
This is an absolutely core essential skill in melee, the one you should try to practice as much as possible, and IMO the only important skill in melee where natural talent plays a major factor, it's also imo one of the most fun aspects of melee (and makes melee compare favorably against other fighting games, since there's so much more freedom and expressivity in melee)įor instance, if by standing still an enemy spacie always just shnairs in, then that's easy for you to cover, and it becomes easy for you to "play" them - just constantly create situations in neutral that will "trigger" their shnair approach, cover it, and you win. This boils down to seeing how quickly you can build an intuition of how they'll move and what they'll do next. In this minigame, you'll want to keep mental note of what options they're using. See if you can bait them into attacking into your wavedash back, or if you can avoid committing first while being close enough to punish their commitment. The goal of neutral is to earn advantageous positioning that keeps your options open while limiting your opponent's options, then to use that advantageous positioning to, either (1) bait your opponent into committing something which you can then punish, or (2) for you to commit in a manner that they didn't expect / can't react to, landing you a hit and transitioning into punish game.īy getting as close to your opponent as possible and then waiting, you force a "prediction"-oriented neutral situation. To keep things simple, you first might limit yourself to just two options: one defensive option like wavedash back, but try to do it as late as possible without getting hit and one offensive option like dash JC grab (if they freak out and roll, for instance). Faster but does less damage.Here's a challenge: Try to get as close as possible to your opponent and then stand completely still for as long as possible. Your counter stance lasts longer, but the attack power is lower.Ī successful counter knocks opponents behind you. Jump really high, but you won't deal any damage.

Lower damage.Įach strike is stronger but launches foes, making it harder to pull off a combo. You can't change the combo type, but you can wait longer between attacks. Thrust your sword forward, creating a gust of wind that knocks opponents back. This trend may be due to the fact that the very first Fire Emblem, in which he starred in, never made it outside of Japan until the remake of Shadow Dragon in 2007. series, Marth is known to strictly speak in Japanese, regardless of where he is localized.

The tip of his sword, Falchion, deals the most damage in his attacks. His moves are quick and cover a variety of angles.

Marth vs spacie neutral series#
series has primarily been represented as elegant and lethal. Marth's play-style in the Super Smash Bros.

His design is based off of Fire Emblem: Shadow Dragon, as opposed to his past designs in Super Smash Bros. Marth also appeared in Fire Emblem: Awakening as a DLC character. Marth is the central protagonist and Lord-class character of the original Fire Emblem, Fire Emblem: Ankoku Ryū to Hikari no Tsurugi, later remade and released internationally as Fire Emblem: Shadow Dragon and the sequel Fire Emblem: Mystery of the Emblem.
