ChatGPT Matchup Summary (Win Condition and Game Plan)
Marth is strongest at disjoint-heavy spacing and tipper control, while Mega Man is strongest at speedy movement, whiff punishing, and landing pressure.
If you let the opponent pin you down with projectiles, they get to own spacing. The stable plan is to shield well, keep advancing, and pressure the body anyway.
The table shows reliable shield punishes on Down Smash, Up Tilt, Down Tilt, Up Smash, and Jab, with Up B, OOS Uair, OOS Fair, and OOS Nair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like the main punishable buttons. It is usually better to read the landing or ledge route and punish the next action.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Marth OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 7/19/31 | -25/-23/-20 |
| |
| Forward Tilt | 7/19/31 | -25/-23/-20 |
| |
| Up Tilt | 6 | -49/-31/-33 |
| |
| Down Tilt | 5 | -33 |
| |
| Dash Attack | 7/10/13/16/19/22/25/35 | -16 |
| |
| Forward Smash | 19 | -18 |
| |
| Up Smash | 8/11/15/19/23/27/31 | -32 |
| |
| Down Smash | 17 | -50 |
| |
| Neutral Air | 7/19/31 | -25/-23/-20 |
| |
| Forward Air | 9 | -7/-7/-8 |
|
|
| Back Air | 4/7/10 | -18/-17/-17 |
| |
| Up Air | 11… | — | ||
| Down Air | 23 | +1/+0 |
| |
| Neutral B | 16 | -17 |
| |
| Side B | 19 | ** | ||
| Up B | — | — | ||
| Down B | 9—** | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not chase the opponent’s projectiles by themselves; shield well, push the line forward, and keep pressure on the body.
- After blocking Down Smash, Up Tilt, Down Tilt, Up Smash, and Jab, answer immediately with Up B, OOS Uair, OOS Fair, and OOS Nair so the opponent cannot keep the turn.
- Do not force immediate retaliation on the main punishable buttons; take the landing route, escape route, or ledge direction first.
- Use ledge control as the default kill plan, and only chase offstage when the recovery route is already visible.
Actions to Avoid
- Focusing only on clearing the opponent’s projectiles while shrinking your own chances to touch the body.
- Swinging after every blocked the main punishable buttons and feeding the whiff punish or reset the opponent wants.
- Chasing too deep for the kill and exposing Marth’s own recovery or defensive weakness.
- Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.