2017 1:09 am
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The reason counter isn't overused is because if your opponent predicts that you counter it then they don't attack, and instead do something like charge a smash attack or start a combo (remember grab works just fine against counter) for a hard punish. You can't react to enemies attacks with counter unless the attack is really slow because human reaction time is just too slow. That's why a big part of the super smash bros games is predicting what your opponent will do. Unless of course you just do random stuff but do it well.

I tipper f-smashed mega man in training mode with marth with megaman at 54% with megaman in the middle of Final Destination and it didn't kill. I even tried it with bad di and it didn't kill. Maybe if your opponent has perfectly bad die it might kill.


Sat Jan 27, 2018 12:26 pm
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I didn't want to double post but who knows how long it will be before someone else posted here and this post has nothing to do with my previous post.

Marth tech: His up B can be angled exactly like Mario's up B in this video. https://www.youtube.com/watch?v=3y63H2ufk0A Hold in during up B (not so soon as to reverse it of course) for more height less range and out for less height more range.


Thu Feb 15, 2018 6:35 pm

Joined: Sun Jul 29, 2018 2:07 pm
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Country: United States (us)
Not sure if this is truly infinite, but this is the basic idea.

-Grab
-Downthrow

This should send the opponent across the stage.

-Jab 1-3 times (depends on how fast the opponent gets out)
-Regrab
-Wash, rinse, repeat.

This should be infinite. It's kind of a mix between a chaingrab and jablock. Let me know if there is something wrong with it.


Sun Jul 29, 2018 2:14 pm

Joined: Sun Jul 16, 2017 7:59 pm
Posts: 13
Country: Trinidad and Tobago (tt)
Trueace004 wrote:
Not sure if this is truly infinite, but this is the basic idea.

-Grab
-Downthrow

This should send the opponent across the stage.

-Jab 1-3 times (depends on how fast the opponent gets out)
-Regrab
-Wash, rinse, repeat.

This should be infinite. It's kind of a mix between a chaingrab and jablock. Let me know if there is something wrong with it.

You can tech out

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Sun Jul 29, 2018 7:54 pm
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Joined: Thu Jan 04, 2018 4:30 pm
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Can anyone tell me what some of Marth's bad matchups are? thanks!

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Sun Sep 09, 2018 10:39 am

Joined: Sun Jul 16, 2017 7:59 pm
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Country: Trinidad and Tobago (tt)
GoodBignoah1234 wrote:
Can anyone tell me what some of Marth's bad matchups are? thanks!

Bowser pretty sure.

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Sat Sep 22, 2018 12:42 pm
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Joined: Fri Sep 28, 2018 10:36 am
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Location: 90 degree Austria
Country: Peru (pe)
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Currently Playing: Parsec and sometimes Fightcade.
Marth's Up-B sucks when bumps under ledges. In Ultimate works different and quickly grab ledges.

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pockets: :luffy: :kirby: Image :captainfalcon: :marth:

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Thu Jan 10, 2019 9:48 am
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