# Wisp's Marth vs. Peach guide (notes) ### Overview **Goal : to not to die early.** You will get hit a lot - you want to get hit by the moves that don't kill until 200% as opposed to the ones that kill at 40% Peach will lose neutral a lot and has to *gamble* for openings. As long as your gamble will not lead to you getting forward smashed it is probably a solid bet. Stage control matters! **Make Marth fight to get out of the corner.** - Don't dash attack into the corner or otherwise put yourself in compromising positions. Getting reversaled will probably lead to an early death. You can punish Marth for trying to react to turnip pulls. (Dash away, crouch to fake the animation, dash attack) - If the Marth is *predicting* turnip pulls instead of reacting you can just dash attack ### Defensive tricks - Watch out for tipper fsmash. If you're going to be in Marth's space, *commit* . - DI throws down and away. At 0% you want to buffer a roll so you don't get regrabbed - Run up shield against forward smash happy Marths. If you shield the *non-tippered* move you can punish with ground float nair. - If Marth is fairing you **SMASH DI AWAY**. You don't lose anything by going for it. - Peach wants to recover high against Marth if she can. It's hard, but even harder at the ledge. - On platforms angle your shield down (Light shield is good too). You're more susceptible to shield pokes if you're facing away from Marth ### Offensive Tricks - If Marth is drifting away when fairing you can't punish it. If he's drifting forwards and is not perfectly spaced you can always nair. - Dash attack should ideally lead into one or two aerials, Marth in the corner and a turnip in your hands. - Float dair/nair beats dtilt. This is a gamble because of the threat of fair, but also catches dashdance. Pay attention to what Marth is doing. - Downthrow - dash attack (mid-high percents) *addition: Always try to be closer to port 4. The window for dthrow-dash attack increases substanstially*