Sunday, August 16, 2009

http://www.youtube.com/watch?v=CYzVjLLWLpY

My good friend Phil's(5th best in Norcal) date with a celeb! Help him out.

Tuesday, August 11, 2009

Easy to get carried away

So last night I was playing Germs link and I was handling it very well and winning alot, I got "In the groove" and started playing really fast..well because it was working. Then I played DRYLs Samus which I usually 2-3 Stock..and I played worse...which led to me getting frustrated.
What its easy to do is feel so confident and start playing fast and throw away solid match up knowledge out the window.
Now in way some of you might be thinking...Man you must have been in the zone.
It was true I was so in a certain zone. This is the opposite of playing cold.. is getting too hot.
I can't stress the importance of re-evaulting a match-up before you press start.
It's not going to kill anyone to think for 10-30 seconds. I feel this buffer time is very important for your mind and fingers to relax and not get hyped and too comfortable.
Main difference was I was rushing Germ down to stop his spam game but that isn;t need vs Samus and I wasn't waiting for smart opening.

Monday, August 10, 2009

Success!

The research on the Shiek matchup helped a ton! I still need to WD back Fsmash more vs Shiek but it seems so risky. Maybe I'll try more WD back Ftilt.

Friday, August 7, 2009

Things to Remember

SH back Fair/Nair to cut Approaches
Mind games during zoning
Play Fast
Mindgames
Know the matchup
WAIT!
WDB Fsmash
Up tilt aerials :)
Zone with Dash forward B

If you move around too much with Marth you take away his greatest attribute:
Disjointed hitboxes that can stop approaches.

Thursday, August 6, 2009

Marth/Link vs Peach

I was playing Zoap yesterday and I noticed Marth is exceptionally hard for Peach...but then German
started to play Peter's Peach and...it looked like Peach couldn't move.

Link:
1.Projectiles combo peach...spam game is godly
2.Can punish Blocked Down smash very easily with Up B or Grab
3.Link can kill off grabs
4.Link is hard to edge guard for Peach.
5.Good Jab game up close
I'd be curious to know which Peaches think is harder...Link or Marth?

Wednesday, August 5, 2009

Germ and others new site.

Hey check out Germ and Hella's new site. Great new game, show your support and sign up for the forums.

Jollygrim.com

Marth's Jab: "Ahhh get away flick"

The major difference I see between good marth players and great marth player is oddly enough separated by the use of one move: THE JAB.

Example:
Good Marth player will usually never follow up at F-air or an Aerial with a Jab. This is due to conditioning. If you play people that always block or CC you can get conditioned to think that hitting with a Fair produces "this scenerio". Therefore it creates a muscle memory trigger that can get you in trouble.

Great Marth player: He/She will understand the hit stun of F-air,usually only going for a grab when he knows he will get it. The use of the jab in situations is to keep your opponent "honest".
What this means is if your opponent reacts to a F-air the same way or aggressively you use a quick move to probe his defenses and react to whatever he does after that jab. This is very important to do because your opponent must either rethink his counter attack or not.
Now I am not suggesting using a jab all the time but it creates a scenario at low percents where
grab isn't Marth's only option.

Good Marth Player: When zoning with F airs and N-airs, they will either Aerial then dash back or WD back. Or Another Aerial.

Great Marth player: When zoning they understand that Marths jab is disjointed and can cut down nearly any approach. Using jab is even better when your opponent is at a higher percent.
Why? Because they suffer more hitstun if hit causing either a tech chase situation or a stage space advantage. Staying on the ground with Marth is a VERY underrated and forgotten way of spacing with Marth.
I say this because if you trade hits while spacing in the air 9/10 it's a bad situation for Marth.
Marths aerials do not kill nor provide enough not back to depend on aerial spacing.
If you trade a jab, or a ground move you have ability to block sooner, dash, etc.

I'll write more later, Right now I'm going to go to Germs house and play his amazing Link.
BTW Link vs Marth is 50/50. German just ate a bad 7-11 Burrito so I may do well tonight :)
Just got back from the Germs
Well Ima talk about playing him instead.
We are starting to record again so...I've been using alot of Marth. I'd have to say my best match ups are Falcon and Falco. Anyway...I remembered to use alot of jab and be aggressive vs Shiek and it paid off. I need to learn how to combo shiek better...she's one of those odd characters where tipping F-air is better for combo-ing than not. I notice I need to WD backJA and fsmash more instead of Dash dance grab at high percents. Bleh...I'm tired.

JABS (Cont.)
Alrighty,
So I covered why zoning with jab is good, now lets look at the other amazing uses...
Baiting Air dodges.
Good Marth Player: Edgegaurding or trying to continue a combo on a floaty character.
Good Marth players with usually wait for an airdodge or try to N-air in anticipation for an airdodge. While this is good and works sometimes it's not amazing for baiting because:
N-air has less horizontal distance and the opponent can easily DI either hit of the N-air because he can see the move come out during his airdodge animation.
Waiting for an airdodge works to a degree but the closer the player gets to Marth, he looses his options for kill moves and risks getting hit.

Great Marth Player: Using jab allows for a quicker fsmash/Uptilt follow up if they do Air Dodge the jab.Where a N-Air would not kill a floaty and induce the need to L cancel...it is not great for following up.
Fsmash/Uptilt is VERY important to do vs Floaties when they cannot be comboed anymore because Marth isn't amazing in the kill move department.
Jab also is EVEN better than Forward B (one hit) in this situation because Jab can beat out aerials and is harder to DI up from. Jab can also be followed up easer horizontally with a tech chase or follow up...Also full length jab is about tipper range for Marth.

Tuesday, August 4, 2009

Day 1? Is this how it starts?

Got this idea from Sean Benner http://forwardfox.blogspot.com (Forward:Best Falco player and top 5 in US from 2006-8)
Just kind of realized my Marth vs Shiek game is lack luster. East Coast Marths are very good at the matchup.
Then again it seems like the skill difference for Shiek in order to beat a better marth players can be significant.

Things I need to stop doing in this match up:
Zoning on the ground too much: Basically Marth isn;t going to win a footsie game against Shiek.
Dash Dancing and baiting will leave you too susceptible to reacting too much.
Being more Aggressive: Ken would force mistakes because he made it seem like he was attacking...If I play zone too much the shiek has nothing to be afraid of and basically and walk up and react to me (Shielding, etc.) By being more aggressive you can make Shiek jump.

Crouch Canceling also into grabs more as well.

SPACING IS EVERYTHING.

Azen is probably the best Marth vs Shiek, but I can't find any matches of him vs a Shiek on FD.

As of now beating Shiek with Doc isn't an issue, but it's odd how a higher tier character like Marth is worse vs Shiek.
This isn't 2004 where Upthrow uptilt to 40 percent works on Shiek :/

IMO any decent Shiek should be able to do at least 30-50 percent off any dash attack or grab on Marth and hardly ever miss an edgeguard.

Next Post: The amazing uses of Marths jab.