I recently played PM after a long time and for the first time against a player and how the FUCK are you supposed to fight Marth? ALL his moves have priority over everything I did (not to mention longer range). I could only beat the player using Charizard and his giant-ass hitboxes with flame-tip
"and claw sweetspots."
Hahaha, that's funny. Marth has an advantageous matchup against charizard, because charizard's tail isn't disjointed and marth can just whiff punish slash it, also because marth gets good combos on floaties and can space against Charizard in shield really well (and charizard already suffers against shield pressure).
I play with the second best Charizard player in the world actually, and as you may know, I main Marth.
Some key things to remember are, priority doesn't apply to air attacks. Air attacks cannot clank, so forward air from Marth will cut through your hitboxes.
Marth's big weakness is that he doesn't have any attacks that come out particularly fast, and his attacks don't have great recovery. His fastest ground attacks are jab, down smash, and Up B, all coming out on the 4th or 5th frame.
If your friend is spamming SH double fair, you can either move out of the way, then hit him right when he lands (charizard has an amazing dash dance) either with a grab or forward tilt (charizard's forward tilt is amazing), or move in closer to him and shield on the spot where he's going to land, so he's forced to land in your shieldgrab range. These apply to any character.
Marth's dash attack sucks, can be beaten by shieldgrabbing or just letting it whiff and punishing it.
Marth's down tilt is his best neutral move because it has amazing IASA frames, so it effectively has a short recovery. Also has a reasonably fast startup of 6 frames. He can usually dash out of it before getting shieldgrabbed, but it's still susceptible to whiff punishing.
You want to DI marth's fair chains out, to avoid getting spiked. His up tilt and dash attack have a trajectory that sends you in at Marth, so you'll want to DI down and in at Marth. Those three moves are how he sets up most of his combos. His grab is normally useful in combos, but charizard is so heavy it rarely comes into play. Just be sure to DI down and away from him when he forward throws you. On lighter characters, he can also down throw as a DI trap into fsmash, so you'll have to guess which way to DI to avoid getting fsmashed.
His fsmash by the way, has almost no shield pushback, so you can shieldgrab it no problem. If he's out of range, then let him whiff the fsmash and you are totally free to run in and do whatever you want to him. I do this to a lot of marth players I know are worse than I am when I feel they're about to fsmash. Just wait at the very edge of their fsmash range, let them miss the attack, dash in an grab.
As charizard, watch out with your dash dance, your tail lags behind you, and can be slashed if you're not careful.
Hahaha, that's funny. Marth has an advantageous matchup against charizard, because charizard's tail isn't disjointed and marth can just whiff punish slash it, also because marth gets good combos on floaties and can space against Charizard in shield really well (and charizard already suffers against shield pressure).
I play with the second best Charizard player in the world actually, and as you may know, I main Marth.
Some key things to remember are, priority doesn't apply to air attacks. Air attacks cannot clank, so forward air from Marth will cut through your hitboxes.
Marth's big weakness is that he doesn't have any attacks that come out particularly fast, and his attacks don't have great recovery. His fastest ground attacks are jab, down smash, and Up B, all coming out on the 4th or 5th frame.
If your friend is spamming SH double fair, you can either move out of the way, then hit him right when he lands (charizard has an amazing dash dance) either with a grab or forward tilt (charizard's forward tilt is amazing), or move in closer to him and shield on the spot where he's going to land, so he's forced to land in your shieldgrab range. These apply to any character.
Marth's dash attack sucks, can be beaten by shieldgrabbing or just letting it whiff and punishing it.
Marth's down tilt is his best neutral move because it has amazing IASA frames, so it effectively has a short recovery. Also has a reasonably fast startup of 6 frames. He can usually dash out of it before getting shieldgrabbed, but it's still susceptible to whiff punishing.
You want to DI marth's fair chains out, to avoid getting spiked. His up tilt and dash attack have a trajectory that sends you in at Marth, so you'll want to DI down and in at Marth. Those three moves are how he sets up most of his combos. His grab is normally useful in combos, but charizard is so heavy it rarely comes into play. Just be sure to DI down and away from him when he forward throws you. On lighter characters, he can also down throw as a DI trap into fsmash, so you'll have to guess which way to DI to avoid getting fsmashed.
His fsmash by the way, has almost no shield pushback, so you can shieldgrab it no problem. If he's out of range, then let him whiff the fsmash and you are totally free to run in and do whatever you want to him. I do this to a lot of marth players I know are worse than I am when I feel they're about to fsmash. Just wait at the very edge of their fsmash range, let them miss the attack, dash in an grab.
As charizard, watch out with your dash dance, your tail lags behind you, and can be slashed if you're not careful.