Marth vs Fox: How Stage Choice Affects the Matchup
Learn some of the pros and cons of each stage in the infamous Fox Marth matchup.
Learn some of the pros and cons of each stage in the infamous Fox Marth matchup.
It's no secret that many things determine your success in a game of Melee. One factor, stage choice, plays a small but intricate role in a typical tournament set. Banning and choosing stages correctly in tournament play can give you the edge you need to advance in bracket. I'll be sharing some facts and tips about stage selection that may change the way you look at choosing your next stage to ban.
The specific matchup I'll be referring to today is Fox vs. Marth. This matchup is infamous for the unclosed argument of which character has a higher chance to win. This, of course means that some of the stage choices might differ when it comes to different players. However I'll try to base my opinions off of just the facts analyzed from this matchup.
Battlefield:
Battlefield is more of an even starter stage in this matchup, but I believe that it’s slightly benefiting to Marth to start here. The first reason is because of platform height. Marths uptilts are able to go through the top of the the bottom two platforms. This allows Marth to cover almost every tech option Fox can do on top of a platform. It also makes for easy edguarding follow ups if Fox chooses to go to the platform instead of ledge. The decent sized ceiling also helps Marth survive the dreaded up-throw up-air. Since battlefield is decently sized as well, most edguards against Fox will be decently predictable and easy to perform. Yet because of its size, Marth can have trouble killing off Fox at higher percentages. All of Fox's main tools work well enough here, upthrow upair isn't an easy kill at low percents, but it definitely is still possible. The decently sized stage also means Marth might not be able to always recover from the sides.
Overview: More of an even stage. Don't worry about banning from either side unless you particularly favor it.
Final Destination:
FD is very odd in this matchup. If Marth can chaingrab and combo then it's a nightmare for Fox. Marth can easily chaingrab Fox for free percent at the beginning of a stock. Then when Fox is at a juicy 40-50% he can either pivot tipper f-smash or start up tilting to get Fox in the air. At this point the Fox is easily comboed by a continued string of up-airs and fairs, until he is offstage. Then Marth can easily edgeguard. The only benefits Fox has are easily outweighed. However if Marth can't CG, then Fox can easily take advantage with the great amount of space for upair combos.
Overview: Most likely going to be a Marth pick for sure. So when it comes to Fox, always ban just to be safe.
Yoshi’s Story:
Yoshi's is very even in this matchup. Its small size means Fox can get early upthrow up-air kills, however it also means tipper f-smash can kill it very low percents. The platforms are also low, meaning Marth has free reign to uptilt missed Fox tech. Yet Fox’s mobility and strength allows him to gain center on such a small stage. Mostly all of Fox's strengths over Marth shine on this stage, however it definitley depends on personal preference. I've talked to both Marth and Fox mains who like to strike to this stage.
Overview: Usually more of a Fox pick. Would ban as Marth unless they are very confident and comfortable on Yoshi's.
Dreamland:
Dreamland is commonly recognized as one of Marth’s worst stages. Its size means tipper won't kill early, almost always letting Fox recover as long as he was near center stage. The platforms are also too high for Marth f-smash or uptilt to go through. Because of its size, Fox won't be getting too many kills of the top, but it he manages to early Nair or f-smash at high percent, Fox can easily edgeguard by use of either the Marth killer or traditional edgeguards. The only positive aspect I've heard from a Marth on this stage is that Marth can attempt to outspace Fox more easily.
Overview: Definitley a Fox pick. There are not too many redeeming qualities for Marth, he should ususally ban unless they're fairly confident in their ability on this particular stage.
Fountain:
This stage has solid benefits for both Marth and Fox. It’s slightly smaller stage size means Fox can abuse his slightly better frame data, and combo Marth from anywhere on the stage. However the platforms can help Marth out by use of aforementioned up tilts and up airs. Your opinion on this stage as a Fox or Marth is very dependent on your playstyle. Another stage where I've heard positives from both sides.
Overview: Another very even stage in this matchup. Will probably be one of the last stages to ban, right next to Battlefield.
Pokemon:
Pokemon is a very odd stage in this matchup. It's a double-edged sword for both characters. The platforms on neutral stadium are great for Marth, and he can completely cover them with his sword. The flatness and size of default stadium also make chain grabs and follow ups easier. However the size can also help Fox in neutral to escape Marth’s range. Fox also has infinites he can lock Marth into during the rock transformation. Not to mention that almost all transformations benefit Fox. Overall, It’s up to preference and skill level that defines if this is a good pick for either character.
Overview: A definite Marth pick regardless of ability to chaingrab. However the Marth should beware if Fox is able to infinite on the rock formation.
Stage Rankings:
Marth:
Final Destination
Pokemon
Fountain of Dreams
Battlefield
Yoshi’s Story
Dreamland
Fox:
Dreamland
Yoshi's Story
Battlefield
Fountain of Dreams
Pokemon
Final Destination
Through these facts and insights, you should be able to more wisely strike stages from both sides in the Fox/Marth matchup, and maybe even help secure the win your set. However, always remember that stage selection can be completely based on personal preference. If you're a Marth who likes Dreamland, more power to you. In the end it's what YOU think helps you based on your playstyle.
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