MARTH
STRONG TIER
Marth is very strong as an amiibo because the tipper damage with the amiibo damage buff is very high. From what I've gathered he is pretty good at reading and adapting when he gets stomped, just have him fight that opponent a few more times. Marth is very consistent once he gets a read on his opponents but he seems to take a little more time to learn how to counter other amiibos. I havent had too many issues with Marth tbh but Marth is one of my mains. He short hop forward airs to approach, he knows when to land his smash attacks. His counters are extremely punishing and throws a lot of amiibos off. Marth used to up b randomly on stage but it seems that Nintendo Patched this issue. I think he's a solid amiibo, though I feel some people who dont play Marth may not have as much luck. He takes a little more time to learn and adapt, which imo can take away from his effectiveness. But once Marth is given time, he becomes an absolute killing machine. He's strong in both 1v1's and Team/FFA matches and his tipper mechanic can lead to a very early stock. Marth rivals some of the best amiibos and can beat them handily. I've noticed huge changes in his effectiveness as time has gone by and he's become an amazing amiibo. If you put the work into this amiibo, he will be great.
PROS:
- Dancing Blade catches amiibos very easy. Consistent way for him to rack up damage.
- Tipper mechanic can lead to him getting early kills
- Has some True Combos
- Shield Breaker can break a shield and lead to a free punish
- Has a counter
CONS:
- Takes more time than others to adapt
- If you smash too much he will spam them
- No Kill Throw
- May randomly up b on stage for no reason, though I believe this was patched out
TRAINING MUSTS:
- Try your best to land tippers so he knows it does more damage
- Will Dancing Blade perfectly even if you are not good at using it, racks up a lot of damage and amiibos struggle to dodge or get past it. Free damage
- Utilize his counter attack
- Approach with forward airs, use his neutral air as well
- Down Throw into Up Air is a true combo at low percents, he will do this
- Focus grabs as always, pummel your grabs
- Utilize all tilts equally
- Utilize Shield Breaker and full charge F Smash shield broken targets
do amiibos "slow down" my marth and mario used to be fast paced agressive and always used aerial attacks therefore they were my best now they threw it mostly out for smash attacks and B moves and they arent as good. are their nfc chips getting older or do they just prefer smash attacks of aerial attacks now?
ReplyDeleteI feel like amiibos have spells of greatness and sometimes they stale out. When an amiibo starts getting punished for aerials, like say Link is fighting your Mario. Mario keeps neutral airing to try and rack up damage but Link will just shield it and Up Smash. Mario is going to be taking tons of damage with little to no reward. In that situation Mario is going to think... "This strategy isn't working" so he's going to start doing something else until he finds a solution. This may be him using a lot more smash attacks or shielding relentlessly to punish aggression.
DeleteIn my opinion in this situation, it's probably best to pit them vs weaker amiibos who play similar to how you want them to play. Like put him vs Shiek or Fox so he can get back into his aggressive state. Or you could also mirror match them and fight them aggressively. Then you just let them kick your butt and that should help them get back to being aggressive.
My Marth had a few tournaments where he just did awful. Now all of a sudden his back to being a beast. I think amiibos just have dry spells sometimes where they don't perform as well. Some people get their amiibos to a point they are happy with and stop saving them but idk about that strategy.
thanks i mirror matched him(mario) and he seems to be doing some nice combos up tilt neutral air my mario has explosive perfect shield which drastically helps
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