Shulk 101

Marth

Community Rating:
0 (Even)

Professional Rating:
0 (Even)

Best modes to use against MarthSpeedJumpBusterShieldSmash.

Marth is a very linear/straightforward character to deal with. He likes to poke from afar with his disjointed moves and get his two-hitter combos in and control the match. He is a character that reaps the benefits of play the mid-range/defensive game the most, so never expect a Marth to be overwhelming you close range. However in order for Marth to start his advantage state, it relies on the opponent making bad decisions such as approaching recklessly, landing in front of him, or getting into the range where he can anti-air you. Once Marth is in disadvantage, it is really hard for him to get out due to not having to correct buttons to land safely along with his mediocre fall and air speed. Shulk has all the tools to make sure that fighting Marth properly is a no-brainer.

Neutral

  • This is a very grounded oriented MU. Shulk has Speed Art while Marth has his quick normals. Whoever decides to jump in this MU is going to have a hard time starting advantage state due to how capable both characters are at anti-airing with moves like Shulk's Utilt or Marth's jab or Utilt.
  • Both characters should aim to play as lame as possible considering how both both characters have subpar approaches although Shulk has the edge on this a little bit due to how his aerials start and his air mobility allowing for more possibility for cross-ups.
  • Keep in mind because this is pretty important. Your sword (the Monado) is WAY bigger then Marth's sword, so by default, Marth has to respect Shulk. While Marth's moves come out faster, Shulk has much better mobility. So always aim for that spot that’s right outside of Marths range.

 

  • Marth will play a heavy bait and punish game.
  • Abuse your range as much as possible-- stay within that range while not entering into Marth's boxing zone.
  • Fair beats beats out any Dancing Blade in neutral.
  • Expect dash into shield a fair amount.
  • Spaced Bairs are safe until you run out of stage.
  • Use mobility arts and keep up the pressure at Monado-range

Advantage

  • All of Shulks tilts are good for keeping the advantage against Marth. Utilt for juggling, Ftilt for landing traps and Dtilt when you have the stage momentum and he is cornered.
  • Marth is the perfect weight for a huge portion of Shulk set-ups. Purger being a legit 50-50 on him and if you know how to do the footstool stuff, Marth’s one of the easiest chracters to set-up/execute on.
  • Keeping Marth in advantage is very simple. When he is thrown into the air, he does not have an immediate answer to anything below him. He has Dair but that’s slow and gets outranged by Utilt. His fall speed and air speed are below subpar so if he tries to drift away, it is not hard at all to give chase especially if you have Speed or Jump Art. Plus he is tall and on the lighter side of the cast, so he gets hit by a lot of Shulk strings, especially Nair -> Fair -> Fair.
  • Marth has no answer to opponents behind him. When the opportunity presents itself. Go for a cross-up might not be a bad idea.

 

  • Gimp him as much as you can, but be mindful of UpB's invincibility on its fast startup and Bair's range. Being hit by either attack can cost you your stock.

Disadvantage

  • When Marth has the advantage on you, the only thing you have to worry about is landing since Marth is not a character to get one hit on you and carry it until high percents, unless you're landing really bad against him. MALLC airdodge is nifty if you know how to do it perfectly every time, but it can be more consistent to mix up between going to the ledge and just landing further away from him.
  • If Marth gets a hit on you, there is a chance you could die due to jab -> tipper anything since Shulk is actually susceptible to all of Marth's jab confirms due to weight/height. This is where Shulk's range comes into play since Shulk has the ability to play outside of that range due to better range. So in other words, don’t get jabbed or try your best to not get jabbed. 
  • Dancing Blade is a very real option. If you get hit by this move, the Marth is regaining momentum and a huge habit a lot of Shulks have is they want to immediately regain momentum, so don’t attempt anything after this move. Marth is more than likely already throwing out a jab. Once again, jab is how Marth gets opponents into disadvantage. 
  • ALWAYS RESET TO NEUTRAL. If both players are playing equally skilled, Shulk will win neutral 6 times out of 10 and get a lot more positioning and damage, potentially even a kill.

 

  • DO NOT GET CLOSE!
    • Marth's Tipper range is closer than Monado range and Shulk is slow.
  • Be wary of low-mid% Shield Art if the Marth has recognized the strategy and is using the appropriate mixups off of his throws.
  • Be mindful of counter when recovering (just like vs a Shulk but even more viable when offstage, not just by the ledge onstage). You should be doing this anyways, but sweetspotting the ledge is a must.
  • Dtilt -> Usmash or Fsmash can be a kill confirm if Marth reads your tech. It is mandatory that you tech the Dtilt. You should probably tech roll away (or tech roll in if you think he'll read that).
  • Short Hop/Dancing Blade Hit 1 -> Uair -> Tipper Uair is a confirm also.
  • Be wary of the Short Hop -> Fair -> Fsmash setup. If the tipper land, it can kill you at early mid percents. However, you can tech this setup.

Other Notes

  • DIing in after a Dthrow is always the better option. It is better to take a tipper Uair instead of a tipper Bair that leads into more followups.
  • Jab always sends Marth straight up due to Marth's weight pushing him into the good hit of Jab 3 the one that sends people up. Due to this, this move is a great initiator.

Vanilla Full Hop Buffered Nair hits while Standing? Yes.

Vanilla Full Hop Buffered Fair hits while Standing? Yes.

Vanilla Full Hop Buffered Dair hits while Standing? Yes.

Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

Jump SH/Speed FH Buffered Nair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

Marth (90)-

  • Down Throw (C)
    • DI up and to Marth’s back normally and to his front as a mix up. Also do not air dodge because if they up tilt then it basically forces you to air dodge, get hit, or jump away, and if you don’t do the latter, then you will either take the hit, or dodge the up tilt giving them a free grab from the landing lag after the air dodge letting them reset the combo. Also sometimes at higher percent he can down throw to a quick up b, so be aware of that and try to avoid it since it’s very punishable.
  • Forward Throw (C)
    • DI away always. This is dangerous because good DI for down throw is bad DI for f throw. The follow up is almost always a fair or sometimes a rar bair so don’t worry too much about what they’ll throw, just try to escape it.
  • Up Throw (K)
    • Kills at about 170% (DI back is better than forward)

 



Information from this guide on Smashboards

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Last updated by TrueSapphire on December 1st, 2017 at 01:33 PM