Forum:More Ken combo nonsense

Forgive me if the following is irritating to anyone...

While attempting/succeeding at doing the "Ken combo" (fair, fair, dair for the spike) with Marth, I've noticed that it's extremely easy for the other player to escape. That is to say, while mid-combo, the player is often able to jump out or air parry after one or two hits. My hypothesis is that I'm not doing it fast enough in order for it to take effect, but is it just a combo that's easily escapable for anyone who knows how to jump or air parry? Also, can anyone send me in the direction of some decent beginner combos or theory for Marth?

Things I DON'T NEED to be reminded of: —Preceding unsigned comment added by Le Force (talk • contribs) 05:01, 30 May 2008 (UTC)
 * the dair spike hit can only be a tipper in order for it to work

Actually, the official combo is just one F-Air followed by one D-Air. However, this combo was a lot more effective in Melee than it is now in Brawl, since it's harder to get a tipper with Marth. This combo is also easier to dodge because air dodging no longer makes you helpless. In Melee, if you tried to air dodge, you would fall to your death. As for strategies, it's best to use quick attacks like Dancing Blade and Dolphin Slash. Counter is a very important move as well, especially since Marth's has been improved. Take advantage of Marth's speed and keep some distance between you and your opponent in hopes of getting a tipper. - GalaxiaD (talk) 05:14, 30 May 2008 (UTC)

Thanks so much for your insight. Truly a huge help. My only question is about the Dolphin Slash. While SUPER effective if you get a tipper, I feel as though I might rely on it too much, thus, leaving me open quite a bit. Did you encounter this? And on a more general level, do you even consider Marth to be a top tier player? —Preceding unsigned comment added by Le Force (talk • contribs) 05:47, 30 May 2008 (UTC)

No I do not. I know he's faster than Roy, and people have taken this to therefore mean he's stronger, but i think Roy and Marth should switch. Roy's attacks are all stronger, slower, yes, but easiness to use should not be confused with amazing. Also, Roy is a better edgeguarder with his Flare Blade. The only reason Marth is high up is because Ken was/is a great player, and chose him. If he chose Mewtwo, and played well with him, Mewtwo would rocket up the list. Ike6481 (talk) 17:24, 31 May 2008 (UTC) or Dr. Ike!

The Dolphin Slash can leave you open for a few seconds, but the knockback it has is so great that it usually doesn't matter. However, forming a dependency on it isn't exactly a good choice. Stale Move Negation will just make it weaker if you abuse it, so try to mix up your moves a bit. Marth is a very deadly force when used to his full potential. I'd say he's definitely top tier material. Good luck maining him. - GalaxiaD (talk) 16:26, 30 May 2008 (UTC)