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 | |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]]}} | ||
|mod = Project M | |mod = Project M | ||
|base = SSBB | |base = SSBB | ||
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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, 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. | ||
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. | |||
==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'', receiving a few additional tweaks and fixes to some of his moves to make them more reliable. | ||
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 | 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 ending and landing lag reduced, allowing it to be used more effectively as an [[out of shield]] option, combo starter, and edgeguarding tool. | ||
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. | 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. | ||
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*{{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|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).}} | **{{change|His [[shield]] size was also compensated to match (11.75 → 9.8).}} | ||
*{{buff|Marth's [[roll]]s have less ending lag (FAF 36 (both) → 32 (forward)/33 (back)).}} | *{{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).}} | *{{nerf|Back roll has less [[Intangibility]] frames, matching his forward roll (frame 4-23 → 4-19).}} | ||
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*{{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]].}} | *{{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 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.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|It deals 0.09% more damage if both hits connect (13.91% → 14%), due to the changes to [[stale-move negation]].}} | **{{buff|It deals 0.09% more damage if both hits connect (13.91% → 14%), due to the changes to [[stale-move negation]].}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff| | **{{buff|It has less landing lag (32/16 frames → 25/12).}} | ||
**{{ | **{{change|The body hitbox is now closer to the center of Marth's chest as opposed to near his left arm (z offset: 0u → 1u).}} | ||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff| Marth's already impressive standing grab range has been increased and is positioned slightly lower (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), improving its horizontal reach, and making its innermost grabbox slightly less prone to being low-profiled by smaller characters.}} | |||
**{{buff| Marth's already impressive standing grab range is positioned slightly lower | **{{buff|Dash grab has less startup lag (frame 10 → 9).}} | ||
**{{buff|Dash grab has less | |||
**{{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|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.}} | ||
*{{change|Marth vocalizes as he throws his opponent for all of his throws, rather than as soon as their animations start.}} | *{{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 [[ | *{{buff|Marth benefits from the changes to grabs no longer negating horizontal momentum against characters with low traction moreso than any other returning veteran, as it noticeably improves [[Forward throw]]'s followup and [[chain grab]]bing potential when [[jump-canceled grab]]bed, combined with his standing grab's longer reach.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw has a shorter animation (44 frames → 40), improving its follow up potential.}} | **{{buff|Back throw has a shorter animation (44 frames → 40), improving its follow up potential.}} | ||
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*[[Dancing Blade]]: | *[[Dancing Blade]]: | ||
**Hit 3: | **Hit 3: | ||
***{{nerf|Each variant deals less damage (10% → 9% (forward), 6% → 5% (up), 12% → 11% (down)) | ***{{buff|The forward and downwards variants have increased knockback scaling (160 → 176 (forward), 100 → 107 (downward)), improving their KO potential overall despite their lower damage.}} | ||
***{{nerf|Each variant deals less damage (10% → 9% (forward), 6% → 5% (up), 12% → 11% (down)).}} | |||
***{{nerf|The upwards variant has more knockback scaling (60 → 68), hindering its follow-up potential, while still not being able to reliably KO at higher percents.}} | |||
**Hit 4: | **Hit 4: | ||
***{{nerf|Each variant deals less damage (14% → 13% (forward), 10% → 9% (up), 5% → 3% (down | ***{{buff|Each variant has more knockback scaling (120 → 128 (forward), 130 → 141 (up), 130 → 175 (down final hit). improving their KO potential overall despite their lower damage.}} | ||
**{{buff| | ***{{nerf|Each variant deals less damage (14% → 13% (forward), 10% → 9% (up), 5% → 3% (down)).}} | ||
****{{buff|Altogether, these changes make Dancing Blade more reliable and useful as the hits connect more reliably with the altered knockback, in addition to the changes to stale-move negation and [[knockback#Knockback_stacking|knockback stacking]]. 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]]: | *[[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 can now grab edges at the height of the jump when Marth is facing away from it, improving his recovery potential.}} | ||
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**{{buff|Counter has gained an additional hitbox at the tip of the sword, improving its coverage.}} | **{{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.}} | **{{nerf|Counter has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}} | ||
==Changes from ''PM'' to ''P+''== | |||
Marth received small buffs and fixes in the transition to ''Project+''. | |||
===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 immediately use his back aerial.}} | |||
*{{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}} | |||
===Throws and other attacks=== | |||
*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).}} | |||
==Revisions== | ==Revisions== | ||
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'''v3.6b''' | '''v3.6b''' | ||
*{{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 ending lag.}} | ||
==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]]== | ||
===Notable tech=== | |||
[https://www.reddit.com/r/SSBPM/comments/mmvpn8/labbing_discord_results_marth/ Labbing Discord Tech Post] | |||
===Most historically significant players=== | ===Most historically significant 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 --> | <!--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 --> | ||
''Any number following the Smasher name indicates placement on the [[PMRank 2019]], which recognizes the official top 50 players in the world in [[Project M]] during 2019.'' | |||
''See also: [[:Category:Marth players (PM)]]'' | ''See also: [[:Category:Marth players (PM)]]'' | ||
*{{Sm|Jagz$|USA}} - Currently | *{{Sm|Jagz$|USA}} - Currently top 3 in Florida and one of the best active Marth players. Placed 17th at [[Undertow]], and 5th at [[Lazer Lazer 20]]. | ||
*{{Sm|Jonsch|Germany}} - One of the best players in Europe. | *{{Sm|Jonsch|Germany}} - One of the best players in Europe. | ||
*{{Sm|Lunchables|USA}} - | *{{Sm|Lunchables|USA}} - Formerly the best Marth player in the world prior to his hiatus. Formerly ranked 3rd on [[PMRank 2018]]. | ||
*{{Sm|Rongunshu|Canada}} - Co-mains Marth and | *{{Sm|Rongunshu|Canada}} (#9) - Co-mains Marth and Lucario. Placed 2nd at [[Frozen Phoenix 2018]] and [[Resting Stitch Face 2]]. | ||
==Alternate costumes== | ==Alternate costumes== | ||
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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+''=== | ===''Project+''=== | ||
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[[File:Marth Palette (P+).png|800px|thumb|center|Marth's alternate costumes in ''P+'']] | [[File:Marth Palette (P+).png|800px|thumb|center|Marth's alternate costumes in ''P+'']] | ||
'''Z-Secret Costume:''' ''Fire Emblem: Shadow Dragon and the Blade of Light'' Marth | |||
'''Z-Secret Costume:''' | |||
'''R-Secret Costume:''' ''Fire Emblem: New Mystery of the Emblem'' Marth (much like ''[[SSB4]]'' and ''[[Ultimate]]'') | '''R-Secret Costume:''' ''Fire Emblem: New Mystery of the Emblem'' Marth (much like ''[[SSB4]]'' and ''[[Ultimate]]'') | ||
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==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. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Marth]] | [[Category:Marth]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |