Editing Marth (PM)

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{{Infobox Character Mod
{{Infobox Character Mod
|name = Marth
|name = Marth
|image = {{tabber|title1=Marth (PM)|content1=[[File:Marth SSBB.jpg|250x250px]]|title2=Marth (P+)|content2=[[File:PPlus Marth.png|250x250px]]|title3=Sigurd’s Armor|content3=[[File:Holy War Marth PM.png|250x250px]]|title4=Hooded Marth (P+)|content4=[[File:PPlus Hooded Marth.png|250px]]}}
|image = {{tabber|title1=Marth|tab1=[[File:Marth SSBB.jpg|250px]]|title2=Sigurd’s Armor|tab2=[[File:Holy War Marth PM.png|250px]]}}
|mod = Project M
|mod = Project M
|base = SSBB
|base = SSBB
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'''Marth''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was remade to be nearly identical to his ''Melee'' counterpart in terms of attack hitboxes and animations.  
'''Marth''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was remade to be nearly identical to his ''Melee'' counterpart in terms of attack hitboxes and animations.  


Marth ranks 17th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the top of the B tier. This is a far drop from his top-tier placements in ''Melee'' and ''Brawl'', where he ranked 2nd out of 26 and 5th out of 38, respectively. In the ''Project+'' official {{h2|Project+|tier list}}, his position is slightly improved, ranking 11th at the top of the A tier.
Marth ranks 17th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the top of the B tier. This is a far drop from his top-tier placements in ''Melee'' and ''Brawl'', where he ranked 3rd out of 26 and 5th out of 38, respectively.  


==Attributes==
==Attributes==
Marth has been mostly reverted to his ''Melee'' iteration, with a few buffs, such as a slightly improved recovery, a more reliable hitbox on his up smash, and less lag on his down aerial. He retains his strengths from ''Melee'', such as his disjointed range, fantastic [[spacing]] tools, and great edgeguarding capabilities. However, he still must contend with the same weaknesses, such as his poor horizontal recovery, difficulty landing safely, and lack of a projectile or lingering hitboxes.
Marth has been mostly reverted to his ''Melee'' iteration, with a few buffs, such as a slightly improved recovery and less lag on his down aerial. He retains his strengths from ''Melee'', such as his disjointed range, fantastic [[spacing]] tools, and great edgeguarding capabilities. However, he still must contend with the same weaknesses, such as his poor horizontal recovery and lack of lingering hitboxes.


Compared to ''Melee'', however, Marth is less effective in the metagame due to the large amount of buffs other characters have received to counter the effectiveness of his tools. The [[tournament legal]] stagelist also works against him; while Marth only had some degree of disadvantage in ''Melee'' on {{SSB|Dream Land}}, ''Project M'' introduces similarly large stages such as Delfino Secret that Marth struggles to KO on, while relegating one of his previously best stages, [[Final Destination]], as a counterpick in most rulesets.
Unlike some other high-tier ''Melee'' characters, like {{PM|Jigglypuff}}, Marth remains fairly viable in ''Project M'', and is a strong pick for competitive play. Overall, though, Marth is less effective in the metagame due to the large amount of buffs other characters have received to counter the effectiveness of his tools. The [[tournament legal]] stagelist also works against him; while Marth only had some degree of disadvantage in ''Melee'' on {{SSB|Dream Land}}, ''Project M'' introduces similarly large stages that Marth struggles to KO on, while relegating his previously best stage, [[Final Destination]], as a counterpick in most rulesets.
 
Unlike some other high-tier ''Melee'' characters, like {{PM|Jigglypuff}}, Marth overall remains fairly viable in ''Project M'', and is a strong pick for competitive play.


==Changes from ''Melee'' to ''PM''==
==Changes from ''Melee'' to ''PM''==
Marth was slightly buffed from ''Melee'' to ''Project M'', receiving a few additional tweaks and fixes to some of his moves to make them more reliable.
Marth was slightly buffed from ''Melee'' to ''Project M''. His down aerial, previously a risky move to use on-stage due to its landing lag, now has much less lag. This allows it to be used more effectively as an [[out of shield]] option, and makes it a more reliable punish starter on characters in a knockdown state. The changes to [[stale-move negation]] also benefit the damage potential of his [[neutral aerial]] and [[Dancing Blade]] slightly. Aside from changes regarding mechanics and angle alterations, most of which benefit him, Marth remains relatively unchanged compared to other top-tier characters in ''Melee''.
 
His up smash was notably improved, with the tipper hitbox now properly covering the entire tip of the sword, and now having the ability to [[DACUS]]. His down aerial had its landing lag reduced, allowing it to be used more effectively as an [[out of shield]] option and combo starter.
 
Marth's already potent [[grab]] game has also seen subtle improvements. His already impressive grab range was increased slightly (although his dash grab range was reduced), and his [[forward throw]] notably benefits from grabs no longer negating horizontal momentum, thanks to his low traction. His [[Back throw|back]] and [[down throw]]s also saw direct improvements, with the former having less ending lag, and the latter sending opponents at a better angle for followups.
 
His special moves also saw improvements. [[Dancing Blade]]'s hits connect better overall due to the changes to [[stale-move negation]] and [[knockback#Knockback_stacking|knockback stacking]], [[Dolphin Slash]] is now able to grab ledges when facing away and can control its angle with the [[C-Stick]] like ''Brawl'', and [[Counter]] has improved coverage. [[Shield Breaker]], Dancing Blade, and Counter, also all retain their ability to be [[B-reverse]]d/wavebounced from ''Brawl''.
 
Overall, however, aside from changes regarding mechanics and angle alterations, most of which benefit him, Marth remains relatively unchanged compared to the other top-tier characters in ''Melee'', with the few nerfs he received being largely negligible.
===Aesthetics===
*{{change|Marth retains his [[shield break]] animation from ''Brawl''.}}
 
===Attributes===
*{{buff|Marth's [[jump]]s are slightly higher (1.5 (short hop)/2.4 (full hop/ledge jump) → 1.585/2.485).}}
**{{change|His double jump height multiplier was reduced slightly to compensate (x0.88 → x0.8498994), however, his overall double jump height remains unchanged.}}
*{{change|Marth has an altered size multiplier (x1.15 → x0.975). However, his overall size remains unchanged as his ''Brawl'' model is naturally bigger than his ''Melee'' model.}}
**{{change|His [[shield]] size was also compensated to match (11.75 → 9.8).}}
*{{buff|Marth's lower sword-arm hurtbox is now [[grab#Limits on grabbing|ungrabbable]], making it harder to grab him while he is attacking.}}
*{{buff|Marth's [[roll]]s have less ending lag (FAF 36 (both) → 32 (forward)/33 (back)).}}
*{{nerf|Back roll has less [[Intangibility]] frames, matching his forward roll (frame 4-23 → 4-19).}}
*{{buff|Marth's soft landing is faster (4 frames → 3).}}
*{{nerf|Marth's star spit when [[Inhale]]d by {{PM|Kirby}} or {{PM|King Dedede}} retains it ''Brawl'' damage, dealing less than ''Melee'' as a result (15% → 13%), hindering its potential in [[Doubles]].}}
*{{buff|The removal of [[lightshield]]ing benefits Marth moreso than any other returning verteran, as it is harder for opponents to perform the [[Marth killer]] against him.}}
*{{buff|The changes to ledge jumps now allowing characters to be actionable sooner benefits Marth, as he now has an additional viable way of getting off the ledge, one of his main weaknesses in ''Melee'', while Marth himself is not particularly hindered by other characters being able to use it against him, due to his relatively high jump and large disjointed hitboxes being able to catch opponents off of ledge easily.}}


===Ground Attacks===
===Ground Attacks===
*[[Neutral attack]]:
*{{buff|Second hit of [[neutral attack]] has a longer duration (frame 4-8 → 4-9).}}
**{{buff|The second hit has a longer duration (frame 4-8 → 4-9).}}
*{{buff|[[Dash attack]] can now be canceled, allowing Marth to [[DACUS]]. His DACUS is one of the longest in ''Project M''.}}
*[[Dash attack]]:
*{{change|The body sourspots of [[up smash]] sends opponents at a different angle (70° → 75°).}}
**{{nerf|It has slightly more ending lag (FAF 40 → 41).}}
**{{buff|Dash attack can now be cancelled, allowing Marth to [[DACUS]]. This makes up smash a much better approach and followup option, as his DACUS is one of the longest in ''Project M''.}}
*[[Up smash]]:
**{{buff|The tipper hitbox has been moved up (Z offset: 2u → 6u), now properly covering the entire tip of the sword, making the tipper much easier to land, and thus, improving its usage for covering platforms and as a combo finisher, combined with its ability to DACUS.}}
**{{change|The body sourspot hitboxes send opponents at a different angle (70° → 75°).}}
*[[Down smash]]:
**{{change|Tippered down smash now uses the burn sound effect on hit instead of the [[slash]] sound effect, matching his other tippered smash attacks.}}  


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|All aerials have one extra frame of animation (49 frames → 50 (neutral), 34 → 35 (forward), 39 → 40 (back), 45 → 46 (up), 59 → 60 (down)), slightly increasing the amount of time Marth cannot grab the ledge after using them.}}
*{{buff|[[Neutral aerial]] deals 0.09% more damage due to the changes to [[stale-move negation]] (13.91% → 14%).}}
**{{change|In the case of neutral and down aerials which previously lacked [[interruptibility]] frames, they have been given one frame of interruptibility before their respective animations end (FAF 50 (neutral)/60 (down)), leaving their ending lag unchanged.}}
*{{buff|[[Down aerial]] has less landing lag (32 frames → 25).}}
*{{buff|The ability to interrupt aerials with [[air dodging]] from ''Brawl'' notably benefits Marth, as he can now perfectly [[waveland]] out of his forward and back aerials when done out of a short hop, improving their spacing potential.}}
*{{change|Down aerials body hitbox is now closer to the center of Marth's chest as opposed to near his left arm.}}
*[[Neutral aerial]]:
**{{buff|It deals 0.09% more damage if both hits connect (13.91% → 14%), due to the changes to [[stale-move negation]].}}
*[[Forward aerial]]:
**{{buff|Forward aerial has a slightly altered animation where Marth does not lean his legs forward as much while maintaining the same swing arch and reach as ''Melee'', making his hurtbox less vulnerable in front of him, and relatively increasing the move's already impressive range.}}
*[[Back aerial]]:
**{{buff|Back aerial now has an initial [[auto-cancel]] window from frames 1-5 like in ''Brawl''.}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 46 → 44).}}
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (32/16 frames → 25/12), noticeably improving its safety and follow-up potential.}}
**{{nerf|Down aerial has a slightly shorter initial auto-cancel window and auto-cancels slightly later (frames 1-5 (initial)/frame 48 → 1-4/49).}}


===Throws and other attacks===
===Grabs and Throws===
*[[Grab]]s:
*{{buff|Dash grab comes out 1 frame earlier (frame 10 → 9).}}
**{{nerf|Marth's standing grab has more ending lag (FAF 31 → 32).}}
*{{nerf|Dash grab has reduced range.}}
**{{buff| Marth's already impressive standing grab range is positioned slightly lower and farther (y offset: 8.20u/7.81u/7.42u → 9.43u/8.98u/8.54u, z offset: 12.88u/9.76u/7.03u → 14.82u/11.23u/8.09u), slightly improving its horizontal reach, and making its innermost grabbox slightly less prone to being low-profiled by smaller characters.}}
*{{change|[[Down throw]] sends opponents at a slightly higher angle (135° → 130°).}}
**{{buff|Dash grab has less start-up lag (frame 10 → 9).}}
**{{nerf|Dash grab's hitbox placements have been altered, and has lost one of its inner hitboxes (y offset: 7.4214u/7.0308u/6.6402u/6.6402u → 7.6u/7.17u/7.17u, z offset: 14.0616u/9.765u/5.4684u/1.5624u → 10.55u/5.9u/1.69u). This overall reduces its horizontal range, especially behind Marth.}}
**{{nerf|Compared to ''Brawl'', Marth's pivot grab has an altered animation, where Marth reaches higher, more closely resembling his dash grab animation in ''Melee''. The grabboxes are smaller with the grabbox behind him being removed (4u/4u/4u → 3.91u/3.91u), reducing it is horizontal range combined with its new animation, despite the grabboxes being positioned further away from Marth (z offset: -15u/-6.5u → -16u/-8.09u).}}
**{{nerf|The remaining grabboxes on Marth's pivot grab have been repositioned higher (y offset: 5u/6u → 8.54u/8.09u). Combined with its altered animation, this makes it more prone to being low-profiled by smaller characters.}}
*{{change|Marth vocalizes as he throws his opponent for all of his throws, rather than as soon as their animations start.}}
*{{buff|Marth benefits from the changes to grabs no longer negating horizontal momentum against characters with low traction, as it noticeably improves [[forward throw]]'s followup and [[chain grab]]bing potential when [[jump-canceled grab]]bed, combined with his standing grab's slightly longer reach.}}
*[[Back throw]]:
**{{buff|Back throw has a shorter animation (44 frames → 40), improving its follow up potential.}}
*[[Down throw]]:
**{{buff|Down throw sends opponents at a slightly higher angle (135° → 130°), improving its followup potential overall.}}
*[[Edge attack]]:
**{{nerf|Marth retains his edge attack animations from ''Brawl''. As a result, Marth's fast edge attack has a longer animation (54 frames → 55), while his slow edge attack has more startup lag (frame 38 → 44). The different animations also noticeably hinder the moves' coverage in front of and above Marth.}}
***{{buff|However, the different animations improve their coverages behind Marth.}}
***{{change|Slow edge attack has a longer animation (68 → 75), however, it has been given interruptibility frames on frame 69, leaving its ending lag unchanged.}}
**{{buff|Both edge attacks no longer deal set knockback (90 (set)/100 (scaling) → 70 (base)/50).}}


===Special Moves===
===Special Moves===
*{{buff|[[Shield Breaker]], [[Dancing Blade]], and [[Counter]] all retain their ability to be [[B-reverse]]d/wavebounced from ''Brawl'', improving their mixup potential and accuracy.}}
*{{change|[[Shield Breaker]] uses its ''Brawl'' sounds effects.}}
*[[Shield Breaker]]:
*{{buff|The third hit forward and downwards and each of the fourth hits of [[Dancing Blade]] have more knockback growth (third hit forward: 160 → 176, third hit downwards: 100 → 107, fourth hit forwards: 120 → 128, fourth hit upwards: 130 → 141, fourth hit downwards (final hit): 130 → 175). Each hit also has higher damage potential when connected due to the changes to stale-move negation.}}
**{{change|Shield Breaker uses its ''Brawl'' sounds effects, with Marth additionally only vocalizing when the move is fully charged.}}
*{{nerf|Each of Dancing Blade's third and fourth hits deal 1% less damage (third hit forward: 10% → 9%, third hit upwards: 6% → 5%, third hit downwards: 12% → 11%, fourth hit forwards: 14% → 13%, fourth hit upwards: 10% → 9%, fourth hit downwards (final hit): 5% → 3%), though this is compensated with the aforementioned increased knockback growth and stale-move negation changes. The third hit upwards also has more knockback growth (60 68), hindering its follow-up potential, while still not being able to reliably KO at higher percents.}}
*[[Dancing Blade]]:
*{{buff|[[Dolphin Slash]] at the height of the jump can grab edges when Marth is facing away from it, improving his recovery.}}
**Hit 3:
***{{nerf|Each variant deals less damage (10% → 9% (forward), 6% → 5% (up), 12% → 11% (down)), with their knockback scaling compensated (160 → 176 (forward), 60 → 68 (up), 100 → 107 (down)).}}
**Hit 4:
***{{nerf|Each variant deals less damage (14% → 13% (forward), 10% → 9% (up), 5% → 3% (down)), with their knockback scaling compensated (120 128 (forward), 130 → 141 (up), 130 → 175 (down final hit)).}}
**{{buff|The changes to stale-move negation and [[knockback#Knockback_stacking|knockback stacking]] make Dancing Blade's hits connect more reliably. The changes to the former mechanic also improve Dancing Blade's potential damage output if all sequences connect, despite the third and fourth variants' lower damage.}}
*[[Dolphin Slash]]:
**{{buff|Dolphin Slash can now grab edges at the height of the jump when Marth is facing away from it, improving his recovery potential.}}
**{{buff|Dolphin Slash retains its ability to control its angle with the [[C-Stick]] from ''Brawl'', improving his recovery and mixup potential.}}[https://www.youtube.com/watch?v=VEVRiUb4PA8&t=2846s]
*[[Counter]]:
*
**{{buff|Counter has gained an additional hitbox at the tip of the sword, improving its coverage.}}
**{{nerf|Counter has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
'''v2.5b'''
===v2.5b===
*{{change|Walk, dash, and run animations adjusted to more closely match ''Melee'''s.}}
*{{change|Walk animations adjusted to match Melee.}}
*{{change|Sword trails altered to more closely match ''Melee'''s.}}
*{{change|Dash and run animations adjusted to match Melee.}}
*{{buff|The tipper hitbox of up smash has been moved up (Z offset: 0u → 6u), now properly covering the entire tip of the sword, making the tipper much easier to land}}
*{{change|Sword trails match Melee.}}
*{{change|Forward and down aerial's animation slightly adjusted to more closely match ''Melee''.}}
*{{buff|Up smash hitboxes properly cover the sword like his other moves.}}
*{{change|Dancing Blade has added overlayed color effects like ''Melee''.}}
*{{change|Forward air animation slightly adjusted to better match Melee.}}
*{{change|Down air animation slightly adjusted to better match Melee.}}
*{{change|Marth's [[Dancing Blade]] has added overlayed color effects.}}


'''v2.6b'''
===v2.6b===
*{{bugfix|Fixed polygonal bugs that could occur when angling his shield.}}
*{{bugfix|Fixed polygonal bugs that could occur when angling his shield.}}
*{{change|Standing grab animation adjusted to more closely match ''Melee'''s.}}
*{{change|Up tilt hitlag adjusted to match Melee.}}
*{{change|Pivot grab animation adjusted to better match its range.}}
*{{change|Standing grab animation adjusted to match Melee more closely.}}
*{{change|Dancing Blade does not continue by using the c-stick unless set to special.}}
*{{change|Turn grab animation adjusted to better match its range.}}
*{{change|[[Dancing Blade]] does not continue by using the c-stick unless set to special.}}


'''v3.6'''
===v3.5===
*{{change|Dolphin Slash and sword swing sound effects changed to match Melee.}}
*{{buff|Second hit of neutral attack duration increased|frame 4-8|4-9.}}
*{{buff|Second hit of neutral attack duration increased (frame 4-8 4-9).}}
*{{nerf|Dash grab range reduced.}}
*{{nerf|Dash grab's hitbox placements have been altered (8.54u/8.09u/7.64u → 7.6u/7.17u/7.17u (Y offset), 16.17u/8.98u/1.8u → 10.55u/5.9u/1.69u (Z offset)). This overall reduces its horizontal range.}}
*{{nerf|Pivot grabs innermost hitbox has been removed, removing grabs from behind Marth.}}
*{{nerf|Pivot grabs innermost hitbox has been removed, removing grabs from behind Marth.}}
*{{change|[[Dolphin Slash]] and sword swing sound effects changed to match Melee.}}


'''v3.6b'''
===v3.6 Beta===
*{{bugfix|Exploit fixed that altered Marth's vertical mobility during Dolphin Slash ending lag.}}
*{{bugfix|Exploit fixed that altered Marth's vertical mobility during Dolphin Slash endlag.}}
 
==Changes from ''PM'' to ''P+''==
Marth received small buffs and fixes in the transition to ''Project+'', although his down aerial and back throw received slightly more landing and ending lag respectively, albeit both still less than in ''Melee''.
 
Overall, Marth is the least changed character between ''Project M'' and ''Project+'', and still remains a viable character in competitive play.
===Attributes===
*{{buff|Wall Jump has less horizontal velocity (1.3 → 1). This makes it less likely for Marth to self-destruct after a wall jump tech without having to use his back aerial immediately.}}
*{{buff|Back [[roll]] has less ending lag (IASA 33 → 32).}}
*{{buff|As a universal change across the cast, forward getup roll has less startup with increased intangibility (frame 6-20 → 1-20).}}
*{{bugfix|Fixed a bug where Marth's [[get-up attack]] while facing up started a frame late.}}
 
===Ground Attacks===
*[[Down tilt]]:
**{{buff|Down tilt can now be interrupted by shielding without having to perform another action.}}
*[[Forward smash]]:
**{{change|Adjusted animation on forward smash on the arm rotation to arc more naturally}}
 
===Aerial Attacks===
*Down aerial:
**{{nerf|Down aerial has slightly more landing lag (25/12 frames → 28/14), though it is still less than in ''Melee''.}}
 
===Throws and other attacks===
*Back throw:
**{{nerf|Back throw has slightly more ending lag (FAF 40 → 42).}}
*Down Throw:
**{{change|Down throw's release point and throw animation adjusted to more closely resemble ''Melee'''s.}}
 
===Special Moves===
*Shield Breaker:
**{{Bugfix|Fixed an issue where Marth’s eyes retained their behavior from ''Brawl'' instead of looking forward.}}
*Dancing Blade:
**{{change|Dancing Blade colors are now based on the direction used instead of being a set order, akin to ''Brawl''. (Red (hit 1), Blue (hit 2), Green (hit 3), Red (hit 4) → Red (forward), Blue (up), Green (down)).}}
*Counter:
**{{buff|Counterattack's intangibility frames were increased to fully cover when the hitbox is active (frames 1-8 → 1-9).}}


==Moveset==
==Moveset==
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|-
|-
! colspan=2 | Forward smash
! colspan=2 | Forward smash
| Dragon Killer || {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|20}}|| Rotates body counter-clockwise with a strong arc-like one-handed swing from his head to the ground. Very fast start-up, good horizontal and vertical reach, but has noticeable ending lag. The tip can KO at closer distances to the blast lines as early as 75% on lightweights and 90% on heavyweights due its very high base knockback.  
| Dragon Killer || {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|20}} || Rotates body counter-clockwise with a strong arc-like one-handed swing from his head to the ground. Very fast start-up, good horizontal and vertical reach, but has noticeable ending lag. The tip can KO at closer distances to the blast lines as early as 75% on lightweights and 90% on heavyweights due its very high base knockback.  
|-
|-
! colspan=2 | Up smash
! colspan=2 | Up smash
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Axe|USA}} - Formerly ranked 1st on the Arizona ''Project M'' Power Rankings.
 
*{{Sm|Charby|France}} - Ranked 4th on the French ''Project M'' Power Rankings.
''See also: [[:Category:Marth players (PM)]]''
*{{Sm|Chip|USA}}
*{{Sm|Jagz$|USA}} - Currently one of the best players in Florida and one of the best active Marth players. Was ranked 41st on [[PMRank 2022]]. Placed 2nd at {{Trn|Undertow 2023}} with solo Marth.
*{{Sm|Dart!|USA}} - Placed 5th at [[Smash 'N' Splash]].
*{{Sm|Jonsch|Germany}} - One of the best players in Europe.
*{{Sm|Dusty|USA}} - Ranked 2nd on the Philadelphia ''Project M'' Power Rankings. Placed 7th at [[Super Smash Con 2017]].
*{{Sm|Lunchables|USA}} - One of the best Marth players while also playing {{PM|Roy}}, {{PM|Toon Link}} and {{PM|Meta Knight}}. Ranked 3rd on [[PMRank 2023]], and has ranked as high as 2nd on [[PMRank 2016]] primarily using Marth and Roy.
*{{Sm|Dizzy|USA}} - Placed 7th at [[Aftershock]] and 17th at [[Low Tier City 4]].
*{{Sm|Rongunshu|Canada}} - Co-mains Marth and {{PM|Lucario}}. Ranked #4 on [[PMRank 2023]] and won {{Trn|Mile High Club}} with solo Marth.
*{{Sm|Iori|USA}} - Ranked 1st on the Tennessee ''Project M'' Power Rankings.
*{{Sm|Leon|France}} - Ranked 3rd on the French ''Project M'' Power Rankings.
*{{Sm|Lunchables|USA}} - Formerly the best Marth player in the world prior to his hiatus. Formerly ranked 3rd on [[PMRank 2018]].
*{{Sm|Mew2King|USA}} - Uses Marth as one of his 3 counterpick characters.
*{{Sm|PPMD|USA}} - Formerly ranked 1st on the North Carolina ''Project M'' Power Rankings.
*{{Sm|Sora|p=New England|USA}} - Placed 13th at [[Blacklisted 2]] and 13th at [[GUTS 4]].
*{{Sm|Weon-X|Canada}} - Co-mained Marth along with Fox and Falco. Placed 2nd at [[Summit 2015]] and 7th at [[Frozen Phoenix]].
*{{Sm|Zinth|USA}} - 13th at [[Low Tier City 2]], 7th at Super Bit Wars 3.
*{{Sm|Rongunshu|Canada}} - Co-mains Marth and Lucario and is considered the best active Marth player in the world. Currently ranked 2nd on the Ontario ''Project M'' Power Rankings and 9th on [[PMRank 2019]]. Placed 2nd at [[Frozen Phoenix 2018]], and 5th at [[Grand Valley Grand Prix 11]].


==Alternate costumes==
==Alternate costumes==
===''Project M''===
Marth once again uses his default costume when fighting on the blue team, so his blue costume was changed to purple. 3.5 included a set of alternate costumes based off {{s|fireemblem|Sigurd}} from ''{{s|fireemblem|Fire Emblem: Genealogy of the Holy War}}'', which includes recolors for team battle.  
Marth’s light blue costume was replaced by a purple costume, so his default costume is now used for the blue team like in ''Melee''. 3.5 included a set of alternate costumes based off {{s|fireemblem|Sigurd}} from ''{{s|fireemblem|Fire Emblem: Genealogy of the Holy War}}'', which includes recolors for team battle.  
 
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Marth Palette (PM).png|frame|center|Marth's alternate costumes in ''PM'']]
|colspan=8|[[File:Marth Palette (PM).png|frame|center|Marth's alternate costumes in PM]]
|-
|-
|[[File:MarthHeadSSBB.png]]
|[[File:MarthHeadSSBB.png]]
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*The red costume is based on {{s|fireemblem|Eldigan}}, one of Sigurd's closest friends.
*The red costume is based on {{s|fireemblem|Eldigan}}, one of Sigurd's closest friends.
*The green costume is based on {{s|fireemblem|Quan}}, Sigurd's other close friend.
*The green costume is based on {{s|fireemblem|Quan}}, Sigurd's other close friend.
*The blue costume is loosely based on either {{s|fireemblem|Seliph}}, Sigurd's son, or {{s|fireemblem|Byron}}, his father.
*The blue costume is loosely based on either {{s|fireemblem|Seliph}}, Sigurd's son, or {{s|fireemblem|Byron}} (Vyron in Japan), his father.
 
===''Project+''===
Marth gets a new Hooded costume, along with its own set of recolors. The green hooded costume resembles {{s|fireemblem|Ephraim}}. He also gets back his original blue costume from ''Brawl''.
 
[[File:Marth Palette (P+).png|800px|thumb|center|Marth's alternate costumes in ''P+'']]
 
'''Secret costumes:'''
 
[[File:Marth Z P+.png|160px]]
 
'''Z-Secret Costume:''' Legacied Hero Marth (based on his appearance in ''Fire Emblem: Shadow Dragon and the Blade of Light'')
 
'''R-Secret Costume:''' ''Fire Emblem: New Mystery of the Emblem'' Marth (much like ''[[SSB4]]'' and ''[[Ultimate]]'')


==Trivia==
==Trivia==
*Marth's alternate outfit contains a locket with a picture of {{s|fireemblemwiki|Caeda}}, Marth's significant other in the ''Fire Emblem'' series.
*Marth's alternate outfit contains a locket with a picture of {{s|fireemblemwiki|Caeda}}, Marth's significant other in the Fire Emblem series.
 
==External links==
*[https://www.reddit.com/r/SSBPM/comments/mmvpn8/labbing_discord_results_marth/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Marth]]
[[Category:Marth]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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