Shulk 101

Marth

Community Rating:
0 (Even)

Professional Rating:
0 (Even)

Neutral

  • 1) Speed, 2) Jump, 3) Buster, 4) Shield, and 5) Smash Art.
  • 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 Shulk can never expect a Marth to be overwhelming him at 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 Marth can anti-air Shulk. 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.
  • 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.
  • It is important to note that Shulk’s sword is way bigger than Marth's sword, so by default, Marth has to respect Shulk. While Marth's moves come out faster, Shulk has much better mobility. Shulk must always aim for that spot that is right outside of Marth’s range.

Advantage

  • All of Shulk’s tilts are good for keeping the advantage against Marth: Utilt for juggling, Ftilt for landing traps and Dtilt when Shulk has the stage momentum to corner Marth. Shulk should always punish the landing, if possible.
  • Marth is the perfect weight for a huge portion of Shulk set-ups.
    • Monado Purge is effective (71-110% with no Rage on 1st Progression).
    • Marth is one of the easiest characters for Shulk to use footstool tactics.
  • Keeping Marth in advantage is very simple. When he is thrown into the air, Marth does not have an immediate answer to anything below him. He has Dair, but that is slow and gets outranged by Shulk’s 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 Shulk has Speed or Jump Art. Plus Marth 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, cross-ups might not be a bad idea.
  • 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.

Disadvantage

  • The only thing Shulk has to worry about is landing since Marth is not a character to get one hit on you and carry it until high % (unless Shulk is landing really bad against him). MALLC air dodge can work, but it can be more consistent to mix up between going to the ledge and just landing further away from him.
  • There is a chance Shulk could die due to Jab  tipper anything since Shulk is actually susceptible to all of Marth's jab confirms due to weight/height. Shulk must not get jabbed or at least try his best to not get jabbed.
  • Dancing Blade is a very real option because Marth is regaining regaining momentum, and a huge habit a lot of Shulk players have is they want to immediately regain momentum. Shulk must not attempt anything after this move. Marth is more than likely already throwing out a Jab. Once again, Jab is how Marth gets his opponent into disadvantage.
  • Shulk must 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.
  • Against Dthrow, Shulk should always DI in. It is better to take a tipper Uair instead of a tipper Bair that leads into more followups.

Other Notes

  • Notable characters against Marth: Diddy Kong, Sheik, Bayonetta, Sonic, Meta Knight, Cloud, Fox, Mewtwo, Rosalina, Donkey Kong, Zero Suit Samus, Pikachu, Bowser, and Olimar.
  • Notable good attributes:
    • Ledge Getup: Intangible 1-31; FAF 33 [2-9th]
    • Ledge Hanging Hurtbox Vulnerability: High Tier
    • Walk Speed: 1.5 [1st-2nd]
    • Run Speed: 1.785 [18th-19th]
  • Notable bad attributes: N/A
 
Author: Nicko, TrueSapphire (clean up)
Sources: Shulk Discord (including Nicko), ESAM’s Stage Select ft. Mr. E, and public information of the Marth/Lucina community.

Marth (90)-

  • Against Downward Dancing Blade, SDI up the fourth variant combo.
  • Against Dash Attack, Ftilt, Fsmash, Shield Breaker and Dancing Blade 4, DI in and up.
  • Against Utilt, Nair, Bair, tipper Uair, tipper Dair and Uthrow, DI down and in.
    • For late Utilt, Usmash, Uair and Dancing Blade 4 Up, DI down and away.
  • 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

Note: No bad stages for Marth. Platforms help him.
 
Preferred Starters: 1) LC, 2) T&C, 3) FD
Counterpicks: 1) LC, 2) DL64, 3) T&C, 4) FD
Ban/Strike: 1) BF, 2) SV

Marth's Best Stages:

  • Battlefield
    • Arguably Marth’s best stage.
    • Marth’s stage control is superior than Shulk, especially when Marth gains the advantage.
      • The large blastzones does not hinder Marth that much because he is consistent at getting kills in general.
      • While both can catch landings and cover options with their range, Marth’s strengths is better than Shulk. For Shulk, being above Marth should be avoided against Marth’s combos and pressure.
        • More difficult for Shulk in the neutral to get through Marth’s defense when Marth is beneath the side platform.
        • Marth’s Fsmash can connect below the side platform.
      • Movements are better for Marth than Shulk.
      • Marth can Dolphin Slash to the top platform safely when he is in the disadvantage.
  • Smashville
    • One of Marth’s best stages
      • The flat stage makes it harder for opponents to get in against Marth’s Jabs, PPs, Dancing Blade, walling with quick aerials, and baiting. Less room boosts his defensive game.
      • The platform gives both characters early kills at either side, notably Marth’s Fsmash tipper.
      • Moving platform does not hinder Marth’s combo game that much, so it benefits his extended combos and 50/50s.
      • Marth can edgeguard more easily
  • Town & City
    • One of Marth’s best stages
      • Earliest kills, especially with tipper and Uthrow on the platforms (or even earlier with Dthrow → tipper Uair/Usmash read). Jab combos are also effective on the ledge.
      • More opportunities to combo.
      • When the stage transitions to Final Destination, Marth focuses on Jabs, PPs, Dancing Blade, walling qith quick aerials, and baiting.
      • Marth can Dolphin Slash to the top platform safely when he is in the disadvantage.

Marth's "Worst" Stages:

  • Final Destination
    • The flat stage makes it harder for opponents to get in against Marth’s Jabs, PPs, Dancing Blade, walling with quick aerials, and baiting.
      • The neutral for Shulk is more about guessing correctly when poking Marth’s defense, then deal more damage effectively.
    • Like all stages, Marth has a strong defense when ledge trapping.
    • Without platforms, Marth will struggle with landing the most, allowing Shulk to juggle.
  • Lylat Cruise
    • Can disrupt Marth’s neutral due to the slants. Shulk’s Jump Art is the best at crossing up with a long slide safely.
      • The slants makes it more difficult to 2-Frame.
      • But in exchange, Marth’s platform pressure is amazing out of all stages. For Shulk, he should navigate on the platforms to find an opening and reduces the opportunity to fight Marth’s great grounded game
    • Marth could miss his Dolphin Slash recovery to the ledge if the stage tilts unfavorably.
    • Marth can do an instant ledge getup when the stage tilts down.
  • Dream Land 64
    • Unlike Battlefield, Marth cannot Fsmash below the side platform. But Marth still has his platform pressure and early kills.
    • Marth can Dolphin Slash to the top platform safely when he is in the disadvantage.
      • However, Marth can get pineappled if he uses Dolphin Slash too inward below the stage.
    • The wind can mess up Marth’s spacing, especially when Marth is ledge trapping.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • The flat stage makes it harder for opponents to get in against Marth’s Jabs, PPs, Dancing Blade, walling with quick aerials, and baiting.
    • The grass can hide Marth’s Shield Breaker and tipper Fsmash.
    • Platforms do not help Marth’s combos that much.
    • Marth can Dolphin Slash to the tree safely when he is in the disadvantage or continue his aerial pressure.
    • The wall at the sides allows Marth to edgeguard more deeply down with Fairs.
    • However, if Shulk spaces defensively with mobility Arts to bait out Marth, Marth will struggle a bit.
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VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
AustyMr.EGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Marth
Game 2: Marth
Game 3: Marth
Game 1: Battlefield
Game 2: Battlefield
Game 3: Smashville
2017-04-26
FuerzaDONGioGame 1: Shulk
Game 2: Shulk
Game 1: Marth
Game 2: Marth
Game 1: Smashville
Game 2: Smashville
2017-08-27
DarkwolfMarahGame 1: Shulk
Game 2: Shulk
Game 1: Marth
Game 2: Marth
Game 1: Smashville
Game 2: Battlefield
2017-10-13
Uncivil NinjaKidGGame 1: Shulk
Game 2: Shulk
Game 1: Marth
Game 2: Marth
Game 1: Smashville
Game 2: Smashville
2018-01-05
MMkLeoGame 1: Shulk
Game 2: Shulk
Game 1: Marth
Game 2: Marth
Game 1: Smashville
Game 2: Smashville
2018-04-30

Last updated by TrueSapphire on December 12th, 2018 at 12:03 PM

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