Editing Marth (SSB4)

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A
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|ranking = 11-12
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'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. 4]]''. He was announced on the official website on November 7, 2013. He was among the first wave of [[amiibo]] figures that are compatible with ''SSB4'', released on the same day as the Wii U version of the game. Hikaru Midorikawa is the voice of Marth in all regions; the voice clips originate from the recording sessions for ''Melee''<ref name="socgfe">[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Source Gaming: "Sakurai Interview: Fire Emblem 25th Anniversary"]</ref> and were all the same ones previously used in ''Brawl''. Marth is one of five ''Smash 4'' characters that only speak Japanese in all its regional versions; the others are [[Takamaru]], the [[Prince of Sablé]], {{SSB4|Roy}}, and {{SSB4|Cloud}}.
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. 4]]''. He was announced on the official website on November 7th, 2013; years before, four ''Fire Emblem'' games were released within a similar time frame; ''Fire Emblem'' on November 3rd, 2003 in North America, ''The Sacred Stones'' and ''Path of Radiance'' on November 4th, 2005 in Europe, and ''Radiant Dawn'' on November 11th, 2007 in North America. He was among the first wave of [[amiibo]] figures that are compatible with ''SSB4'', released on the same day as the Wii U version of the game. He is voiced once again by Hikaru Midorikawa in all regions, albeit using recycled voice clips from ''Brawl''.


Marth is ranked 11th/12th out of 54 characters on the [[tier list]], tied with {{SSB4|Ryu}} in the bottom of A tier. This is a minor fall from his 5th place position out of 38 in ''Brawl''. Marth's positives include good overall mobility and relatively long disjointed [[range]] on all of his attacks. As with previous incarnations, all of Marth's sword-based attacks are quite rewarding if they land only at the tip of his sword, with the buffs to his tippered moves now causing them to deal very high knockback despite their quick startup, most notably in the case of forward smash, forward/back aerials, and [[Shield Breaker]]. The changes to shield mechanics also indirectly grant his tippers more safety due to them causing higher [[shieldstun]], making it difficult for opponents to punish tippers on shield. In addition, his overall frame data is very good, such as possessing one of the lowest landing lag averages in the game, and as alluded to above, the startup of his moves is also very fast, with most of his moveset coming out before frame 10, and certain moves having little endlag to complement this further (neutral attack, forward, up, and down tilts respectively). All in all, Marth's overall speed in regards to both attacks and mobility give him a dependable [[neutral game]], with optimal spacing being very rewarding due to the danger of his powerful tippers.
Marth is ranked 11th out of 55 characters on the [[tier list]], tied with {{SSB4|Ryu}} in the bottom of A tier. This is a minor fall from his 5th place position out of 38 in ''Brawl'' and is technically his worst placement in the series to date, albeit by a small margin. However, due to the expansion of tiers in ''SSB4'', Marth remains a top tier character, as in all of his past appearances. Marth's positives include good overall mobility and relatively long disjointed [[range]] on all of his attacks. As with previous incarnations, all of Marth's sword-based attacks are quite rewarding if they land only at the tip of his sword, with the buffs to his tippered moves now causing them to deal very high knockback despite their quick startup, most notably in the case of forward smash, forward/back aerials, and [[Shield Breaker]]. The changes to shield mechanics also indirectly grant his tippers more safety due to them causing higher [[shieldstun]], making it difficult for opponents to punish tippers on shield. In addition, his overall frame data is very good, such as possessing one of the lowest landing lag averages in the game, and as alluded to above, the startup of his moves is also very fast, with most of his moveset coming out before frame 10, and certain moves having little endlag to complement this further (neutral attack, forward, up, and down tilts respectively). All in all, Marth's overall speed in regards to both attacks and mobility give him a dependable [[neutral game]], with optimal spacing being very rewarding due to the danger of his powerful tippers.


Marth's primary flaw is his emphasis on [[spacing]], moreso than in his previous appearances, owing to the reduction in power and efficacy of his sourspotted moves. Furthermore, many of Marth's sourspotted attacks have poor shieldstun, potentially leading to [[punish]]es if Marth does not properly space his attacks. Marth is also susceptible to [[pressure]] tactics, as he lacks combo breaker attacks and his lack of a projectile prevents him from easily dealing with [[projectile]]-based camping. Like in his previous appearances, Marth also suffers from a linear, predictable recovery, and even with [[Edge-guarding#Ledge Trump|ledge trump]]ing and larger ledge sweetspots, Marth is still prone to [[gimp]]ing.
Marth's primary flaw is his emphasis on [[spacing]], moreso than in his previous appearances, owing to the reduction in power and efficacy of his sourspotted moves. Furthermore, many of Marth's sourspotted attacks have poor shieldstun, potentially leading to [[punish]]es if Marth does not properly space his attacks. Marth is also susceptible to [[pressure]] tactics, as he lacks combo breaker attacks and his lack of a projectile prevents him from easily dealing with [[projectile]]-based camping. Like in his previous appearances, Marth also suffers from a linear, predictable recovery, and even with [[Edge-guarding#Ledge Trump|ledge trump]]ing and larger ledge sweetspots, Marth is still prone to [[gimp]]ing.
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==Attributes==
==Attributes==
Marth is emblematic of sword characters, making extensive use of disjointed hitboxes and his unique [[tipper]] mechanic. His attributes remain present: he has high overall mobility, sporting the fastest [[walking speed]] in the game (tied with his [[clone]], {{SSB4|Lucina}}), a fast [[dashing speed]], average [[air speed]], above average [[air acceleration]], moderate [[falling speed]], and low [[gravity]], all of which is coupled with slightly below average [[weight]].
Marth is emblematic of sword characters, making extensive use of disjointed hitboxes and his unique [[tipper]] mechanic. His attributes remain present: he has high overall mobility, sporting the fastest [[walking speed]] in the game (tied with his [[clone]], {{SSB4|Lucina}}), a fast [[dashing speed]], average [[air speed]], above average [[air acceleration]], moderate [[falling speed]], and low [[gravity]], all of which is coupled with slightly below average [[weight]].  


Marth's playstyle has remained fundamentally intact from past iterations, being characterized by the properties of his sword, Falchion. His attacks deal significantly more damage and knockback if struck with the tip of the sword, encouraging and rewarding proper [[spacing]]. Being a sword-user, Marth also has the benefit of disjointed hitboxes. Many of his moves possess good [[range]], fast startup, and cover wide arcs (e.g, his jab, up tilt, and forward aerial). As such, Marth aims to fight a step away from danger, where he can [[pressure]] the opponent without leaving himself open to [[punishment]].
Marth's playstyle has remained fundamentally intact from past iterations, being characterized by the properties of his sword, Falchion. His attacks deal significantly more damage and knockback if struck with the tip of the sword, encouraging and rewarding proper [[spacing]]. Being a sword-user, Marth also has the benefit of disjointed hitboxes. Many of his moves possess good [[range]], fast startup, and cover wide arcs (e.g, his jab, up tilt, and forward aerial). As such, Marth aims to fight a step away from danger, where he can [[pressure]] the opponent without leaving himself open to [[punishment]].  


Marth's [[neutral game]] relies heavily on effective spacing. As mentioned before, Marth possesses one of the longest overall ranges in the game, which plays a vital role in his neutral, as his mobility allows him to maneuver around opponents and space attacks with relative ease, with multiple moves that are safe to throw out at tipper range or further. In comparison to ''Melee'' and ''Brawl'', Marth's neutral game is mainly ground based, with the first hit of his [[jab]] being the cornerstone. Said move is fast, disjointed, has high range, low start up, deceptively low [[cooldown]], and due to its hitbox arc, also acts as an anti-air. All of these traits make it exceptionally difficult to challenge. It also has excellent combo potential into many of his moves.
Marth's [[neutral game]] relies heavily on effective spacing. As mentioned before, Marth possesses one of the longest overall ranges in the game, which plays a vital role in his neutral, as his mobility allows him to maneuver around opponents and space attacks with relative ease, with multiple moves that are safe to throw out at tipper range or further. In comparison to ''Melee'' and ''Brawl'', Marth's neutral game is mainly ground based, with the first hit of his [[jab]] being the cornerstone. Said move is fast, disjointed, has high range, low start up, deceptively low [[cooldown]], and due to its hitbox arc, also acts as an anti-air. All of these traits make it exceptionally difficult to challenge. It also has excellent combo potential into many of his moves.
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While his tipper is considered the most optimal, Marth's sourspot also provides benefits when he wins in the neutral, as the lower knockback on his sourspot allows him to more easily combo moves into themselves. Marth's neutral game is also unique by scaling with percent, as set-ups and combos become more rewarding at higher percents (e.g, jab 1 to forward tilt serves as a KO set-up at later percents). He also benefits from being one of the few characters in the game who can outright KO through playing his neutral and spacing game; essentially, while Marth's neutral reward is not as rewarding or damaging as other characters, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent set-ups and follow-ups.
While his tipper is considered the most optimal, Marth's sourspot also provides benefits when he wins in the neutral, as the lower knockback on his sourspot allows him to more easily combo moves into themselves. Marth's neutral game is also unique by scaling with percent, as set-ups and combos become more rewarding at higher percents (e.g, jab 1 to forward tilt serves as a KO set-up at later percents). He also benefits from being one of the few characters in the game who can outright KO through playing his neutral and spacing game; essentially, while Marth's neutral reward is not as rewarding or damaging as other characters, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent set-ups and follow-ups.


Marth's special moveset has high utility. His neutral special, [[Shield Breaker]], deals high shield damage even when uncharged, and is useful for punishing [[roll]]s or covering landings. It also grants some horizontal recovery, moreso when fully charged, and a tippered blow deals enough knockback to KO at reasonably low percents. Side special [[Dancing Blade]] is a four-hit combo that can be used to punish [[sidestep]]s and rolls, is an effective damage racker, dealing 15-20% if all hits connect, has combo and mix-up potential, and at later percents, serves as an effective KO option. It can also be used to stall in the air, giving Marth mix-up opportunities to recover, land, and edgeguard. [[Counter]], his down special, provides him with the capability to reverse attacks with 1.2x the damage, KOing if the attack was strong enough; it can also be used against opponents with easily predictable recoveries. His up special, [[Dolphin Slash]], has quick startup, provides slight intangibility during its startup frames, is relatively strong when it first comes out, and has high knockback scaling. These attributes make it an excellent [[out of shield]] option and combo-breaker. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can [[stage spike]] reckless edgeguarders.
Marth's special moveset has high utility. His neutral special, [[Shield Breaker]], deals high shield damage even when uncharged, and is useful for punishing [[roll]]s or covering landings. It also grants some horizontal recovery, moreso when fully charged, and a tippered blow deals enough knockback to KO at reasonably low percents. Side special [[Dancing Blade]] is a four-hit combo that can be used to punish [[sidestep]]s and rolls, is an effective damage racker, dealing 15-20% if all hits connect, has combo and mix-up potential, and at later percents, serves as an effective KO option. It can also be used to stall in the air, giving Marth mix-up opportunities to recover, land, and edgeguard. [[Counter]], his down special, provides him with the capability to reverse attacks with 1.2x the damage, KOing if the attack was strong enough; it can also be used against opponents with easily predictable recoveries. His up special, [[Dolphin Slash]], has quick startup, provides slight intangibility during its startup frames, is relatively strong when it first comes out, and has high knockback scaling. These attributes make it an excellent [[out of shield]] option and combo-breaker. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can [[stage spike]] reckless edgeguarders.  


Marth's low gravity and average falling speed allow him to maneuver effectively in the air, and his disjointed range provides him with an innately strong edgeguarding capability. His forward and back aerials have fast startup and good range, and are strong when tippered. Down aerial is relatively quick, and it will powerfully [[meteor smash]] opponents if it hits at the center of the arc, though its timing is very strict at one frame. Forward smash's range makes it a good choice against opponents aiming their recoveries towards the ledge, and down tilt's range and speed make it good at 2-framing opponents. Both have the ability to hit below the ledge as well.
Marth's low gravity and average falling speed allow him to maneuver effectively in the air, and his disjointed range provides him with an innately strong edgeguarding capability. His forward and back aerials have fast startup and good range, and are strong when tippered. Down aerial is relatively quick, and it will powerfully [[meteor smash]] opponents if it hits at the center of the arc, though its timing is very strict at one frame. Forward smash's range makes it a good choice against opponents aiming their recoveries towards the ledge, and down tilt's range and speed make it good at 2-framing opponents. Both have the ability to hit below the ledge as well.
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Possibly as a result of his strengths in previous appearances, Marth was severely [[nerf]]ed overall in his transition from ''Brawl'' to ''Smash 4'' (though this was partially reversed through balance updates). In general, Marth deals less damage and has worse frame data. Marth's hitboxes on most moves are now slightly more disjointed, but smaller and with less absolute range. His tipper hitboxes are generally smaller and more difficult to land, and non-tipper hits are weaker, making KOs less consistent. Although Marth's range is still very good, buffs to other veterans as well as high-tier newcomers with excellent range (e.g. [[Cloud]], [[Corrin]] and [[Bayonetta]]) render his key advantage over other characters much less pronounced.
Possibly as a result of his strengths in previous appearances, Marth has been [[nerf]]ed overall in his transition from ''Brawl'' to ''Smash 4'' (especially during the initial release of the game). While Marth's disjoint has been slightly increased, he has less range owing to the hitboxes on most of his moves either being smaller or (in a few cases) removed entirely. This makes his range shorter relative to the cast when combined with some returning veterans having increased range overall as well as with a number of newcomers possessing many disjointed attacks, slightly hindering his key advantage from past games (though he still has one of the longest ranges in the game). As a result, this makes it slightly harder for him to control space. Arguably the largest nerf he has received is to his aerial game, another strength in previous iterations: his forward and down aerials are laggier; with the former being laggier in every regard having more startup lag with a shorter hitbox duration, higher ending and landing lag (with it no longer being possible to perform two forward aerials in a short hop), and auto-cancels much later, hindering his main approach option from ''Brawl'', while the latter has more startup lag and the [[meteor smash]] is smaller, weaker, only lasts one frame and no longer reaches in front of him, hurting its edgeguarding utility despite the removal of [[meteor canceling]].


Marth's aerial game has been significantly nerfed. Forward aerial, a key tool in [[Melee]] and [[Brawl]], now has more startup, cooldown, and landing lag, and auto-cancels much later. (Notably, it is no longer possible to perform two forward aerials in a short hop.) Down aerial, previously a very threatening edgeguarding tool, has a new animation with less effective reach and more startup lag, and only [[meteor smash]]es directly below Marth instead of throughout the move. Up aerial and neutral aerial have more landing lag, now being less effective for combos and juggling. Back aerial, though, has less landing lag and better knockback.
Marth's overall damage output has been reduced and his frame data is worse which further exacerbate his worse spacing capabilities and the weakened power of his non-tippered attacks, the smaller hitboxes on his tippered attacks and increased ending lag, his KO power is more inconsistent than before. The base knockback on his throws has been significantly increased, making them even more ineffective for combos past extremely low percents despite the changes to [[hitstun canceling]] and [[DI]], and removes his ability to [[tech-chase]]. However, their knockback scaling is still low, and so, aside from [[up throw]], they cannot KO realistically. This is further compounded by the removal of [[chain grab]]bing, as the low damage output of his throws is more pronounced. The changes to aerial [[grab release]]s also hurts his grab game as Marth was one of the characters who could abuse aerial grab releases the most. His aerials are also less effective for comboing and juggling due to their increased landing lag and (in the case of forward aerial) ending lag. Marth has also seen a couple of nerfs to his specials as [[Dancing Blade]]'s first hit is much laggier and Dancing Blade connects less reliably as each hit is stronger and transitions more slowly while [[Dolphin Slash]] is weaker and has less [[intangibility]] when used on the ground.


The base knockback on his throws has been significantly increased. This makes them mostly ineffective for combos and [[tech chase]]s except at very low percents, but more effective at launching opponents away from centre-stage into edgeguard or juggle states. [[Up throw]] remains his only moderately effective KO throw. [[Chain grab]]bing and aerial [[grab release]] follow-ups have been removed wholesale, notably weakening Marth's grab game.
However, Marth has received noticeable buffs in other areas. [[Shield Breaker]] has improved utility especially when fully charged due to the weaker shields and higher [[shieldstun]], and [[Counter]] reflects attacks with significantly increased knockback. Some of his moves are stronger when tippered, an example being forward smash, which is now the third strongest in the game. As [[Dolphin Slash]] was relatively susceptible to [[edge-hogging]] and suffered from the [[landing lag glitch]], it greatly benefits from the new ledge mechanics, improving Marth's recovery. His ground game has also been buffed in some ways, with his neutral attack, forward tilt, up tilt and down smash all having decreased ending lag, as well as jab launching opponents vertically. While this removes its ability to [[jab lock]], it allows for many new combo and KO setups he lacked in previous games, which compensates for the loss of the combo ability in his throws. Many of his tipper hitboxes have moved further along his sword, and largely benefit from both the increased shieldstun and shield damage and moves with above average [[hitlag]] multipliers being safer on shield, improving his spacing game. His grounded mobility options are also improved, such as possessing a faster dashing speed, having one of the most useful extended dash dances of the game, and the changes to perfect [[pivot]]s gives him a greater microspacing option. Both of these aid his ground game further and give him options to extend his bait and punish options. These changes give him a better grounded spacing and combo game at the cost of having to more properly space and time his aerials. Marth also benefits from the introduction of [[rage]] as while it reduces his own endurance combined with the changes to hitstun canceling, it improves his own KO potential most notably with his tippers and his up throw making it easier for him to close out stocks.


Marth has also seen a couple of nerfs to his specials: [[Dancing Blade]]'s first hit is much laggier, and the full move connects less reliably as each hit is stronger and transitions more slowly. [[Dolphin Slash]] is weaker and has less [[intangibility]] when used on the ground.
In the end, while Marth was previously considered to be one of the characters to have been the most severely nerfed in the transition to ''Smash 4'' (alongside {{SSB4|Meta Knight}}, {{SSB4|King Dedede}}, {{SSB4|Dr. Mario}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, and {{SSB4|Wario}}), game updates brought useful buffs that significantly increased his effectiveness, while his key strengths remain from his previous two iterations were retained albeit to a lesser extent. While he is still nerfed from ''Brawl'' overall, the changes to the game's mechanics benefit him (despite receiving some noticeable nerfs from them) and most other returning veterans who were in ''Brawl''{{'}}s higher tiers saw a similar treatment which has lead him to being similarly effective relative to the cast and he is still be considered as a viable character in ''Smash 4''{{'}}s metagame.  
 
However, Marth has received noticeable buffs in other areas. [[Shield Breaker]] has improved utility due to Smash 4's weaker shields and higher [[shieldstun]], and [[Counter]] reflects attacks with significantly increased knockback. Some of his moves are stronger when tippered, an example being forward smash, which is now the third strongest in the game. As [[Dolphin Slash]] was relatively susceptible to [[edge-hogging]] and suffered from the [[landing lag glitch]], it greatly benefits from the new ledge mechanics, improving Marth's recovery. His ground game has also been buffed in some ways, with his neutral attack, forward tilt, up tilt and down smash all having decreased ending lag. The first hit of jab now launches opponents vertically upwards, allowing many new combos into different moves (although removing its ability to [[jab lock]]). Many of his tipper hitboxes have moved further along his sword, and largely benefit both from the increased shieldstun and shield damage and the fact that moves with high [[hitlag]] multipliers are now more advantageous on shield. His grounded mobility options are also improved: his dash speed is higher, making his extended [[dash-dance]] and perfect [[pivot]] very effective. These changes give him a better grounded spacing and combo game. Marth also benefits from [[rage]] when facing characters who are lighter than him.
 
In the end, while Marth was previously considered to be one of the characters to have been the most severely nerfed in the transition to ''Smash 4'' (alongside {{SSB4|Meta Knight}}, {{SSB4|King Dedede}}, {{SSB4|Dr. Mario}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, and {{SSB4|Wario}}), game updates brought useful buffs that significantly increased his effectiveness, while his key strengths remain from his previous two iterations were retained albeit to a lesser extent. While he is still nerfed from ''Brawl'' overall, the changes to the game's mechanics benefit him (despite receiving some noticeable nerfs from them) and most other returning veterans who were in ''Brawl''{{'}}s higher tiers saw a similar treatment which has lead him to being similarly effective relative to the cast and he is still be considered as a viable character in ''Smash 4''{{'}}s metagame.


===Aesthetics===
===Aesthetics===
*{{change|Marth's design takes elements from ''{{s|fireemblemwiki|Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow}}'' and his older design in ''[[Fire Emblem: Mystery of the Emblem]]'', which was used in ''Melee'' and ''Brawl''. His cuirass and pauldrons are gray and have a rounder shape, alongside the latter hugging his shoulders. His shirt is now teal with a longer end with the sections being separated. His gloves are black. His belt is brown has a more simplistic design, as well as the buckle being silver and pin shaped. His boots are brown with multiple light brown straps, as well the folds being white with golden trimmings. His eyes are also smaller, and he has shorter hair.}}
*{{change|Marth's design takes elements from ''{{s|fireemblemwiki|Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow}}'' and his older design in ''[[Fire Emblem: Mystery of the Emblem]]'', which was used in ''Melee'' and ''Brawl''. This is most notable in the new designs for his cuirass, pauldrons, shirt, belt, and boots. Notably, the armor near his shoulders now hugs them rather than being attached to the chest piece like in ''Melee'', ''Brawl'', and the design it is based on, giving him a less imposing silhouette. His eyes are also smaller, and he has shorter hair.}}
*{{change|Marth's white [[alternate costume]] has been updated to the monochromatic palette, which makes no longer based on {{s|fireemblemwiki|Leif}}. Additionally, Marth has received three new alternate costumes, two of which are based on his appearance in ''Fire Emblem: Mystery of the Emblem'' and [[Roy]]'s appearance in ''Melee'', respectively. One replaces his previous blue costume.}}
*{{change|Marth's white [[alternate costume]] has been updated to the monochromatic palette, which makes no longer based on {{s|fireemblemwiki|Leif}}. Additionally, Marth has received three new alternate costumes, two of which are based on his appearance in ''Fire Emblem: Mystery of the Emblem'' and [[Roy]]'s appearance in ''Melee'', respectively. One replaces his previous blue costume.}}
*{{change|Marth's sword trails are much brighter at the tip; this makes the [[sweetspot]] of his attacks more visible than in previous games.}}
*{{change|Marth's sword trails are much brighter at the tip; this makes the [[sweetspot]] of his attacks more visible than in previous games.}}
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===Attributes===
===Attributes===
*{{buff|Marth [[dash]]es faster (1.7 → 1.785).}}
*{{buff|Marth [[dash]]es faster (1.7 → 1.785).}}
*{{nerf|The changes to [[pivot walk]]ing hinders Marth's approach options with his [[walk]].}}
*{{nerf|The changes to [[Pivot Walk|pivot walk]]ing hinders Marth's approach options with his [[walk]].}}
*{{nerf|Marth's [[air speed]] is slightly slower (1.034 → 1.02), going from the 11th fastest out of 39 characters to the 29th fastest out of 58.}}
*{{nerf|Marth's [[air speed]] is slightly slower (1.034 → 1.02) especially when relative to the cast (now only being average).}}
*{{change|Marth [[falling speed|falls]] faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos.}}
*{{change|Marth [[falling speed|falls]] faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos.}}
*{{buff|Marth's [[fast fall]]ing speed is faster (2.1 → 2.528), improving his air game and making him less susceptible to juggling. It is also faster than his fast falling speed in ''Melee'' (2.5 → 2.528).}}
*{{buff|Marth's [[fast fall]]ing speed is faster (2.1 → 2.528), improving his air game and making him less susceptible to juggling.}}
*{{change|Marth's [[gravity]] is higher (0.06715 → 0.075), hindering his endurance, making him more susceptible to combos and reducing the height of his jumps, but allowing him to reach his falling speed faster.}}
*{{change|Marth's [[gravity]] is higher (0.06715 → 0.075), hindering his endurance, making him more susceptible to combos and reducing the height of his jumps, but allowing him to reach his falling speed faster.}}
**{{change|Due to Marth's lower short hop, he now lands before his forward jumping animation ends. This means that Marth no longer enters his aerial transition frame before landing from a forwards short hop.}}
**{{buff|Due to Marth's lower short hop, he now lands before his forward jumping animation ends. Because of this, Marth is no longer stuck in the air for one frame before performing his soft landing, if he performs an empty forwards short hop.}}
*{{buff|Marth's [[double jump]] is higher (height multiplier: 0.88x → 1x).}}
*{{buff|Marth is heavier (87 → 90), improving his endurance.}}
*{{buff|Marth is heavier (87 → 90), improving his endurance.}}
*{{change|Marth is smaller (model size multiplier: 1x → 0.96x). This makes him harder to hit but reduces his range.}}
*{{nerf|Marth's [[item throw]] is weaker (1 → 0.966). Additionally, the removal of [[glide toss]]ing hinders his approach with items.}}
*{{nerf|Marth's [[item throw]] is weaker (1 → 0.966). Additionally, the removal of [[glide toss]]ing hinders his approach with items.}}
*{{buff|Marth's [[roll]]s have less ending lag (FAF 36 → 31).}}
*{{buff|Marth's [[roll]]s have less ending lag (FAF 36 → 31).}}
*{{nerf|Marth's rolls have a shorter duraiton (frame 4-19 (forward)/4-23 (back) → 4-17).}}
*{{nerf|Marth's rolls have a shorter duraiton (frame 4-19 (forward)/4-23 (back) → 4-17).}}
*{{nerf|Marth's rolls cover less distance due to his smaller size.}}
*{{nerf|Marth's [[spot dodge]] has more start-up with a shorter duration (frame 2-20 → 3-17) and has more ending lag (FAF 25 → 27).}}
*{{nerf|Marth's [[spot dodge]] has more startup lag with a shorter duration (frame 2-20 → 3-17) and it has more ending lag (FAF 25 → 27).}}
*{{change|Marth has a new spot dodge animation: he shifts backwards instead of crouching forward.}}
*{{change|Marth has a new spot dodge animation: he shifts backwards instead of crouching forward.}}
*{{buff|Marth's [[air dodge]] has less startup (frame 5 → 3) and much less ending lag (FAF 50 → 33), no longer being the slowest air dodge in terms of startup lag.}}
*{{buff|Marth's [[air dodge]] has less start-up (frame 5 → 3) and much less ending lag (FAF 50 → 33), no longer being considered among the worst air dodges as a result.}}
*{{nerf|Marth's air dodge's has a shorter duration (frames 5-30 → 3-27).}}
*{{nerf|Marth's air dodge's has a shorter duration (frames 5-30 → 3-27).}}
*{{buff|Most of Marth's attacks have slightly increased reach compared to ''Brawl'' due to the tipper hitboxes on a large majority of his moves being positioned further along his sword (although most of his tipper hitboxes are now smaller).}}
*{{buff|Most of Marth's attacks have slightly increased reach compared to ''Brawl'' due to the tipper hitboxes on a large majority of his moves being positioned further along his sword (although most of his tipper hitboxes are now smaller).}}  
**{{nerf|Despite this, his overall range is worse due to most of his attacks having smaller hitboxes making his attacks harder to land and hindering his ability to wall out his opponents. This is further exacerbated by the nerfs some of his key spacing tools received such as his [[forward aerial]].}}
**{{nerf|Despite this, his overall range is worse due to most of his attacks having smaller hitboxes making his attacks harder to land and hindering his ability to wall out his opponents. This is further exacerbated by the nerfs some of his key spacing tools received such as his [[forward aerial]].}}


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**{{nerf|The first hit deals less damage (4%/6% → 3%/5%).}}
**{{nerf|The first hit deals less damage (4%/6% → 3%/5%).}}
**{{buff|The second hit has less startup lag (frame 4 → 3) with no animation change giving it slightly more range below Marth.}}
**{{buff|The second hit has less startup lag (frame 4 → 3) with no animation change giving it slightly more range below Marth.}}
**{{buff|The second hit deals more knockback (20 (base), 50 (scaling) (sourspot), 30/70 (tipper) → 62/75 (both)).}}
**{{buff|The second hit deals more knockback (20 (base), 50 (scaling) (sourspot), 30/70 (tipper) → 62/75 (both)).}}  
**{{nerf|The second hit has a shorter duration (frames 4-8 → 3-5) considerably decreasing its range above Marth.}}
**{{nerf|The second hit has a shorter duration (frames 4-8 → 3-5) considerably decreasing its range above Marth.}}  
**{{nerf|The second hit has more ending lag (FAF 28 → 29).}}
**{{nerf|The second hit has more ending lag (FAF 28 → 29).}}  
**{{nerf|The second hit's angle has been altered (361° → 45°) which hinders its effectiveness against grounded opponents and removes its ability to jab lock when combined with its higher knockback.}}
**{{nerf|The second hit's angle has been altered (361° → 45°) which hinders its effectiveness against grounded opponents and removes its ability to jab lock when combined with its higher knockback.}}
**{{buff|The tipper on both hits has been repositioned (z offset: 5.1 → 6.7) now fully covering the tip of the sword.}}
**{{buff|The tipper on both hits has been repositioned (z offset: 5.1 → 6.7) now fully covering the tip of the sword.}}
Line 116: Line 109:
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's tipper has been repositioned (z offset: 4.8 → 8.2) now fully covering the tip of the sword.}}
**{{buff|Down tilt's tipper has been repositioned (z offset: 4.8 → 8.2) now fully covering the tip of the sword.}}
**{{change|Down tilt's sourspots with reduced base knockback (25/20 → 40) have been removed with the sourspot now being one single extended hitbox instead of 3 normal hitboxes.}}
**{{change|Down tilt's sourspots with reduced base knockback (25/20 → 40) have been removed with the sourspot now being one single extended hitbox instead of 3 normal hitboxes.}}  
**{{nerf|Down tilt has a shorter duration (frames 7-9 → 7-8) and more ending lag (FAF 22 → 24).}}
**{{nerf|Down tilt has a shorter duration (frames 7-9 → 7-8) and more ending lag (FAF 22 → 24).}}
**{{nerf|The sourspot deals less damage (9%/8% → 7%).}}
**{{nerf|The sourspot deals less damage (9%/8% → 7%).}}
**{{nerf|Down tilt has smaller hitboxes (4.8u/3.36u/3.74u/4.8u → 2.7u/2.7u) giving it less vertical range and no longer covering Marth's head.}}
**{{nerf|Down tilt has smaller hitboxes (4.8u/3.36u/3.74u/4.8u → 2.7u/2.7u) giving it less vertical range and no longer covering Marth's head.}}  
**{{nerf|Down tilt no longer moves Marth forward, removing its ability to pseudo-crawl.}}
**{{nerf|Down tilt no longer moves Marth forward, removing its ability to pseudo-crawl.}}
*[[Dash attack]]:
*[[Dash attack]]:
Line 128: Line 121:
**{{nerf|Forward smash has slightly increased ending lag (FAF 50 → 52).}}
**{{nerf|Forward smash has slightly increased ending lag (FAF 50 → 52).}}
**{{nerf|Forward smash deals less damage (14%/19% → 13%/18%) although the sourspot's knockback was compensated (60 (base), 70 (scaling) → 55/80).}}
**{{nerf|Forward smash deals less damage (14%/19% → 13%/18%) although the sourspot's knockback was compensated (60 (base), 70 (scaling) → 55/80).}}
**{{nerf|Forward smash has smaller hitboxes overall especially around Marth's body (3u/3u/3u/4u/3u → 3.5u/3.5u/3u/2u) and the move has a new animation, where Marth doesn't step forward as much as before.}}
**{{nerf|Forward smash has smaller hitboxes overall especially around Marth's body (3u/3u/3u/4u/3u → 3.5u/3.5u/3u/2u) and the move has a new animation, where Marth doesn't step forward as much as before.}}  
**{{nerf|The tipper has been repositioned (z offset: 9 → 7.3) giving it less range in front of Marth.}}
**{{nerf|The tipper has been repositioned (z offset: 9 → 7.3) giving it less range in front of Marth.}}
**{{nerf|Marth's forward smash with a battering item no longer has a initial sword hit which increases the startup lag of Marth's battering item forward smashes (frame 10 → 15) and makes them deal 5% less damage than they otherwise would.}}
**{{nerf|Marth's forward smash with a battering item no longer has a initial sword hit which increases the startup lag of Marth's battering item forward smashes (frame 10 → 15) and makes them deal 5% less damage than they otherwise would.}}
Line 134: Line 127:
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's sourspot is now one large extended hitbox which fully covers Marth's lower body rather than 2 normal hitboxes which cover a space around Marth's feet.}}
**{{buff|Up smash's sourspot is now one large extended hitbox which fully covers Marth's lower body rather than 2 normal hitboxes which cover a space around Marth's feet.}}
**{{buff|Up smash's non tipper main hitboxes are larger (4.9u/4.9u → 5.8u/5.8u).}}
**{{buff|Up smash's non tipper main hitboxes are larger (4.9u/4.9u → 5.8u/5.8u).}}  
**{{buff|Both the main sourspot and tipper have higher knockback scaling (80 (sourspot), 70 (tipper) → 90/95) improving their KO potential especially the tipper.}}
**{{buff|Both the main sourspot and tipper have higher knockback scaling (80 (sourspot), 70 (tipper) → 90/95) improving their KO potential especially the tipper.}}
**{{buff|The tipper has been repositioned (z offset: 6 → 7.3) which makes it reach slightly higher.}}
**{{buff|The tipper has been repositioned (z offset: 6 → 7.3) which makes it reach slightly higher.}}
Line 141: Line 134:
**{{nerf|The tipper is smaller (4.9u → 4.6u) and no longer takes priority over the sourspots.}}
**{{nerf|The tipper is smaller (4.9u → 4.6u) and no longer takes priority over the sourspots.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 65 → 55).}}
**{{buff|Down smash has less ending lag (FAF 65 → 54).}}
**{{buff|The tipper on both hits has been repositioned (z offset: 5.2 → 7.3) now fully covering the tip of the sword.}}
**{{buff|The tipper on both hits has been repositioned (z offset: 5.2 → 7.3) now fully covering the tip of the sword.}}  
**{{buff|Down smash deals more knockback scaling (70/80 → 88) and the back tipper deals slightly more damage (16% → 17%) improving the tipper's KO potential.}}
**{{buff|Down smash deals more knockback scaling (70/80 → 88) and the back tipper deals slightly more damage (16% → 17%) improving the tipper's KO potential.}}  
**{{change|The tipper on both hits now launches opponents horizontally (75° → 361°).}}
**{{change|The tipper on both hits now launches opponents horizontally (75° → 361°).}}
**{{nerf|The front hit deals much less damage (14%/17% → 8%/12%), significantly hindering its KO potential.}}
**{{nerf|The front hit deals much less damage (14%/17% → 8%/12%), significantly hindering its KO potential.}}
**{{nerf|The front hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The front hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The back hit's sourspot deals 1% less damage (13% → 12%).}}
**{{nerf|The back hit's sourspot deals 1% less damage (13% → 12%).}}  
**{{nerf|Both hits have smaller hitboxes (4u/4u/4u/3.5u → 3.5u/3.5u/3u/2u).}}
**{{nerf|Both hits have smaller hitboxes (4u/4u/4u/3.5u → 3.5u/3.5u/3u/2u).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Except for back aerial, all aerials have worse [[auto-cancel]] windows (neutral aerial: frame 25 → 47, forward aerial: frame 27 → 36, up aerial: frame 27 → 38, down aerial: frame 48 → 55). Neutral aerial no longer auto-cancels in a short-hop.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|The first hit's sourspots deal more damage (3% → 3.5%).}}
**{{buff|Neutral aerial's first hit now has weight independent knockback making it connect into the second hit more consistently across the cast.}}
**{{buff|The sword hitboxes on both hits have been moved further along the sword (z offset: 0 (near)3.6 (tipper) → 2.5/7.7 (hit 1 tipper)/7.5 (hit 2 tipper)) giving the tipper more range as well as making it easier to land.}}
**{{buff|Neutral aerial's first hit's sourspot deals more damage (3% → 3.5%).}}
**{{change|Neutral aerial's first hit now has weight independent knockback, making it more consistent across the cast.}}
**{{buff|The tipper on both hits has been repositioned (z offset: 3.6 (both) → 7.7 (hit 1), 7.5 (hit 2)) now fully covering the tip of the sword as well as overlapping less with the sourspot.}}  
**{{nerf|Neutral aerial has more landing lag (9 frames → 12).}}
**{{nerf|Neutral aerial has increased landing lag (9 frames → 12).}}
**{{nerf|Neutral aerial [[auto-cancel]]s much later (frame 25 47), no longer doing in a short hop. This considerably hinders its spacing potential.}}
**{{nerf|Neutral aerial deals less damage (6% 5% (first hit, tippered), 9%/12% 7%/9.5% (hit 2)), and the knockback scaling on one of the second hit's sourspots (80 → 90) and the base knockback on the tipper (50 → 60) were not fully compensated while the knockback on the other hitboxes were not compensated at all.}}
**{{nerf|Neutral aerial has a shorter initial auto-cancel window (frames 1-5 → 1).}}
**{{nerf|The first hit no longer launches opponents towards Marth (100°/90° → 80°/75°/65°/90°) and has increased knockback scaling (40 → 50) hindering its reliability.}}
**{{nerf|Both hits have smaller hitboxes (4.8u/3u/4.8u/4.8u 3.5u/3u/2u/3.5u), with the nearest hitboxes now being positioned on Marth's arm rather than his back, reducing the move's vertical range as well as its range inside of Marth.}}
**{{nerf|Both hits have smaller hitboxes (4.8u/4.8u/4.8u/3u 3.5u/3.5u/3u/2u) and they no longer cover Marth's body.}}
**{{nerf|The first hit no longer launches opponents towards Marth (100°/90° → 80°/75°/65°/90°) and has higher knockback scaling (40 → 50) hindering its reliability.}}
**{{nerf|The first hit's tipper deals less damage (6% → 5%).}}
**{{nerf|The second hit deals less damage (9% (near)/12% (tipper) 7%/9.5%). The previous body hitbox did not receive full compensation on its knockback scaling (80 → 90), the previous head and sword hitbox received no compensation to their knockback and the tipper only received an increase to its base knockback (50 → 60). This considerably hinders its KO potential, no longer being the strongest neutral aerial.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's sword hitboxes have been moved further along the sword (z offset: 1 (near)/5.8 (tipper) 2/7.7), giving the tipper more range and overall making it easier to land.}}
**{{buff|Forward aerial's tipper hitbox has been repositioned (z offset: 5.2 → 7.3) which makes it reach slightly further.}}
**{{buff|Forward aerial has higher knockback scaling (70 (near)/80 (tipper) → 80/90), slightly improving the tipper's KO potential despite its lower damage.}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 4-7 → 6-8).}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 4-7 → 6-8).}}
**{{nerf|Forward aerial has more ending lag (FAF 34 → 38). When combined with Marth's lower short hop, this prevents him from performing another aerial after it in a short hop, considerably hindering its spacing potential.}}
**{{nerf|Forward aerial has increased ending lag (FAF 34 → 38). When combined with Marth's lower short hop, this prevents him from performing another aerial after it in a short hop.}}
**{{nerf|Forward aerial has more landing lag (9 frames → 16).}}
**{{nerf|Forward aerial has increased landing lag (9 frames → 16).}}
**{{nerf|Forward aerial auto-cancels later (frame 27 → 36).}}
**{{nerf|Forward aerial has a new animation which is slightly longer than the previous one (39 frames → 40). This slightly increases the amount of time Marth cannot grab the ledge after using forward aerial while also failing to fully compensate for the move's shorter duration giving the move less vertical reach.}}  
**{{nerf|Forward aerial has a new animation where Marth starts his sword swing at a more diagonal angle. This reduces the move's range above Marth, while the move's shorter duration reduces its range below Marth.}}
**{{nerf|Forward aerial deals less damage (10%/13% → 8%/11.5%). The tipper had its knockback scaling fully compensated (80 → 90) however, the sourspot's knockback scaling was not fully compensated (70 → 80).}}
***{{nerf|Additionally, this animation is also slightly longer than the previous one (39 frames → 40). This slightly increases the amount of time Marth cannot grab the ledge after using forward aerial.}}
**{{nerf|Forward aerial deals less damage (10% (near)/13% (tipper) → 8%/11.5%). The near hitboxes did not receive full compensation on their knockback scaling, hindering their KO potential.}}
**{{nerf|Forward aerial has smaller hitboxes (4u/4u/4u → 3.5u/3.5u/3.5u).}}
**{{nerf|Forward aerial has smaller hitboxes (4u/4u/4u → 3.5u/3.5u/3.5u).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's tipper hitbox has been repositioned (z offset: 5 → 7.7) which makes it reach slightly further.}}
**{{buff|Back aerial has less landing lag (21 frames → 17).}}
**{{buff|Back aerial has less landing lag (21 frames → 17).}}
**{{buff|The tipper deals more knockback (30 (base), 90 (scaling) → 40/94), improving its KO potential close to the blastzone despite its lower damage.}}
**{{nerf|Back aerial deals less damage (11%/14% → 9%/12.5%). The tipper's knockback has been compensated (30 (base), 90 (scaling) → 40/94) however, its sourspots only received a slight increase to their base knockback (30 → 40) hindering their KO potential.}}
**{{buff|Back aerial's sword hitbox have been moved further along the sword (z offset: 0 (near)/5 (tipper) → 2.5/7.7), giving the tipper more range as well as making it easier to land.}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-5 → 1-2).}}
**{{nerf|Back aerial deals less damage (11%/14% → 9%/12.5%). The tipper's knockback scaling was not fully compensated, hindering its KO potential from far distances from the blastzone. The sourspots only received an increase to their base knockback (30 → 40), hindering their KO potential.}}
**{{nerf|Back aerial has smaller hitboxes (4.8u/4.6u/4.8u → 3.5u/3.5u/3.5u).}}
**{{nerf|Back aerial has smaller hitboxes (4.8u/4.6u/4.8u → 3.5u/3.5u/3.5u).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has higher knockback scaling (70 (near)/80 (tipper) → 80/84), improving its KO potential.}}
**{{buff|Up aerial has increased knockback scaling (70 (sourspot), 80 (tipper) → 80/84).}}
**{{nerf|Up aerial has more landing lag (9 frames 14) hindering its followup potential at lower percents.}}
**{{buff|The tipper hitbox has been repositioned (z offset: 5.5 6.7) which makes it reach marginally higher.}}
**{{nerf|Up aerial auto-cancels later (frame 27 38).}}
**{{nerf|The tipper is smaller (4.8u 3.5u) and now has the lowest priority (ID# 0 → 3) making it much harder to connect.}}
**{{nerf|Up aerial has a shorter initial auto-cancel window (frames 1-4 1-2).}}
**{{nerf|Up aerial has increased landing lag (9 frames → 14) hindering its followup potential at lower percents.}}
**{{nerf|The near hits deal less damage (10% → 9.5%).}}
**{{nerf|The sourspot deals less damage (10% → 9.5%).}}
**{{nerf|Up aerial has smaller hitboxes (4.8u/4.8u/4.8u/4.8u → 3.5u/3u/2u/3.5u). This gives up aerial less range (especially inside of Marth), despite the sword hitboxes being moved further along the sword (z offset: 1 (near)/5.5 (tipper) → 2/6.7).}}
**{{nerf|The sourspots are smaller (4.8u/4.8u/4.8u → 3.5u/3u/2u) and they no longer cover Marth's body.}}
**{{nerf|The tipper now has the lowest hitbox priority (ID# 0 → 3). This makes it much more difficult to land, despite the near sword hitbox's smaller size.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has a longer duration (frames 6-9 → 9-13).}}
**{{change|Down aerial's tipper no longer meteor smashes and now launches horizontally (280° → 361°), making the 1 frame hitbox in the middle of the swing the only hitbox which can meteor smash. As such, it is harder to meteor smash opponents as the meteor smash has a shorter duration (frames 6-9 → 11), but the tipper's new horizontal knockback improves its KO ability on stage if the meteor smash hitbox is missed.}}
**{{buff|Down aerial's [[meteor smash]] hitbox deals 1% more damage (14% → 15%) and has a higher priority (ID# 2/3 → 0), making it easier to land (although this is negated by the aforementioned change).}}
**{{buff|The tipper has been repositioned (z offset: 5 → 6.7) now fully covering the tip of the sword.}}
**{{buff|Down aerial has a longer duration (frames 6-9 → 9-13).}}
**{{buff|The removal of [[meteor canceling]] improves the meteor hitbox's edgeguarding potential.}}
**{{buff|Down aerial has less landing lag (32 frames → 24).}}
**{{buff|Down aerial has less landing lag (32 frames → 24).}}
**{{buff|The sword hitboxes have been moved further along the sword (z offset: 1 (near)/5 (base) → 2/6.7), now fully covering the tip of the sword.}}
**{{nerf|Down aerial has a new animation where Marth now starts down aerial from the back instead of his front, essentially flipping its animation around. The new animation is longer (64 frames → 69) increasing the amount of time Marth cannot grab the ledge after using down aerial.}}
**{{buff|The meteor hitbox deals more damage (14% → 15%).}}
**{{nerf|Down aerial has more startup lag (frame 6 → 9 (normal) 11 (meteor)).}}
**{{buff|The meteor hitbox now has the highest hitbox priority (ID# 3 → 0), making it easier to land despite its altered position.}}
**{{nerf|The tipper and meteor smash hitbox have less base knockback (40 → 20) hindering its KO and edgeguarding potential despite the meteor hitbox's higher damage.}}  
**{{buff|The removal of [[meteor canceling]] improves the meteor hitbox's reliability.}}
**{{nerf|Down aerial's sword hitboxes are smaller (4.32u/4.32u/4.32u → 3.5u/3.5u/3u).}}
**{{change|Down aerial has a new animation where Marth now starts down aerial from the back instead of his front, essentially flipping its animation around.}}
**{{nerf|Down aerial's tipper hitbox is smaller (6u → 4.32u) and it is now attached to Marth's sword rather than being positioned just below Marth's foot.}}
***{{change|With this new animation, the hitboxes start at a higher position but end at a lower position. The move has more vertical range on the right but less vertical range on the left.}}
***{{nerf|Combined with the move's worse auto-cancel window, these changes hurt Marth's ability to approach with his down aerial, and drastically worsen the move's overall utility notably; Marth can no longer land the meteor hitbox out of a [[footstool]].}}
***{{nerf|This new animation is longer however (64 frames → 69), increasing the amount of time Marth cannot grab the ledge after using down aerial.}}
**{{nerf|Down aerial has more startup lag (frame 6 (sword)/7 (meteor) → 9/11).}}
**{{nerf|Down aerial auto-cancels later (frames 48 → 55).}}
**{{nerf|Down aerial has a shorter initial auto-cancel window (frames 1-5 → 1-2).}}
**{{nerf|The tipper and meteor hitbox have lower base knockback (40 → 20), hindering their KO and edgeguarding potential, despite the meteor hitbox's higher damage.}}
**{{nerf|The tipper no longer meteor smashes and now launches horizontally (280° → 361°), making the 1 frame hitbox in the middle of the swing the only hitbox which can meteor smash. This significantly reduces the amount of time and space where the move can meteor smash, hindering its edgeguarding potential.}}
***{{buff|However, this also improves its KO potential on stage despite its lower base knockback.}}
**{{nerf|The sword hitboxes are smaller (4.32u/4.32u/4.32u → 3.5u/3.5u/3u).}}
**{{nerf|The meteor hitbox is smaller (6u → 4.32u) and it is positioned higher (y offset: -3.4 → -3), reducing its range.}}
***{{nerf|This combined with its higher startup lag notably removes Marth's ability to land the meteor hitbox out of a [[footstool]].}}
**{{nerf|The meteor hitbox is positioned closer to Marth (z offset: 2 → -3), with the hitbox now overlapping with the sword (rather than being next to Marth's foot), reducing down aerial's horizontal range while it is active.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{nerf|Standing grab more startup lag (frame 6 → 7).}}
**{{nerf|Marth's standing grab more startup lag (frame 6 → 7).}}  
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
**{{nerf|Marth's grabs have less range (particularly around his body) as they only has one smaller extended grabbox as opposed to multiple normal grabboxes (4u/4u (standing), 4u/4u/4u (dash/pivot) → 3.3u (standing/pivot), 2.6u (dash)).}}
**{{buff|Dash grab has less startup (frame 9 → 8) and ending lag (FAF 40 → 37).}}
**{{buff|Dash grab has less startup lag (frame 9 → 8). Dash and pivot grab also have less ending lag (FAF 40 (dash), 36 (pivot) → 37/35).}}
**{{buff|Pivot grab has less ending lag (FAF 36 → 35).}}
**{{nerf|Marth's grabs have smaller grabboxes (4u/4u (standing), 4u/4u/4u (dash/pivot) → 3.3u (standing/pivot), 2.6u (dash)). This gives Marth's grab less range, despite dash grab extending further away from Marth (z offset: 9 → z stretch: 9.6).}}
**{{nerf|Standing and pivot grab do not extend as far away from Marth (z offset: 8 (standing)/-15 (pivot) → z stretch: 7/-13.7) which along with their smaller size, gives them less range.}}
**{{nerf|Dash and pivot grab do not extend as far inside of Marth (z offset: 1 (dash)/0 (pivot) → 4/-4) which along with their smaller size, gives them less range inside of Marth.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Marth as he no longer has any guaranteed followups out of his aerial grab release on any character outside of his new custom [[up special]] Crescent Slash.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Marth as he no longer has any guaranteed followups out of his aerial grab release on any character outside of his new custom [[up special]] Crescent Slash.}}
*[[Pummel]]:
**{{buff|Pummel has a marginally larger hitbox (5.76u → 5.8u).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw has significantly higher knockback (70 (base), 45 (scaling) → 100/50) although the throw is still too weak to KO at realistic percents. While this does allow forward throw to set up edgeguards on its own more effectively, this also removes many of Marth's followup options after a forward throw outside of very low percents, as he can now only lead into a neutral aerial or forward aerial until around 20%, as opposed to having multiple mixups right up until high percents.}}
**{{nerf|Forward throw has significantly higher knockback (70 (base), 45 (scaling) → 100/50) although the throw is still too weak to KO at realistic percents. This removes many of Marth's follow-up options after a forward throw unless at extremely low percentages, as he can now only lead into a neutral aerial or forward aerial until around 20%, as opposed to having multiple mix-ups right up until high percents. Due to the aforementioned change, Marth can also no longer [[chaingrab]] or tech chase opponents with his forward throw.}}
***{{nerf|This change also means that Marth can also no longer [[chaingrab]] or tech chase opponents with his forward throw, as well as preventing the throw from benefitting as much from the changes to hitstun canceling and DI as much as it could have with its original knockback.}}
**{{buff|Forward throw's significant increase in base knockback improves its ability to set-up edgeguards at lower percents, especially on characters with weak recoveries.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw has much more base knockback (50 → 80). Considering its high ending lag, this allows the throw to set up for potential edgeguards more effectively without losing any potential followups.}}
**{{change|Back throw has much more base knockback (50 → 80) hindering its followup and tech-chasing potential, but improving its spacing potential as well as allowing it to set up for potential edge-guards more effectively.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has more base knockback (60 → 70), improving its KO potential.}}
**{{buff|Up throw has more base knockback (60 → 70), improving its KO potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw now sends opponents vertically (135° → 100°) and it has higher base knockback (65 → 95). When combined with the changes to hitstun canceling and DI, this gives Marth some new followup options with his aerials at low percents. This new trajectory also gives Marth a new throw for getting opponents above him without needing to stale his up throw.}}
**{{buff|Down throw sends foes at an upwards trajectory (135° → 100°), with more base knockback (65 → 95), which along with the changes to hitstun canceling, gives some new follow-up options with his aerials at low percents. This new trajectory also gives Marth a new throw for getting opponents above him without needing to stale his kill throw in up throw.}}
***{{nerf|However, these changes also remove its tech chasing and chain grab potential, while also removing Marth's ability to lead into a forward smash at lower percents.}}
**{{nerf|Down throw's upwards trajectory and higher knockback removes its tech chasing potential and it can no longer chain grab opponents.}}


===Special moves===
===Special moves===
Line 236: Line 208:
**{{buff|Shield Breaker has less ending lag (FAF 53 → 51) although it is still laggier than {{SSBB|Kirby}}'s version from ''Brawl''.}}
**{{buff|Shield Breaker has less ending lag (FAF 53 → 51) although it is still laggier than {{SSBB|Kirby}}'s version from ''Brawl''.}}
**{{buff|A fully charged Shield Breaker deals more shield damage, now completely guaranteeing a shield break.}}
**{{buff|A fully charged Shield Breaker deals more shield damage, now completely guaranteeing a shield break.}}
**{{buff|The tipper now has a larger extended hitbox rather than a normal hitbox (2.5u → 3u). It also has increased base knockback (50 → 60) and hitlag (1.5× (uncharged)/1× (fully charged) → 1.6×).}}
**{{buff|The tipper now has a larger extended hitbox rather than a normal hitbox (2.5u → 3u). It also has increased base knockback (50 → 60) and hitlag (1.5× (uncharged)/1× (fully charged) → 1.6×).}}  
**{{change|The sourspot now has one extended hitbox rather than 4 normal hitboxes.}}
**{{change|The sourspot now has one extended hitbox rather than 4 normal hitboxes.}}
***{{buff|As a result, the charged version's sourspot deals consistent damage (22%/20%/18% → 22%).}}
***{{buff|As a result, the charged version's sourspot deals consistent damage (22%/20%/18% → 22%).}}
**{{nerf|Shield Breaker has a shorter duration (frames 19-22 → 19-20).}}
**{{nerf|Shield Breaker has a shorter duration (frames 19-22 → 19-20).}}
**{{nerf|Uncharged Shield Breaker deals less [[shield damage]] (42 → 25) and less [[hitlag]] when uncharged and sourspotted (1.3× → 1×), making the move worse at breaking shields despite the significant increase in shield damage (having a 1.19x multiplier instead of a 0.7x multiplier) as well as the increase in [[shieldstun]].}}
**{{nerf|Uncharged Shield Breaker deals less [[shield damage]] (42 → 25) and less [[hitlag]] when uncharged and sourspotted (1.3× → 1×), making the move worse at breaking shields despite the significant increase in shield damage (having a 1.19x multiplier instead of a 0.7x multiplier) as well as the increase in [[shieldstun]].}}  
**{{nerf|Marth also no longer steps an extra distance forward when using Shield Breaker, making the move's range shorter despite the tipper being larger.}}
**{{nerf|Marth also no longer steps an extra distance forward when using Shield Breaker, making the move's range shorter despite the tipper being larger.}}  
**{{nerf|The sourspot deals less knockback (30 (uncharged base)/50 (charged base), 100 (scaling) → 30/90 (both)).}}
**{{nerf|The sourspot deals less knockback (30 (uncharged base)/50 (charged base), 100 (scaling) → 30/90 (both)).}}  
*[[Dancing Blade]]:
*[[Dancing Blade]]:
**{{nerf|All swings except the fourth ones have higher hitlag multipliers (0.3× → 1×), making the move transition slower and making it easier to [[SDI]] out of despite its decreased SDI multiplier (1x → 0.8x).}}
**{{nerf|All swings except the fourth ones have higher hitlag multipliers (0.3× → 1×), making the move transition slower and making it easier to [[SDI]] out of despite its decreased SDI multiplier (1x → 0.8x).}}
Line 250: Line 222:
**{{nerf|The first hit has altered knockback (35/50 (base), 25 (scaling) → 25/75) making it connect into the later hits less reliably.}}
**{{nerf|The first hit has altered knockback (35/50 (base), 25 (scaling) → 25/75) making it connect into the later hits less reliably.}}
*Hit 2:
*Hit 2:
**{{buff|Both variants of the second hit have less ending lag on the ground (FAF 41 → 39).}}
**{{buff|Both variants of the second hit have less ending lag on the ground (FAF 41 → 39).}}  
**{{nerf|The upwards second hit has increased knockback (20 (base), 30 (scaling) → 30/(70/50)) making it connect into the later hits less reliably.}}
**{{nerf|The upwards second hit has increased knockback (20 (base), 30 (scaling) → 30/(70/50)) making it connect into the later hits less reliably.}}
**{{nerf|The downwards second hit has increased base knockback (22 → 30) making it connect into the later hits slightly less reliably.}}
**{{nerf|The downwards second hit has increased base knockback (22 → 30) making it connect into the later hits slightly less reliably.}}
***{{buff|However, it now has weight independent knockback making it more consistent across the cast.}}
***{{buff|However, it now has weight independent knockback making it more consistent across the cast.}}
*Hit 3:
*Hit 3:
**{{buff|All variants of the third hit have less ending lag on the ground (FAF 47 → 44).}}
**{{buff|All variants of the third hit have less ending lag on the ground (FAF 47 → 44).}}  
**{{change|The upwards third hit has a new animation when used on the ground, where Marth twists around and swings up instead of downwards.}}
**{{change|The upwards third hit has a new animation when used on the ground, where Marth twists around and swings up instead of downwards.}}
**{{nerf|The upwards third hit's sourspots have increased base knockback (30 → 40) making it connect into the fourth hit less reliably.}}
**{{nerf|The upwards third hit's sourspots have increased base knockback (30 → 40) making it connect into the fourth hit less reliably.}}
Line 269: Line 241:
***{{nerf|Altogether, these changes hinder Dancing Blade's utility and reliability.}}
***{{nerf|Altogether, these changes hinder Dancing Blade's utility and reliability.}}
*[[Dolphin Slash]]:
*[[Dolphin Slash]]:
**{{buff|Dolphin Slash has much less landing lag (35 frames → 20 (normal)/30 ([[Landing lag glitch|RCO]] hard landing)).}}
**{{buff|Dolphin Slash has much less landing lag (35 frames → 20).}}
**{{nerf|Dolphin Slash grants less height due to Marth's smaller size.}}
**{{nerf|The grounded version has less intagibility (frame 1-5 → 4-5), hindering its utility as an [[out of shield]] option or as an option to stuff out approaches.}}
**{{nerf|The grounded version has less intagibility (frame 1-5 → 4-5), hindering its utility as an [[out of shield]] option or as an option to stuff out approaches.}}
**{{nerf|The clean hit deals less damage (13% → 11%) without full compensation on its knockback scaling (68 → 74), hindering its KO potential.}}
**{{nerf|The clean hit deals less damage (13% → 11%) without full compensation on its knockback scaling (68 → 74), hindering its KO potential.}}  
**{{nerf|The clean hit has smaller hitboxes (6.5u/6.5u → 4u/4u) and the far hitbox has been moved closer to Marth (z offset: 9 → 8), considerably reducing its range.}}
**{{nerf|The clean hit has smaller hitboxes (6.5u/6.5u → 4u/4u) and the far hitbox has been moved closer to Marth (z offset: 9 → 8), considerably reducing its range.}}  
**{{nerf|The clean hit has a higher hitlag multiplier (0.5× → 0.7×).}}
**{{nerf|The clean hit has a higher hitlag multiplier (0.5× → 0.7×).}}
*[[Counter]]:
*[[Counter]]:
**{{buff|Counter has increased knockback scaling (40 → 60) and has a slightly higher damage multiplier (1.1× → 1.2×), being able to KO reliably off of strong countered attacks at very low percentages.}}
**{{buff|Counter has increased knockback scaling (40 → 60) and has a slightly higher damage multiplier (1.1× → 1.2×), being able to KO reliably off of strong countered attacks at very low percentages.}}
**{{nerf|Counter's damage is now capped at 50%.}}
**{{nerf|Counter has more start-up with a shorter duration (frames 5-29 → 6-27).}}
**{{nerf|Counter has more start-up with a shorter duration (frames 5-29 → 6-27).}}
**{{nerf|Counter's hitbox has a shorter duration (frames 5-9 → 5-7) with no animation change, giving it less range behind Marth.}}
**{{nerf|Counter's hitbox has a shorter duration (frames 5-9 → 5-7) with no animation change, giving it less range behind Marth.}}
Line 284: Line 254:
*[[Critical Hit]]:
*[[Critical Hit]]:
**{{bugfix|The [[regenerating terrain glitch]] has been fixed.}}
**{{bugfix|The [[regenerating terrain glitch]] has been fixed.}}
**{{buff|Critical Hit ignores armor.}}


==Update history==
==Update history==
Line 344: Line 313:
|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=Slash ({{ja|スラッシュ|Surasshu}}) / Combination Slash ({{ja|コンビネーションスラッシュ|Konbinēshon Surasshu}})
|neutralname=&nbsp;
|neutral1dmg=3%/5%
|neutral1dmg=3%/5%
|neutral2dmg=4%/6%
|neutral2dmg=4%/6%
|neutraldesc=Slashes Falchion twice in front of himself. If spaced and timed correctly, the first hit has many follow-up capabilities as it can link into any of his smash attacks or tilts that can link into his other moves when untippered, but some of these followups only work if the opponent is very close to the player.
|neutraldesc=Slashes Falchion twice in front of himself. If spaced and timed correctly, the first hit has many follow-up capabilities as it can link into any of his smash attacks or tilts that can link into his other moves when untippered, but some of these followups only work if the opponent is very close to the player.
|ftiltname=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}})
|ftiltname=&nbsp;
|ftiltdmg=9%/12%
|ftiltdmg=9%/12%
|ftiltdesc=A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, making it a go-to spacing and KO option. Deals much weaker knockback if untippered.
|ftiltdesc=A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, making it a go-to spacing and KO option. Deals much weaker knockback if untippered.
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=&nbsp;
|utiltdmg=6% (blade), 5% (body), 9% (tip)
|utiltdmg=6% (blade), 5% (body), 9% (tip)
|utiltdesc=Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself at low percentages and KO at high percents when tippered.
|utiltdesc=Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself at low percentages and KO at high percents when tippered.
|dtiltname=Low Thrust ({{ja|ロースラスト|Rō Surasuto}})
|dtiltname=&nbsp;
|dtiltdmg=7%/10%
|dtiltdmg=7%/10%
|dtiltdesc=A quick crouching sword poke. Marth's fastest tilt, which is useful for creating space. Can follow up into a grab, dash attack, or running Dancing Blade if the move is untippered, and the tipper hitbox can hit opponents on and below the ledge, while dealing [[semi-spike]] knockback.
|dtiltdesc=A quick crouching sword poke. Marth's fastest tilt, which is useful for creating space. Can follow up into a grab, dash attack, or running Dancing Blade if the move is untippered, and the tipper hitbox can hit opponents on and below the ledge, while dealing [[semi-spike]] knockback.
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=&nbsp;
|dashdmg=10% (blade), 9% (body), 12% (tip)
|dashdmg=10% (blade), 9% (body), 12% (tip)
|dashdesc=A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag and very low hitlag if untippered, making it rather unsafe against shields.
|dashdesc=A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag and very low hitlag if untippered, making it rather unsafe against shields.
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashname=Dragon Killer
|fsmashdmg={{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|18}}
|fsmashdmg={{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|18}}
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has the third highest knockback scaling of any forward smash in the game when tippered, being able to KO opponents at 75% from the stage's center and as low as 37% near the edge. Despite this, the move's low range compared to Marth's previous incarnations makes landing a tipper somewhat difficult and highly susceptible to punishment.
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has the third highest knockback scaling of any forward smash in the game when tippered, being able to KO opponents at 75% from the stage's center and as low as 37% near the edge. Despite this, the move's low range compared to Marth's previous incarnations makes landing a tipper somewhat difficult and highly susceptible to punishment.
|usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}})
|usmashname=Justice Sword
|usmashdmg={{ChargedSmashDmgSSB4|3}} (ground), {{ChargedSmashDmgSSB4|13}} (blade), {{ChargedSmashDmgSSB4|17}} (tip)
|usmashdmg={{ChargedSmashDmgSSB4|3}} (ground), {{ChargedSmashDmgSSB4|13}} (blade), {{ChargedSmashDmgSSB4|17}} (tip)
|usmashdesc=A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. If tippered, it deals extremely high knockback, KOing around 76%, although this is difficult to do unless an opponent falls directly on top of Marth.
|usmashdesc=A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. If tippered, it deals extremely high knockback, KOing around 76%, although this is difficult to do unless an opponent falls directly on top of Marth.
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|8}}/{{ChargedSmashDmgSSB4|12}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|17}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|8}}/{{ChargedSmashDmgSSB4|12}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|17}} (hit 2)
|dsmashdesc=Sweeps Falchion on the ground toward the front outward then toward the back inward. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback. It also has high ending lag.
|dsmashdesc=Sweeps Falchion on the ground toward the front outward then toward the back inward. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback. It also has high ending lag.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|nairdmg=3.5%/5% (hit 1), 7%/9.5% (hit 2)
|nairdmg=3.5%/5% (hit 1), 7%/9.5% (hit 2)
|nairdesc=Two horizontal slashes around himself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Marth, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The tipper of the second hit is very strong, being the second most powerful neutral aerial in the game without rage (only Ganondorf's neutral aerial is stronger, but not by much), KOing near the edge at around 100%.
|nairdesc=Two horizontal slashes around himself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Marth, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The tipper of the second hit is very strong, being the second most powerful neutral aerial in the game without rage (only Ganondorf's neutral aerial is stronger, but not by much), KOing near the edge at around 100%.
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=&nbsp;
|fairdmg=8%/11.5%
|fairdmg=8%/11.5%
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat but is risky to use in the neutral game unless used immediately out of a short hop, due to its weak damage if untippered, low hitbox duration and its strict autocancel window, only cancelling if used in a few specific frames immediately after a short hop. However, it is powerful when tippered for how quickly the move comes out, KOing near the edge at around 110%.
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat but is risky to use in the neutral game unless used immediately out of a short hop, due to its weak damage if untippered, low hitbox duration and its strict autocancel window, only cancelling if used in a few specific frames immediately after a short hop. However, it is powerful when tippered for how quickly the move comes out, KOing near the edge at around 110%.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=About Face
|bairdmg=9%/12.5%
|bairdmg=9%/12.5%
|bairdesc=An upward crescent slash behind him in an inward swipe. Has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. Can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Another very powerful move when tippered considering its speed it can KO near the edge at around 90%, and around 145% at the stages' center.
|bairdesc=An upward crescent slash behind him in an inward swipe. Has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. Can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Another very powerful move when tippered considering its speed it can KO near the edge at around 90%, and around 145% at the stages' center.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=&nbsp;
|uairdmg=9.5%/13%
|uairdmg=9.5%/13%
|uairdesc=An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling at low percents thanks to its large arc, making it a good anti-air as well, but it has weak knockback unless tippered. Due to its angle and low ending lag during the first few frames, it can be used for a somewhat reliable KO confirm of a landing up aerial to down aerial meteor smash at around 55-60% near the edge. It can also KO at high percents from a down throw on a handful of the cast when tippered, but only in stages with platforms.
|uairdesc=An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling at low percents thanks to its large arc, making it a good anti-air as well, but it has weak knockback unless tippered. Due to its angle and low ending lag during the first few frames, it can be used for a somewhat reliable KO confirm of a landing up aerial to down aerial meteor smash at around 55-60% near the edge. It can also KO at high percents from a down throw on a handful of the cast when tippered, but only in stages with platforms.
|dairname=Halfmoon ({{ja|ハーフムーン|Hāfumūn}})
|dairname=&nbsp;
|dairdmg=12% (blade), 14% (non-meteor tip), 15% (meteor)
|dairdmg=12% (blade), 14% (non-meteor tip), 15% (meteor)
|dairdesc=A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Marth), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11). Other hitboxes when tippered result in moderate knockback. It also has high ending and landing lag.
|dairdesc=A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Marth), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11). Other hitboxes when tippered result in moderate knockback. It also has high ending and landing lag.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Roll Over ({{ja|ロールオーバー|Rōru Ōbā}})
|fthrowname=&nbsp;
|fthrowdmg=4%
|fthrowdmg=4%
|fthrowdesc=Throws the opponent forward. Can be used to set up a tippered forward aerial until around 20%, or a Crescent Slash until around 150%. Can also be followed up with a neutral or forward aerial at very low percents against heavier characters.
|fthrowdesc=Throws the opponent forward. Can be used to set up a tippered forward aerial until around 20%, or a Crescent Slash until around 150%. Can also be followed up with a neutral or forward aerial at very low percents against heavier characters.
|bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowname=&nbsp;
|bthrowdmg=4%
|bthrowdmg=4%
|bthrowdesc=Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edgeguarding, but it cannot combo or KO reliably.
|bthrowdesc=Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edgeguarding, but it cannot combo or KO reliably.  
|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowname=&nbsp;
|uthrowdmg=4%
|uthrowdmg=4%
|uthrowdesc=A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%. It is also rather tricky to DI due to its launch angle being behind Marth.
|uthrowdesc=A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%. It is also rather tricky to DI due to its launch angle being behind Marth.
|dthrowname=Grab Drop ({{ja|グラブドロップ|Gurabu Doroppu}})
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Throws opponent to the ground with one arm, bouncing them upwards. His primary throw for follow-ups due to its low base knockback, allowing him to follow up with an up or back aerial at low percentages. However, it quickly loses combo potential due to its high knockback growth, sending opponents too high after medium percentages. At low to mid percentage though by reading opponent's air dodge, Marth can setup into a charged up smash.
|dthrowdesc=Throws opponent to the ground with one arm, bouncing them upwards. His primary throw for follow-ups due to its low base knockback, allowing him to follow up with an up or back aerial at low percentages. However, it quickly loses combo potential due to its high knockback growth, sending opponents too high after medium percentages. At low to mid percentage though by reading opponent's air dodge, Marth can setup into a charged up smash.
Line 415: Line 384:
|nsdefname=Shield Breaker
|nsdefname=Shield Breaker
|nsdefdmg=8%/9% (uncharged), 22%/24% (fully charged)
|nsdefdmg=8%/9% (uncharged), 22%/24% (fully charged)
|nsdefdesc=Marth assumes a readying stance and charges Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[powershield]]ed. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with very high startup. Deals very high knockback when tippered, making it a powerful KOing option, especially against dazed opponents.
|nsdefdesc=Marth assumes a readying stance and charges Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[powershield]]ed. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with very high startup. Deals very high knockback when tippered, making it a powerful KOing option, especially against dazed opponents.
|nsc1name=Storm Thrust
|nsc1name=Storm Thrust
|nsc1dmg=4% (uncharged), 11% (fully charged)
|nsc1dmg=4% (uncharged), 11% (fully charged)
Line 433: Line 402:
|usdefname=Dolphin Slash
|usdefname=Dolphin Slash
|usdefdmg=11% (clean), 7% (late blade), 6% (late body)
|usdefdmg=11% (clean), 7% (late blade), 6% (late body)
|usdefdesc=Marth performs a high-speed jumping uppercut slash that can be B-reversed. It grants good vertical distance but is rather lacking in horizontal distance. It has very fast startup lag at frame 5, with a sweetspot with solid power and grants some [[intangibility]] during its startup, especially in the air. This makes Dolphin Slash a rather versatile attack, being a great Out of Shield option, a combo ender or even a tool to escape combos.
|usdefdesc=Marth performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot and grants very slight [[intangibility]] in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance.
|usc1name=Crescent Slash
|usc1name=Crescent Slash
|usc1dmg=7% (clean), 12% (late blade), 6% (late body)
|usc1dmg=7% (clean), 12% (late blade), 6% (late body)
|usc1desc=Marth uses a lower Dolphin Slash that gains more horizontal distance, and deals the most damage at the midpoint of the arc rather than the start. The move overall has more horizontal recovery potential but less vertical recovery potential. The move travels a good distance horizontally with a strong hitbox with horizontal knockback. Marth gains access to a whole bunch of new followups and KO confirms he normally does not have by using Crescent Slash (such as from a forward throw or a landing aerial). KO confirms with Crescent Slash can KO middleweights at the ledge as low as 50% without rage, with Marth still being able to make it back to the stage. The move does have more startup lag than Dolphin Slash however and the initial hit is much weaker, making it worse as an Out of Shield option at close range (although it is an excellent punishment tool from far distances). The move also has more landing lag.
|usc1desc=Marth uses a lower Dolphin Slash that gains more horizontal distance, and deals the most damage at the midpoint of the arc. It gives Marth an access to his only true follow-up from forward throw and grab release combo against some characters. However, it has less vertical distance and more landing lag.
 
Crescent Slash is overall a great alternative to Dolphin Slash due to the new combo opportunities it opens up.
|usc2name=Dolphin Jump
|usc2name=Dolphin Jump
|usc2dmg=0%
|usc2dmg=0%
|usc2desc=Marth performs a purely vertical and gains more height. Dolphin Jump lacks any sort of hitbox however, and it has even more landing lag than Crescent Slash. This makes the move largely useless outside of recovering as while it still has intangibility frames, the opponent can easily punish Marth once he starts falling, as they cannot get hit by the move. This also means that the move cannot be used as a punishment option OoS or as a combo ender. Even in a recovery situation, the move can be contested without much risk due to its lack of a hitbox.
|usc2desc=The jump is purely vertical and gains more height. However, it has even more landing lag, and the jump deals no damage.
 
Dolphin Jump is overall Marth's least effective up special by far, as its lack of hitbox is far more detrimental than what it gains from its greater vertical recovery potential.
|dsdefname=Counter
|dsdefname=Counter
|dsdefdmg=1.2× (minimum 8%)
|dsdefdmg=1.2× (minimum 8%)
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| Fourth Hit (Down) || 2% (hit 1-4), 4%/6% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away. The weakest finisher in terms of KO power, but deals the most damage, wears down shields well, and can shield poke low shields. The first four hits may be DI'd out of if an opponent is caught right at the tip of each blow and are at a high percentage.
| Fourth Hit (Down) || 2% (hit 1-4), 4%/6% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away. The weakest finisher in terms of KO power, but deals the most damage, wears down shields well, and can shield poke low shields. The first four hits may be DI'd out of if an opponent is caught right at the tip of each blow and are at a high percentage.
|}
|}
===Stats===
{{Attributes
|cast = 58
|weight = 90
|rweight = 41-42
|dash = 1.5
|rdash = 25-41
|run = 1.785
|rrun = 18-19
|walk = 1.5
|rwalk = 1-2
|trac = 0.055
|rtrac = 28-33
|airfric = 0.00375
|rairfric = 57-58
|air = 1.02
|rair = 29-30
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.07
|raddaccel = 18-28
|gravity = 0.075
|rgravity = 49-51
|fall = 1.58
|rfall = 28-29
|ff = 2.528
|rff = 27-28
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 33.660133
|rjumpheight = 28-29
|shorthop = 16.263107
|rshorthop = 31-32
|djump = 33.660133
|rdjump = 30-31
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Marth English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Marth French Announcer SSBU.wav|French
Marth French EU Announcer SSBU.wav|French (PAL)
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 563: Line 483:
|desc-1=Turns with pride, spins Falchion then poses with it pointed to the ground, and says "{{ja|今回は僕の勝ちだね?|Konkai wa boku no kachi da ne?}}", which translates to "It's my victory this time around, right?"
|desc-1=Turns with pride, spins Falchion then poses with it pointed to the ground, and says "{{ja|今回は僕の勝ちだね?|Konkai wa boku no kachi da ne?}}", which translates to "It's my victory this time around, right?"
|desc-2=Poses with Falchion sheathed and his right hand over his face before dramatically moving his arm away from his head while saying "{{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}", which translates to "I can't afford to lose." or in the official ''Fire Emblem Fates'' English localization as "I cannot afford to fail." Marth keeps a stern expression before smiling once the victory pose is over on the Nintendo 3DS version, while smiling throughout the entire pose on the Wii U version.
|desc-2=Poses with Falchion sheathed and his right hand over his face before dramatically moving his arm away from his head while saying "{{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}", which translates to "I can't afford to lose." or in the official ''Fire Emblem Fates'' English localization as "I cannot afford to fail." Marth keeps a stern expression before smiling once the victory pose is over on the Nintendo 3DS version, while smiling throughout the entire pose on the Wii U version.
|desc-3=Sheaths Falchion and stands facing the camera, while saying "{{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}", which translates to "Even today I was able to survive."
|desc-3=Sheaths Falchion and stands facing the camera, while saying "{{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}", which translates to "Even today I was able to survive."
|char=Marth}}
|char=Marth}}


==In [[competitive play]]==
==In competitive play==
===Tier placement and history===
In the early lifespan of ''Smash 4'', players quickly recognized the changes and nerfs to Marth's moveset, with players mostly criticizing on his range; while still notable, and even improved in some aspects from ''Brawl'', it was nowhere near as impressive due to other characters receiving significant range increases. This culminated in Marth being widely regarded poorly early on; however, Marth received small buffs in balance patches, and by the time of updates [[1.0.8]] and [[1.1.0]], Marth received some notable buffs that helped mitigate some of his initial issues, which contributed to the growth of his playerbase, thanks to dedicated players such as {{Sm|False}}, {{Sm|Mr E}} and {{Sm|Pugwest}}. While Marth's results were still poor overall, the buffs improved his perception as a character, culminating in him being ranked 41st on the first ''4BR'' [[tier list]].
 
Marth would continue to improve with time, and gained his most significant buffs in updates [[1.1.3]] and [[1.1.4]]. These buffs, supplemented with previous ones, allowed Marth's game to flow far more consistently, and allowed his playerbase to gain significantly better and more consistent results. As an example, {{Sm|Fuwa}} was able to achieve strong placings in Japan, a region considered to be difficult for him to earn high results. In the USA and Canada, Mr E was able to place 5th at [[KTAR XVII]], 17th at [[GOML 2016]] and 13th at [[EVO 2016]] (defeating {{Sm|ZeRo}} 2-1 in the latter tournament), while Pugwest placed 17th at [[Pound 2016]] and EVO 2016, and False placed 17th at GOML 2016, with such finishes prior to the patch being almost unspoken of for him. Most notably, {{Sm|MkLeo}} begun bringing in his share of highlights: this included 1st place at [[Smash Factor 5]] while using Marth through a majority of the tournament, and notably resetting the Grand Finals bracket against {{Sm|Mr.R}}'s Sheik 3-0. Overall, [https://smashboards.com/threads/tournament-placing-database-scoring-project.437773/ Marth gained between the 12th and 16th best overall tournament results from patch 1.1.4 to present time], and all of these traits allowed Marth to rise to 19th on the second official tier list, gaining the second largest rise between the first and second tier lists.
 
While his placement on the second tier list was considered to be fairly accurate, some top players (e.g, ZeRo and {{Sm|Dabuz}}) believed Marth to be too low, and his increasing tournament success further called his placement into question: Leo won [[Canada Cup 2016]] after beating {{Sm|Ally}} in very close sets of Grand Finals with Marth, he beat ZeRo 3-0 at [[2GGT: ZeRo Saga]] in Losers Semi-finals and turned around a harsh deficit in Grand Finals against Larry Lurr using only Marth, and he won [[GENESIS 4]] using Marth for the entirety of Top 8 (although he used {{SSB4|Cloud}} exclusively prior to this). These even stronger results have helped Marth rise further in the third tier list, at 10th place, this tier rise being the third highest between the second and third tier lists.
 
However, while Marth has continued to perform well in the current metagame and has achieved strong results, his current placement has been recently disputed due to some smashers viewing Leo as the only Marth player to place very high at major tournaments, while Leo himself has used his other main, Cloud, more frequently over Marth. Mr E had also began to use Lucina more often in tournament. In addition, characters ranked below him on the tier list such as {{SSB4|Corrin}} have placed higher than Marth in tournaments as of late. As a result of this, Marth dropped one spot to 11th/12th place, now sharing the spot with {{SSB4|Ryu}}. In spite of these slight downturns, he has tremendously improved throughout the competitive lifespan of the game, and is one of the characters that had its meta developed the most, alongside {{SSB4|Mewtwo}}.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 589: Line 501:
|set10=3131
|set10=3131
}}
}}
===Notable players===
===Notable players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
*{{Sm|AirVault|USA}} - Ranked 9th on the [[Arizona Smash 4 Power Rankings]]; 7th at [[MVG Sandstorm]].
*{{Sm|AirVault|USA}} - Ranked 9th on the [[Arizona Smash 4 Power Rankings]]; 7th at [[MVG Sandstorm]].
*{{Sm|Dexter|p=Maryland|USA}} - The best Marth in MD/VA. Ranked 4th on the [[MD/VA Power Rankings]]. Has set wins over {{Sm|Pink Fresh}}, {{Sm|ZD}} and {{Sm|Seagull Joe}}.
*{{Sm|Dexter|p=Maryland|USA}} - The best Marth in MD/VA. Ranked 4th on the [[MD/VA Power Rankings]]. Has set wins over {{Sm|Pink Fresh}}, {{Sm|ZD}} and {{Sm|Seagull Joe}}.
*{{Sm|False|USA}} (#73) - One of the best Marth players in the United States. Ranked 41st on the [[Panda Global Rankings|Panda Global Rankings v2]], and 5th on the [[New Jersey Smash 4 Power Rankings]]; 1st at [[Midwest Mayhem 3]], 7th at [[CEO 2016]], 13th at [[2GGT: KTAR Saga]], and 17th at [[Pound 2016]] and [[Get On My Level 2016]].
*{{Sm|False|USA}} (#73) - One of the best Marth players in the United States. Ranked 41st on the [[Panda Global Rankings|Panda Global Rankings v2]], and 5th on the [[New Jersey Smash 4 Power Rankings]]; 1st at [[Midwest Mayhem 3]], 7th at [[CEO 2016]], 13th at [[2GGT: KTAR Saga]], and 17th at [[Pound 2016]] and [[Get On My Level 2016]].  
*{{Sm|Fuwa|Japan}} - One of Japan's best Marth players. Ranked 110th on the [[JAPAN Power Rankings]]; 2nd at [[Sumabato 13]], 3rd at [http://challonge.com/Karisuma11T Karisuma 11], 5th at [[Waseda Festival 2016]], and 9th at [[Umebura BenQ ZOWIE Cup]]. An excellent [[Doubles]] player with {{Sm|Earth}}; 1st at [http://challonge.com/Karisuma10T Karisuma 10], 2nd at [[Sumabato 14]].
*{{Sm|Fuwa|Japan}} - One of Japan's best Marth players. Ranked 110th on the [[JAPAN Power Rankings]]; 2nd at [[Sumabato 13]], 3rd at [http://challonge.com/Karisuma11T Karisuma 11], 5th at [[Waseda Festival 2016]], and 9th at [[Umebura BenQ ZOWIE Cup]]. An excellent [[Doubles]] player with {{Sm|Earth}}; 1st at [http://challonge.com/Karisuma10T Karisuma 10], 2nd at [[Sumabato 14]].
*{{Sm|MkLeo|Mexico}} (#3)- Widely considered to be the best Marth player in the world. Ranked 1st on the [[Panda Global Rankings|Panda Global Rankings v5]], and 1st on the [[Mexican Smash 4 Power Rankings]]; placed 1st at [[Smash Factor 5]], [[2GGT: ZeRo Saga]], [[GENESIS 4]] and [[GENESIS 5]], [[GameTyrant Expo 2017]], [[2GG Championship]], [[EVO Japan 2018]], {{Trn|CEO 2018}}, and [[Super Smash Con 2018]].
*{{Sm|MkLeo|Mexico}} (#3)- Widely considered to be the best Marth player in the world. Ranked 1st on the [[Panda Global Rankings|Panda Global Rankings v5]], and 1st on the [[Mexican Smash 4 Power Rankings]]; placed 1st at [[Smash Factor 5]], [[2GGT: ZeRo Saga]], [[GENESIS 4]] and [[GENESIS 5]], [[GameTyrant Expo 2017]], [[2GG Championship]], [[EVO Japan 2018]], {{Trn|CEO 2018}}, and [[Super Smash Con 2018]].
*{{Sm|Mr E|USA}} (#37)- The second best Marth player in the world prior to solo maining {{SSB4|Lucina}}. Formerly ranked 28th on the [[Panda Global Rankings|Panda Global Rankings v4]], and 2nd on the [[New York City Smash 4 Power Rankings]]; 1st at [[Glitch 2]], 5th at [[Endgame]] and [[UGC Smash Open]], 9th at [[The Big House 6]], and 13th at [[EVO 2016]].
*{{Sm|Mr E|USA}} (#37)- The second best Marth player in the world prior to solo maining {{SSB4|Lucina}}. Formerly ranked 28th on the [[Panda Global Rankings|Panda Global Rankings v4]], and 2nd on the [[New York City Smash 4 Power Rankings]]; 1st at [[Glitch 2]], 5th at [[Endgame]] and [[UGC Smash Open]], 9th at [[The Big House 6]], and 13th at [[EVO 2016]].
*{{Sm|Nicko|USA}} - The best Marth main in SoCal. Co-Mains {{SSB4|Shulk}} and Marth. 25th at [[Tournament:Final Battle|Final Battle]]. Also ranked 13th on the [[SoCal Smash 4 Power Rankings]].
*{{Sm|Pugwest|USA}} (#91) - One of the best Marth players in the United States. Ranked 39th on the [[Panda Global Rankings|Panda Global Rankings v2]], 2nd on the [[New England Smash 4 Power Rankings]] and 1st on the [[Rhode Island Smash 4 Power Rankings]]; 1st at [[GUMS 9]], 9th at [[Showdown: Battle Royale]], and 17th at EVO 2016. He and {{Sm|Marss}} comprise one of the best Doubles teams in the world; 3rd at The Big House 6, 4th at UGC Smash Open, 5th at [[GENESIS 3]] and CEO 2016, and 9th at GENESIS 4.
*{{Sm|Pugwest|USA}} (#91) - One of the best Marth players in the United States. Ranked 39th on the [[Panda Global Rankings|Panda Global Rankings v2]], 2nd on the [[New England Smash 4 Power Rankings]] and 1st on the [[Rhode Island Smash 4 Power Rankings]]; 1st at [[GUMS 9]], 9th at [[Showdown: Battle Royale]], and 17th at EVO 2016. He and {{Sm|Marss}} comprise one of the best Doubles teams in the world; 3rd at The Big House 6, 4th at UGC Smash Open, 5th at [[GENESIS 3]] and CEO 2016, and 9th at GENESIS 4.
*{{Sm|Rizeasu|Japan}} (#68) - A master of diversity. Currently the best Marth player in Japan, though he also plays other characters in tournament. 4th at [http://challonge.com/Karisuma10T Karisuma 10] and [[Sumabato 15]], 5th at [http://challonge.com/Hirosuma5T Hirosuma 5], 9th at [[Sumabato 9]] [[Sumabato 12]], [[Karisuma Tokaigi Qualifiers]] and [[Sumabato 17]]. Ranked 20th on the JAPAN Power Rankings.
*{{Sm|Rizeasu|Japan}} (#68) - A master of diversity. Currently the best Marth player in Japan, though he also plays other characters in tournament. 4th at [http://challonge.com/Karisuma10T Karisuma 10] and [[Sumabato 15]], 5th at [http://challonge.com/Hirosuma5T Hirosuma 5], 9th at [[Sumabato 9]] [[Sumabato 12]], [[Karisuma Tokaigi Qualifiers]] and [[Sumabato 17]]. Ranked 20th on the JAPAN Power Rankings.


==In Solo Modes==
===Tier placement and history===
===[[All-Star Mode]]===
In the early lifespan of ''Smash 4'', players quickly recognized the changes and nerfs to Marth's moveset, with players mostly criticizing on his range; while still notable, and even improved in some aspects from ''Brawl'', it was nowhere near as impressive due to other characters receiving significant range increases. This culminated in Marth being widely regarded poorly early on; however, Marth received small buffs in balance patches, and by the time of updates [[1.0.8]] and [[1.1.0]], Marth received some notable buffs that helped mitigate some of his initial issues, which contributed to the growth of his playerbase, thanks to dedicated players such as {{Sm|False}}, {{Sm|Mr E}} and {{Sm|Pugwest}}. While Marth's results were still poor overall, the buffs improved his perception as a character, culminating in him being ranked 41st on the first ''4BR'' [[tier list]].
In All-Star Mode, Marth is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version alongside {{SSB4|Yoshi}}, {{SSB4|Captain Falcon}}, {{SSB4|Dr. Mario}}, {{SSB4|Pit}}, {{SSB4|Mega Man}}, {{SSB4|Palutena}}, and {{SSB4|Ryu}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
Marth would continue to improve with time, and gained his most significant buffs in updates [[1.1.3]] and [[1.1.4]]. These buffs, supplemented with previous ones, allowed Marth's game to flow far more consistently, and allowed his playerbase to gain significantly better and more consistent results. As an example, {Sm|Fuwa}} was able to achieve strong placings in Japan, a region considered to be difficult for him to earn high results. In the USA and Canada, Mr E was able to place 5th at [[KTAR XVII]], 17th at [[GOML 2016]] and 13th at [[EVO 2016]] (defeating {{Sm|ZeRo}} 2-1 in the latter tournament), while Pugwest placed 17th at [[Pound 2016]] and EVO 2016, and False placed 17th at GOML 2016, with such finishes prior to the patch being almost unspoken of for him. Most notably, {{Sm|MkLeo}} begun bringing in his share of highlights: this included 1st place at [[Smash Factor 5]] while using Marth through a majority of the tournament, and notably resetting the Grand Finals bracket against {{Sm|Mr.R}}'s Sheik 3-0. Overall, [https://smashboards.com/threads/tournament-placing-database-scoring-project.437773/ Marth gained between the 12th and 16th best overall tournament results from patch 1.1.4 to present time], and all of these traits allowed Marth to rise to 19th on the second official tier list, gaining the second largest rise between the first and second tier lists.
====Solo Events====
 
* '''[[All-Star Battle: Melee]]''': Marth is one of the opponents fought in this event. All opponents featured had debuted in ''Melee''.
While his placement on the second tier list was considered to be fairly accurate, some top players (e.g, ZeRo and {{Sm|Dabuz}}) believed Marth to be too low, and his increasing tournament success further called his placement into question: Leo won [[Canada Cup 2016]] after beating {{Sm|Ally}} in very close sets of Grand Finals with Marth, he beat ZeRo 3-0 at [[2GGT: ZeRo Saga]] in Losers Semi-finals and turned around a harsh deficit in Grand Finals against Larry Lurr using only Marth, and he won [[GENESIS 4]] using Marth for the entirety of Top 8 (although he used {{SSB4|Cloud}} exclusively prior to this). These even stronger results have helped Marth rise further in the third and current tier list, at 10th place, this tier rise being the third highest between the second and third tier lists.
* '''[[In the Name of the Hero-King]]''': Marth must defeat {{SSB4|Lucina}} in a [[Stamina Mode|stamina]] battle.
 
* '''[[The Ultimate Swordsman]]''': Marth is one of the seven opponents {{SSB4|Ike}} must defeat.
However, while Marth has continued to perform well in the current metagame and has achieved strong results, his current placement has been recently disputed due to some smashers viewing Leo as the only Marth player to place very high at major tournaments, while Leo himself has used his other main, Cloud, more frequently over Marth. Mr E had also began to use Lucina more often in tournament. In addition, characters ranked below him on the tier list such as {{SSB4|Corrin}} have placed higher than Marth in tournaments as of late. As a result of this, Marth dropped one spot to 11th place, now sharing the spot with {{SSB4|Ryu}}. In spite of these slight downturns, he has tremendously improved throughout the competitive lifespan of the game, and is one of the characters that had its meta developed the most, alongside {{SSB4|Mewtwo}}.
* '''[[Unwavering Chivalry]]''': {{SSB4|Meta Knight}} must defeat Marth without KOing {{SSB4|Peach}} or {{SSB4|Zelda}}.
 
====Co-op Events====
==Trophies==
* '''[[A Royal Errand]]''': Marth and {{SSB4|Robin}} must work together to collect 500G from {{SSB4|Wario}} and {{SSB4|Bowser}} in a coin battle before the stage reaches the Bazaar.
:'''Marth'''
* '''[[The Ultimate Battle]]''': Two players must select their characters and defeat the entire roster.
::{{flag|ntsc}} ''The first hero from the Fire Emblem series, Marth is the prince of Altea and descendant of the hero Anri. In Smash Bros., he's known as an exceptional swordfighter, swinging his blade with grace. Striking with the tip will maximize the damage dealt. Teach aggressive foes a lesson with his strong Counter move.''
 
::{{flag|pal}} ''Marth, the prince of Altea, is the hero of the first ever Fire Emblem game and its remake, Fire Emblem: Shadow Dragon. In this game, his graceful sword skills are what set him apart. Strike with the tip of his blade to deal extra damage, and use his Counter skill to defend yourself, no matter which directions you're being attacked from.''
 
{{Trophy games|console1=NES|game1=Fire Emblem: Shadow Dragon and the Blade of Light (JP)|console2=SNES|game2=Fire Emblem: Mystery of the Emblem (JP)}}
 
:'''Marth (Alt.)'''
::{{flag|ntsc}} ''Marth's side special Dancing Blade is a four-stage attack. Aim and time your strikes carefully! The tip of his sword does the most damage. For his up smash, Justice Sword, he thrusts his blade into the air. You can use it to block attacks from above and launch nearby foes.''
 
::{{flag|pal}} ''Marth's side special, Dancing Blade, is a four-stage attack. Aim and time your strikes carefully! As usual, the tip of his sword does the most damage. For his up smash, Justice Sword, he thrusts his blade into the air. You can use it to block attacks from above, and even to launch nearby enemies off the ground."
 
{{Trophy games|console1=NES|game1=Fire Emblem: Shadow Dragon and the Blade of Light (JP)|console2=SNES|game2=Fire Emblem: Mystery of the Emblem (JP)}}
 
:'''Critical Hit (Marth)'''
::{{flag|ntsc}} ''Marth raises his Exalted Falchion to the sky and then rushes forward to deal an incredibly powerful blow, almost certainly KO'ing anyone and everyone who gets hit! When it's used in the air, he'll fly forward a certain distance. On the ground, however, he'll only dash to the edge of the platform he's standing on.''
 
::{{flag|pal}} ''Marth raises his Exalted Falchion to the sky, then rushes forwards to deal an incredibly powerful blow, almost certainly KOing anyone and everyone who gets hit! When used in the air, he'll fly forwards a set distance, but on the ground, he'll only dash up to the edge of the platform he's standing on.''


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
SSB4-3DS Congratulations Classic Marth.png|Classic Mode
MarthTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations All-Star Marth.png|All-Star Mode
MarthAltTrophy3DS.png|Alt. (3DS)
</gallery>
MarthTrophyWiiU.png|Classic (Wii U)
====Wii U====
MarthAltTrophyWiiU.png|Alt. (Wii U)
<gallery>
CriticalHitMarthTrophyWiiU.png|[[Critical Hit]]
SSB4-Wii U Congratulations Classic Marth.png|Classic Mode
SSB4-Wii U Congratulations All-Star Marth.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==In [[Event Match]]es==
Marth's default trophy is obtained by clearing Classic Mode as Marth. His alternate trophy is obtained by clearing All-Star Mode as Marth in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Critical Hit (Marth) trophy is obtained only in the Wii U version by clearing All-Star Mode as Marth.
===Solo Events===
{{Trophy/Fighter
* '''[[All-Star Battle: Melee]]''': Marth is one of the opponents fought in this event. All opponents featured had debuted in ''Melee''.
|name=Marth
* '''[[In the Name of the Hero-King]]''': Marth must defeat {{SSB4|Lucina}} in a [[Stamina Mode|stamina]] battle.
|image-3ds=MarthTrophy3DS.png
* '''[[The Ultimate Swordsman]]''': Marth is one of the seven opponents {{SSB4|Ike}} must defeat.
|image-wiiu=MarthTrophyWiiU.png
* '''[[Unwavering Chivalry]]''': {{SSB4|Meta Knight}} must defeat Marth without KOing {{SSB4|Peach}} or {{SSB4|Zelda}}.
|mode=Classic
|desc-ntsc=The first hero from the Fire Emblem series, Marth is the prince of Altea and descendant of the hero Anri. In Smash Bros., he's known as an exceptional swordfighter, swinging his blade with grace. Striking with the tip will maximize the damage dealt. Teach aggressive foes a lesson with his strong Counter move.
|desc-pal=Marth, the prince of Altea, is the hero of the first ever Fire Emblem game and its remake, Fire Emblem: Shadow Dragon. In this game, his graceful sword skills are what set him apart. Strike with the tip of his blade to deal extra damage, and use his Counter skill to defend yourself, no matter which direction you're being attacked from.
|gamelist-ntsc={{Trophy games|console1=FC|game1=Fire Emblem: Shadow Dragon and the Blade of Light|release1=Japan|console2=SFC|game2=Fire Emblem: Mystery of the Emblem|release2=Japan}}
|gamelist-pal={{Trophy games|console1=FC|game1=Fire Emblem: Shadow Dragon and the Blade of Light|release1=1990 (JP)|console2=SFC|game2=Fire Emblem: Mystery of the Emblem|release2=1994 (JP)}}
}}
{{clrl}}


{{Trophy/Fighter
===Co-op Events===
|name=Marth (Alt.)
|image-3ds=MarthAltTrophy3DS.png
|image-wiiu=MarthAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Marth's side special Dancing Blade is a four-stage attack. Aim and time your strikes carefully! The tip of his sword does the most damage. For his up smash, Justice Sword, he thrusts his blade into the air. You can use it to block attacks from above and launch nearby foes.
|desc-pal=Marth's side special, Dancing Blade, is a four-stage attack. Aim and time your strikes carefully! As usual, the tip of his sword does the most damage. For his up smash, Justice Sword, he thrusts his blade into the air. You can use it to block attacks from above, and even to launch nearby enemies off the ground.
|gamelist-ntsc={{Trophy games|console1=FC|game1=Fire Emblem: Shadow Dragon and the Blade of Light|release1=Japan|console2=SFC|game2=Fire Emblem: Mystery of the Emblem|release2=Japan}}
|gamelist-pal={{Trophy games|console1=FC|game1=Fire Emblem: Shadow Dragon and the Blade of Light|release1=1990 (JP)|console2=SFC|game2=Fire Emblem: Mystery of the Emblem|release2=1994 (JP)}}
}}
{{clrl}}


{{Trophy/Fighter
* '''[[A Royal Errand]]''': Marth and {{SSB4|Robin}} must work together to collect 500G from {{SSB4|Wario}} and {{SSB4|Bowser}} in a coin battle before the stage reaches the Bazaar.
|name=Critical Hit (Marth)
* '''[[The Ultimate Battle]]''': Two players must select their characters and defeat the entire roster (prior to DLC).
|image=CriticalHitMarthTrophyWiiU.png
|desc-ntsc=Marth raises his Exalted Falchion to the sky and then rushes forward to deal an incredibly powerful blow, almost certainly KO'ing anyone and everyone who gets hit! When it's used in the air, he'll fly forward a certain distance. On the ground, however, he'll only dash to the edge of the platform he's standing on.
|desc-pal=Marth raises his Exalted Falchion to the sky, then rushes forwards to deal an incredibly powerful blow, almost certainly KOing anyone and everyone who gets hit! When used in the air, he'll fly forwards a set distance, but on the ground, he'll only dash up to the edge of the platform he's standing on.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Marth|Alternate costumes]]==
==[[Alternate costume (SSB4)#Marth|Alternate costumes]]==
Line 707: Line 609:
*Despite now only [https://www.youtube.com/watch?v=nIns19mp1Gg grunting instead of talking] when doing his Counter, the voice clips of him speaking are still in his [[Sound Test]]. Interestingly, Marth can be heard talking while countering in Roy's reveal trailer.
*Despite now only [https://www.youtube.com/watch?v=nIns19mp1Gg grunting instead of talking] when doing his Counter, the voice clips of him speaking are still in his [[Sound Test]]. Interestingly, Marth can be heard talking while countering in Roy's reveal trailer.
*Dashing Assault makes a "woosh" sound when used, but in {{SSB4|Corrin}}'s reveal trailer it makes the "shing" sound when executed, likewise when Marth performs his standard Shield Breaker.
*Dashing Assault makes a "woosh" sound when used, but in {{SSB4|Corrin}}'s reveal trailer it makes the "shing" sound when executed, likewise when Marth performs his standard Shield Breaker.
*Marth, Roy and {{SSB4|Cloud}} are the only characters to speak Japanese in every regional version of ''Super Smash Bros. 4''.
*Marth's sword and its sheath are not present in his artwork for the cover of ''Super Smash Bros. for 3DS''.
*Marth's sword and its sheath are not present in his artwork for the cover of ''Super Smash Bros. for 3DS''.
*''Super Smash Bros. 4'' marks the only appearance of Marth as a starter character.
*''Super Smash Bros. 4'' marks the only appearance of Marth as a starter character.
==References==
{{Reflist}}


{{SSB4Characters}}
{{SSB4Characters}}

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