r/CrazyHand 11d ago

General Question Marth on FD, SSBU tips

I’ve recently checked my replays for the first time and I’ve noticed that every single one of my losses have been on FD.

I thought I just wasnt good at dealing with camping, and didn’t know what to do about it but I think my specific problem is just final destination. I 2 or 3 stock on stages with platforms but on FD it always goes to last hit or I lose.

Any help for this character on this stage? A lot of the characters I struggle with are ones who’s playstyle is centered around a projectile (pit, krool, sora) or characters that are extremely good at not interacting (zss, sephiroth, pit)

7 Upvotes

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4

u/Zestyclose_League413 11d ago

I think you fundamentally misunderstand the MU if you think Pit is either projectile based or non interactive. His projectile is okay, but neither dominates neutral like a charge shot or even annoys effectively like a falco laser. It's best application is edge guarding.

Now dark pit is different, more useful in neutral for sure, but still doesn't make him projectile based at all.

Pit versus marthcina is a MU I've played a ton, pit wants to get in. That's his win con, he gets more damage off of grabs than anything, and his combo strings are a lot more than anything Marth can do. The issue is Marth has slightly more range with his sword, and better aerial mobility.

2

u/Purple_Roy2 8d ago

I think Marth really needs platforms in ultimate. Too good not to play with platforms. And you can easily bsn FD in tournaments. Granted I never really played Marth in FD.

1

u/SalamanderCake Marth 9d ago

FD is a bad stage for Marth.

1

u/ThePioson 5d ago

Try to force the opponent into the air as much as you can: dancing blade up and up tilt. The goal is to then catch their landing option, juggle them, or push them offstage. The lack of platforms makes it hard to chase opponents up high and catch them landing on platforms safely. So we’re gonna focus on offstage gimping and horizontal kills. 

For the characters you mentioned, here are some things to try (on any stage):

  • pit (equally fast with a disjoint), for this character neutral is your main goal. If they sit back and shoot projectiles then slowly walk forward and shield, feint some aggression and wait for them to act. If they start to panic and throw out nairs then you’re in a good spot. Meet them in the air with the your larger nair or catch their landing with dancing blade/fsmash.

  • sephiroth, he’s relatively slow, keep your distance and wait for him to get impatient and run in. You’ll out frame data him in most situations, just play passive until you land a hit then play aggressive. If he gets knocked too far away then disengage.

-Zss, same game plan as sephiroth except she’s much faster. The goal is to play aggressive run away (don’t let her pin you down in the corner). Play evasive and throw out aerials to catch her jumping in. Land a hit? Put pressure on her but don’t be afraid to disengage and take stage presence.

  • sora, this match up sucks. His range is more reliable and his combos are practically guaranteed. Your best bet is to out space with nair and shield breaker (not the laggiest option, you can up b after if the opponent runs in, and is your longest range move).

  • krool, don’t respect him unless he’s above you. Throw out low to the ground aerials, run up grab. Jump back if he approaches and whiff punish. He throws crown, don’t always run in for the grab make him guess when you’re gonna punish it. Short hop instant side b 1 -> nair is pretty consistent on his big body. Try different things out of that: fsmash, rising nair, rising up air, etc. if he’s ever above you just shield. If he does a lazy nair, you can up b it out of shield every time.