Matchup Summary (Win Condition and Game Plan)
Marth vs Greninja becomes shaky if Marth starts chasing raw movement, because Greninja is faster and much better at turning whiffs into long carries. The matchup stabilizes once Marth keeps reestablishing tipper space with walking, retreat timing, and front-loaded sword placement so Greninja has to enter on predictable lines. Greninja’s burst is dangerous, but his shield punish game is not overwhelming, and many grounded approach tools are clearly punishable on block, so Marth has to collect those windows and cash them into stage control. Do not overreact to Water Shuriken or Hydro Pump by rushing forward. The win condition is still center control and repeated tipper resets, not a footrace.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Marth OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -15 |
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| Jab 2 | 3 | -15 |
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| Jab 3 | 5 | -26 |
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| Rapid Jab | 5/8/11/14… | — | ||
| Rapid Jab Finisher | 4 | -39 |
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| Forward Tilt | 10 | -14/-14 |
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| Up Tilt | 9 | -18 |
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| Down Tilt | 5 | -12 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 13 | -26 |
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| Up Smash | 12/18 | -23 |
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| Down Smash | 11 | -29 |
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| Neutral Air | 12 | -2/-4 |
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| Forward Air | 16 | -6 |
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| Back Air | 5/7/11 | -8/-7 |
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| Up Air | 7/10/13/16/19/22 | -12/-12 |
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| Down Air | 17 | -16 |
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| Neutral B | 20—60 | -18 to -13 |
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| Side B | 24(+5) | -29/-28 |
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| Up B | 19 | — | ||
| Down B (1) | 8 (Start of Counter) | — | ||
| Down B (2) | 19 | -33/-32 |
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| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Use walking and retreat spacing so Dash Attack, Down Tilt, and Nair approaches have to run into the sword tip first
- Punish Jab enders, tilts, Dash Attack, and Side B with Up B or aerials whenever shield gives you the frame window
- After launching Greninja, cover drift out and air-dodge landings with Fair and Bair instead of only chasing straight above
- At the ledge, threaten Down Tilt, Bair, and Counter so both Hydro Pump recovery paths and jump get checked
Actions to Avoid
- Chasing Greninja’s movement and volunteering for his whiff-punish game
- Dropping tipper spacing to brawl point-blank into his fast normals and low-profile movement
- Overcommitting through Water Shuriken and running into the Nair or Dash Attack entry you were trying to avoid