vids   Marth trials https://www.youtube.com/watch?v=_IACW5mltqY   ledge guards with marth https://www.youtube.com/watch?v=s63pPeyWasw   Ken tutorial https://www.youtube.com/watch?v=PFCQIAnYUMM   basic ken tutorial https://www.youtube.com/watch?v=cmcfXVQvE9E   The Moon tutorial https://www.youtube.com/watch?v=O-dqZ93qG44   chaingrab breakdown https://www.youtube.com/watch?v=HnDRxZiTP-M   http://smashboards.com/threads/kadano%E2%80%99s-perfect-marth-class%E2%80%94advanced-frame-data-application.337035/     M2K's marth thing of beauty https://www.youtube.com/watch?v=n_ZHTA0LJdw   M2K combo video https://www.youtube.com/watch?v=-wE0q5Npa44     Marth vs Sheik Guide http://www.meleeitonme.com/guest-article-marth-vs-sheik-guide/   The 20XX Counter (combo video) https://www.youtube.com/watch?v=QyNBrdKi5uk   Marth edgeguard fox basics https://www.youtube.com/watch?v=03V9XLEb-4k https://www.youtube.com/watch?v=7dAFCpnPx9A     http://www.meleeitonme.com/sharpening-your-sword-tais-marth-guide/   https://docs.google.com/document/d/1Daf_Dqod1HoMj7L26ITeUM-xKUKhfxh2vJLWOl2N0C8/edit   marth matchup playlists https://www.youtube.com/user/TheShoesYoureWearing/playlists   Marth matchup guides http://smashboards.com/threads/compilation-of-matchup-guides.341532/     _____Things I need to work on or learn with marth_____ ______________________________________________   _Shit I basically have down:_   JC Grabs   Pivot JC grab   Wavedashes and smashes   edgehop dair   Dair in general   sweet spotting   wavedash back grab ledge   dash dance across the stage   shffl fair or double sh fair across the stage   up tilt dair facing away from the edge (up air from ledge onto the stage at low% leads into this)   Dairs at low percent to force knockdowns, at high percents as a launcher   _shit that I can sorta do but needs work_   edgehop dair   reverse dolphin slash   Drop off ledge into bair as ledgeguard   jump through platform, waveland, uptilt   jump at ledge, bair, ledgegrab   first hit of dancing blade as an anti-air or launcher into fsmash (might only work on higher percentage/lighter opponents, probably )   Ken combo   Pivot Fsmash   https://www.youtube.com/watch?v=_IACW5mltqY   fthrow followup into fair or dair   uthrow followup into dair   shorthop fair waveland fsmash   Shffl Uair   Backthrow into dair   hit opponents with Uair when they've lost their jump   fukkin counter altay's shitty DK up B.   ledgedrop bair as a ledgeguard   Close to the ledge, facing away from it (like ~30-40% starting), Up throw, up tilt, spike   shorthop dair as a ledgeguard   wavedash back dash forward, "the pause"   For laggy recoveries, ledgehop dair, L cancel, spike   Fair into up tilt at like ~46%   Fthrow chaingrab spacies below 7%, before tumble hitstun   ledgedrop, side B, recover, fucks up their recovery a bit, especially good for spacies.   Edgehog, roll, reverse dolphin to ledgeguard   haxdash   _shit I don't remotely have down_   ledgetech   drop off the side of the stage, reverse dolphin recover as ledgeguard   low off-stage sweet spot fair into reverse dolphin   low offstage side b into fair or sweet spot up B   low up B to punish samus tether   fthrow near ledge into dtilt   shorthop dair can hit people trying to plank the ledge   high percentage ledge hop up air into spike.   not jumping until the end while recovering   back throw, reverse up B, do it at kill %   fthrow into nair   the very backside of the up B as it rises can be used to hit opponent offstage for a high recovering opponent from the ledge   ledge drop, sourspot fair, then up B to grab the ledge   at ~137% on spacies, back throw, 2 hits of dancing blade, grab   at ~71%, up air to fsmash through a platform, landing on it before the fsmash   fair into Dtilt pushing people off the ledge   edgecancel fair jump into dair   Fthrow near ledge, if they DI in, jump and dair   When facing the ledge while holding someone, pummel and let them mash out, lower angle than Fthrow   Ftilt versus ledge jumping opponents, spaced so I'm a full fsmash length on the stage   ledge attack when opponent would just barely recover to push them to their death.   shffl fair on shield, dash through, pivot grab   totally correct L cancel timing   When Fthrown by marth under 7%, DD away then back to counter grab.   tipper dash attack into up tilt   run off stage, reverse dolphin as a ledgeguard   Drop zone, jump, dair   On Falcon: Uthrow -> tipper connects at around 50-60-ish and is a pretty good option. Going for a fair/uair combo starter instead will usually yield similar results so you once again have a decent amount of freedom.   when they're low below the stage, fair, reverse upB   jab to cover huge spaces quickly as a ledgeguard   Weak hit bair   up throw Fsmash   fthrow drop zone   The M2K combo, sweetspot fair, reverse dolphin slash   Fthrow into reverse dolphin   Swag spike   shffl uair up tilt, good option coverage versus playforms, doesn't combo usually, except when launching from the ground on higher gravity characters   edgehop down B counter versus onstage ledgeguards   3rd hit downwards of dancing blade to break crouch cancels   up air up tilt on spacies close to the ground   dash attack after up tilt from the up throw chain grab, can scoop up people that get dropped   dash grab after dtilt   on fox/falco, at around 65-79% close to the ground shffl tipper up air will guaranteed combo into tipper fsmash   crouch cancel grab   jab side B illusions like always   dtilt after fthrow   not jumping out of hitstun, hanging onto the jump   to avoid low percent Fthrow chaingrab, DI away and buffer a spot dodge   low shffl Fair to catch people who sweetspot the ledge     Up throw, bair to fair works with weak hit bair and assuming there is enough hitstun to link to fair, or at least to frametrap them         http://imgur.com/a/QYBbX   Optimal spawn list:   Yoshi's: P4 best, avoid P3   FoD: P3 Best, avoid P4   Stadium: P4 or P3 acceptable, avoid P2+P3 and P1+P4   Battlefield: P1 best, avoid P2   dreamland: P1 Best, avoid P3   FD: P3 or P4 acceptable       _WD out of shield_   release the digital button and click it in again. Light shield doesn't work in the air     _Grabs_   Up throws lead into the best punishes at high percentages or low far from the edge, lead into up air or up tilt   Fthrow versus idiots who can't DI or at low percent into fsmash.   near the edge go with the throw that leads into edge guard.     _approaches versus sheik_   focus on dash dancing, down tilts, and grabs, remember can't crouch from initial dash.   if they're determined to needle camp, dodge and move in a bit, close enough that can punish needles if they try it again, but not so close as to sacrifice spacing advantage     _Neutral theory_   Rely on dash dances, wavedash, dtilt, grab. STOP USING SO MUCH GODDAMN FSMASH UNLESS YOU'RE IN A SITUATION WHERE IT LEADS TO AN EDGEGUARD OR KILL.   To beat jumpins, predict them, nair or fair in place.     _Edgeguard set play on fox/flaco_   Above the stage (general theory is cover one option, react to the others) if they up B immediately close to the ledge, jump out, sour spot fair or shield breaker   If fox fire foxes directly at marth, fair that motherfucker If he goes up instead, up air, up tilt, or wd back fsmash If he goes down to the ledge, marth can cover with fair up close or just go for the usual edge game   for side B, just jab or WD back fsmash   Dtilt once to cover the low angle ledge, but then double back if they go high   Below the stage   anything horizontal to the stage, just jab, at higher percentages, dtilt illusions to the ledge   after the jab, move up to the ledge and counter     Fox far out below stage, fair him or bair him   fox beneath the stage, walk forward, counter=         ______Upthrow CG flowchart against Fox____   Read these notes before reading the flowchart: - All damage numbers in this guide, unless explicitly stated otherwise, are PRE-THROW percentages. - This flowchart assumes that you have room to work with. If your opponent starts DIing towards an edge you need to be prepared to cut the combo short with a tipper or dair. - Every follow-up in every step is reactable. There's no need to guess or read which way they'll DI. - Pummels aren't mandatory, but they make it easier to execute the following move and the extra damage they tack on means the finishing tipper will be stronger.     1. 0 - 16%: Regular regrabs   2. 17 - 32%: 2a. No DI or slight behind DI: Pivot regrabs. 2b. Any other DI: Regular regrabs.   3.0. 33%: 3.0a. No DI: Turnaround uptilt -> regrab 3.0b. Slight behind DI: Uptilt -> regrab 3.0c. Any other DI: Regular regrab -> pummel   3.1. 34% (the reason it's different from 33% is that uptilt starts becoming unreliable against no DI because of its weird "not-upwards" hitboxes. If you actually get the correct hitbox, it'll still connect into a regrab, so if you feel confident that you can get it every time then just follow the chart for 33%): 3.1a. No DI: Rising SHFFL uair --> regrab 3.1b. Slight behind DI: Uptilt --> regrab 3.1c. Any other DI: Regular regrab   3.2. 35 - ~59%: 4a. No DI or slight behind DI: SHFFL uair -> regrab 4b. Any other DI: Regular regrab   5.0. ~60 - ~65%: Pummel at least once before throwing -> delayed SHFFL uair -> regrab (they should now have at least 80%, but less than 90%)   5.1. ~69 - ~75%: Pummel at least once before throwing -> delayed SHFFL uair -> tipper (post-tipper damage should be around 105%)   6.0. ~80 - ~84%: Pummel once or twice before throwing -> delayed SHFFL uair -> tipper (post-tipper damage should be around 110%)   6.1. ~85 - ~87%: Delayed SHFFL uair -> tipper (post-tipper damage should be around 115%)   7. 90+%: Either upthrow -> tipper or upthrow -> weak uair -> tipper     sheik neutral       Dtilt makes it harder for Sheik to stay grounded and can lead to a grab sometimes.     Wavedashing, walking and dashdancing are all used for regular spacing purposes.     Dashdancing covers much more space than the other two, but it makes you unable to dtilt (unless you can pivot dtilt, which is extremely difficult to do consistently), which makes it more difficult to challenge Sheik.     Walking is slower, but lets you do any move you want at any time, so it's a lot more versatile than dashdancing.     Wavedashing lets you cover space faster than walking does, and leaves you with more options than dashdancing does, so it's a bit of a multi-purpose move. WD down -> dtilt is great because you can do it out of a dashdance and it's almost as fast as a pivot dtilt. WD back -> grab is a cookie cutter punish against predictable/poorly timed approaches (generally dash attack in Sheik's case).