Editing Marth (SSBB)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 12: | Line 12: | ||
|ranking = 5 | |ranking = 5 | ||
}} | }} | ||
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. Brawl]]''. He was confirmed to be a playable character on the Smash Bros. DOJO on February 5, 2008. Despite being a "hidden" character, Marth appears in the game's opening video, standing back to back with {{SSBB|Meta Knight}}. | '''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. Brawl]]''. He was confirmed to be a playable character on the Smash Bros. DOJO on February 5, 2008. Despite being a "hidden" character, Marth appears in the game's opening video, standing back to back with {{SSBB|Meta Knight}}. Hikaru Midorikawa reprises his role as Marth in all regions, with some of his voice clips being reused from ''Melee''. | ||
Marth | Marth ranks 5th on the ''Brawl'' [[tier list]], at the very top of the A- tier, a slight drop from 2nd overall in ''Melee''. This makes him the highest ranking unlockable character, the second-highest ranking veteran in the game and still maintaining a top-tier ranking similar to {{SSBB|Falco}} and the {{SSBB|Ice Climbers}}. He possesses long-ranged sword attacks that give him among the best [[reach]] in ''Brawl'', allowing him to [[space]] very effectively, especially against characters with poor range. Marth also possesses attacks that have remarkably quick startup and great ground mobility, additional power when he lands an attack on the tip of his sword (his forward smash and down aerial being notable examples), strong combo abilities at low percents due to his fast attacks, a strong aerial game overall and edgeguarding abilities (with his forward aerial being very powerful at both aspects). | ||
However, Marth has his flaws with one being in his recovery move, [[Dolphin Slash]], provides decent vertical distance, but only average horizontal distance, making his recovery predictable and rather easily [[edgehog]]ged. Marth has difficulty KOing without edgeguarding if he fails to sweetspot his finishers due to the much weaker knockback delivered, requiring very precise hard reads to be effective. He can have problems getting off the ledge above 100% due to his slower ledge climbing options above 100% being poor, especially when he has [[RCO lag]] and especially against characters like {{SSBB|Meta Knight}}. Even then, he has trouble edge guarding due to a number of characters who have better recoveries. His options when directly above the opponent are fairly poor because his down aerial does not protect him very well from opponents that can [[juggle]] him. He also can have difficulty approaching due to his lack of a projectile. Regardless, Marth has among the strongest matchup spreads in ''Brawl'' (losing only to Meta Knight and {{SSBB|King Dedede}}), and has achieved strong tournament results. | |||
However, Marth has his flaws with one being in his recovery move, [[Dolphin Slash]], provides decent vertical distance, but only average horizontal distance, making his recovery predictable and rather easily [[edgehog]]ged. Marth has difficulty KOing without edgeguarding if he fails to sweetspot his finishers due to the much weaker knockback delivered, requiring very precise hard reads to be effective. He can have problems getting off the ledge above 100% due to his slower ledge climbing options above 100% being poor, especially when he has [[RCO lag]] and especially against characters like {{SSBB|Meta Knight}}. Even then, he has trouble edge guarding due to a number of characters who have better recoveries. His options when directly above the opponent are fairly poor because his down aerial does not protect him very well from opponents that can [[juggle]] him. He also can have difficulty approaching due to his lack of a projectile. Regardless, Marth has among the strongest matchup spreads in ''Brawl'' and has achieved strong tournament results. | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play 10 [[VS. match]]es. | *Play 10 [[VS. match]]es. | ||
*Beat {{SSBB|Classic Mode}}. | *Beat {{SSBB|Classic Mode}}. | ||
*Have Marth join the player's party in [[ | *Have Marth join the player's party in the [[Subspace Emissary]] ([[The Battlefield Fortress]]). | ||
With the exception of the third method, Marth must then be defeated on [[Castle Siege]]. | With the exception of the third method, Marth must then be defeated on [[Castle Siege]]. | ||
Line 34: | Line 32: | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
While he was considered a top-tier in ''Melee'', Marth has received a mix of [[buff]]s and [[nerf]]s in transition to ''Brawl'', but the changes have neither impacted him in certain ways as he was somewhat objectively nerfed overall. Marth's incredible ground movement is less effective than in ''Melee'', due to the weakening of [[dash dancing]] and the removal of [[wavedash]]ing. Additionally, Marth's [[grab]] range is also much shorter, making it harder to set-up follow-ups out of his throws. Thus, Marth's neutral game as a whole is weaker, due to less safe movement, and ''Brawl'''s more defensive minded [[metagame]], hindering his approach. Additionally, Marth's large combo potential and phenomenal [[edgeguarding]] ability were also toned down, as he can no longer create extended, near zero-to-death juggles with the aid of platforms and can also no longer close out stocks consistently when edgeguarding due to the loss of consistency in his [[down aerial]] as well as the altered physics of ''Brawl''. | While he was considered a top-tier in ''Melee'', Marth has received a mix of [[buff]]s and [[nerf]]s in transition to ''Brawl'', but the changes have neither impacted him in certain ways as he was somewhat objectively nerfed overall. Marth's incredible ground movement is less effective than in ''Melee'', due to the weakening of [[dash dancing]] and the removal of [[wavedash]]ing. Additionally, Marth's [[grab]] range is also much shorter, making it harder to set-up follow-ups out of his throws. Thus, Marth's neutral game as a whole is weaker, due to less safe movement, and ''Brawl'''s more defensive minded [[metagame]], hindering his approach. Additionally, Marth's large combo potential and phenomenal [[edgeguarding]] ability were also toned down, as he can no longer create extended, near zero-to-death juggles with the aid of platforms and can also no longer close out stocks consistently when edgeguarding due to the loss of consistency in his [[down aerial]] as well as the altered physics of ''Brawl''. | ||
Despite this, his nerfed combo and edgeguarding prowess still remains among the best relative to the cast, and the new mechanics of ''Brawl'' help alleviate one of his critical flaws in his poor [[recovery]]. Contrary to popular belief, Marth's overall range was increased relative to the cast, combined with the universal nerf of mobility options, this helps Marth zone out his opponents somewhat better than before. The removal of [[crouch cancelling]] also removes one of his weaknesses in ''Melee'', where many of his non-tipper moves were crouch-cancelable at low percents. His moves are also relatively stronger when tippered, giving him more KO potential. | |||
As such, while Marth has more potential KO options at high percents, he can only secure such KOs by fishing for them in neutral, which requires incredible reads and thus cannot be done consistently at high level play. Despite this, Marth is still a very favorable character at high level play, and has fared much better in the transition from ''Melee'' to ''Brawl'' than other top-tier veterans, such as {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}}. | |||
As such, while Marth has more potential KO options at high percents, he can only secure such KOs by fishing for them in neutral, which requires incredible reads and thus cannot be done consistently at high level play. Despite this, Marth is still a very favorable character at high level play, and | |||
===Aesthetics=== | ===Aesthetics=== | ||
Line 44: | Line 42: | ||
*{{change|All of Marth's sword attacks now make a high-pitched "whoosh" sound that varies depending on the attack's strength.}} | *{{change|All of Marth's sword attacks now make a high-pitched "whoosh" sound that varies depending on the attack's strength.}} | ||
*{{change|Marth no longer vocalizes during his first jump.}} | *{{change|Marth no longer vocalizes during his first jump.}} | ||
*{{change|As on | *{{change|As on screen appearances were not present in ''Melee'', Marth now receives one}}. | ||
*{{change|Marth has a new alternate blue costume. It is also used for the blue team instead of his default costume.}} | *{{change|Marth has a new alternate blue costume, which is based on his appearance in the ''Fire Emblem Trading Card Game''. It is also used for the blue team instead of his default costume.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|Marth [[walk]]s slower (1.6 → 1.5), though he still has the fastest walk speed in the game.}} | *{{nerf|Marth [[walk]]s slower (1.6 → 1.5), though he still has the fastest walk speed in the game.}} | ||
*{{nerf|Marth [[dash]]es slightly slower (1.8 → 1.7).}} | *{{nerf|Marth [[dash]]es slightly slower (1.8 → 1.7).}} | ||
*{{buff|Marth's [[air speed]] is faster (0.9 → 1.034).}} | *{{buff|Marth's [[air speed]] is faster (0.9 → 1.034).}} | ||
*{{change|As with all returning veterans, Marth's [[falling speed]] (2.2 → 1.5) and [[gravity]] (0.085 → 0.06715) have been significantly decreased. However, relative to the cast, Marth's falling speed and gravity are both slightly higher.}} | *{{change|As with all returning veterans, Marth's [[falling speed]] (2.2 → 1.5) and [[gravity]] (0.085 → 0.06715) have been significantly decreased. However, relative to the cast, Marth's falling speed and gravity are both slightly higher.}} | ||
Line 70: | Line 68: | ||
**{{buff|The second hit of neutral attack has less startup lag (frame 5 → 4) and its tipper has increased knockback scaling (60 → 70).}} | **{{buff|The second hit of neutral attack has less startup lag (frame 5 → 4) and its tipper has increased knockback scaling (60 → 70).}} | ||
**{{nerf|Neutral attack's transition can no longer be [[buffer]]ed for an extended period of time.}} | **{{nerf|Neutral attack's transition can no longer be [[buffer]]ed for an extended period of time.}} | ||
**{{nerf|Neutral attack has more ending lag (FAF 26 (hit 1)/27 (hit 2) → 28 (both)).}} | **{{nerf|Neutral attack has more ending lag (FAF 26 (hit 1)/27 (hit 2) → 28 (both)).}} | ||
**{{nerf|Due to Marth leaning forward less than in ''Melee'', both hits have less reach overall.}} | **{{nerf|Due to Marth leaning forward less than in ''Melee'', both hits have less reach overall.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Tippered forward tilt deals less damage (13% → 12%) without full compensation on its knockback (60 (base), 70 (scaling) → 40/80).}} | **{{nerf|Tippered forward tilt deals less damage (13% → 12%) without full compensation on its knockback (60 (base), 70 (scaling) → 40/80).}} | ||
**{{nerf|Marth leans over less decreasing its reach.}} | **{{nerf|Marth leans over less decreasing its reach.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
Line 87: | Line 85: | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Tippered dash attack has more base knockback (70 → 80).}} | **{{buff|Tippered dash attack has more base knockback (70 → 80).}} | ||
**{{nerf|Dash attack has more startup (frame 12 → 13) and ending lag (FAF 40 → 50).}} | **{{nerf|Dash attack has more startup (frame 12 → 13) and ending lag (FAF 40 → 50).}} | ||
**{{nerf|Dash attack's non tipper sword hitbox deals slightly less damage (11% → 10%).}} | **{{nerf|Dash attack's non tipper sword hitbox deals slightly less damage (11% → 10%).}} | ||
**{{change|Dash attack's sword hitboxes now send opponents horizontally (110° → 45°) improving dash attack's KO potential but hindering its combo potential.}} | **{{change|Dash attack's sword hitboxes now send opponents horizontally (110° → 45°) improving dash attack's KO potential but hindering its combo potential.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|The introduction of [[SDI]] multipliers have benefited the tipper of forward smash, as it has a multiplier of 0x, meaning it can no longer be SDI'd.}} | **{{buff|The introduction of [[SDI]] multipliers have benefited the tipper of forward smash, as it has a multiplier of 0x, meaning it can no longer be SDI'd.}} | ||
**{{nerf|Forward smash has more ending lag (FAF 48 → 50).}} | **{{nerf|Forward smash has more ending lag (FAF 48 → 50).}} | ||
**{{nerf|Forward smash has smaller hitboxes (4u/3.2u/3.6u/4u → 3u/3u/4u/3u/3u) (although it has gained an addition sword hitbox), and Marth steps forward less when using it, decreasing its reach even further and overall making platform tippers less common and much harder to perform.}} | **{{nerf|Forward smash has smaller hitboxes (4u/3.2u/3.6u/4u → 3u/3u/4u/3u/3u) (although it has gained an addition sword hitbox), and Marth steps forward less when using it, decreasing its reach even further and overall making platform tippers less common and much harder to perform.}} | ||
**{{nerf|Tippered forward smash deals less damage (20% → 19%).}} | **{{nerf|Tippered forward smash deals less damage (20% → 19%).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has less startup lag with a longer duration (frame 13-16 → 12-18).}} | **{{buff|Up smash has less startup lag with a longer duration (frame 13-16 → 12-18).}} | ||
**{{buff|Up smash has larger hitboxes (4.4u/4.8u/4.4u → 4.9u/4.9u/5u).}} | **{{buff|Up smash has larger hitboxes (4.4u/4.8u/4.4u → 4.9u/4.9u/5u).}} | ||
**{{buff|The body sourspot hitboxes have increased set knockback (100 → 155) and now launch the opponent into the sword (70° → 125°), akin to {{SSBM|Roy}}'s up smash in ''Melee'', increasing its maximum damage potential (18% → 21%), and greatly improving its utility against grounded opponents.}} | **{{buff|The body sourspot hitboxes have increased set knockback (100 → 155) and now launch the opponent into the sword (70° → 125°), akin to {{SSBM|Roy}}'s up smash in ''Melee'', increasing its maximum damage potential (18% → 21%), and greatly improving its utility against grounded opponents.}} | ||
**{{buff|The sword's sourspot has increased base knockback (30 → 45) and no longer takes priority over the sweetspot.}} | **{{buff|The sword's sourspot has increased base knockback (30 → 45) and no longer takes priority over the sweetspot.}} | ||
**{{nerf|Up smash has more ending lag (FAF 46 → 50).}} | **{{nerf|Up smash has more ending lag (FAF 46 → 50).}} | ||
Line 111: | Line 109: | ||
***{{nerf|However, the back hit's body hit's knockback was decreased enough to hinder the move's KO potential despite its increased damage (30/15 (base), 100 (scaling) → 50/70).}} | ***{{nerf|However, the back hit's body hit's knockback was decreased enough to hinder the move's KO potential despite its increased damage (30/15 (base), 100 (scaling) → 50/70).}} | ||
**{{buff|The front tipper deals more damage (16% → 17%).}} | **{{buff|The front tipper deals more damage (16% → 17%).}} | ||
**{{nerf|Down smash has more startup (frame 5 → 6) and ending lag (FAF 62 → 65).}} | **{{nerf|Down smash has more startup (frame 5 → 6) and ending lag (FAF 62 → 65).}} | ||
**{{nerf|The tippers deal much less knockback (70 (base), 100 (scaling) → 50/80) hindering their KO potential despite the front hit's higher damage.}} | **{{nerf|The tippers deal much less knockback (70 (base), 100 (scaling) → 50/80) hindering their KO potential despite the front hit's higher damage.}} | ||
Line 124: | Line 122: | ||
**{{buff|Neutral aerial has larger hitboxes on both hits (4u/4u/4u/4u → 4.8u/3u/4.8u/4.8u).}} | **{{buff|Neutral aerial has larger hitboxes on both hits (4u/4u/4u/4u → 4.8u/3u/4.8u/4.8u).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Sourspotted forward aerial deals consistent damage (10%/9% → 10%) and deals more base knockback (30/20 → 40).}} | **{{buff|Sourspotted forward aerial deals consistent damage (10%/9% → 10%) and deals more base knockback (30/20 → 40).}} | ||
**{{buff|It is easier for Marth to perform two forward aerials in a short hop due to his lower fall speed and the introduction of buffering.}} | **{{buff|It is easier for Marth to perform two forward aerials in a short hop due to his lower fall speed and the introduction of buffering.}} | ||
**{{nerf|Forward aerial has more ending lag (FAF 30 → 34).}} | **{{nerf|Forward aerial has more ending lag (FAF 30 → 34).}} | ||
Line 130: | Line 128: | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial deals more damage (10%/9%/13% → 11%/14%), and knockback (30/25/10/30 (base), 70 (scaling) → 30/(85/90)).}} | **{{buff|Back aerial deals more damage (10%/9%/13% → 11%/14%), and knockback (30/25/10/30 (base), 70 (scaling) → 30/(85/90)).}} | ||
**{{buff|Back aerial has larger hitboxes (4u/4u/4u/4u → 4.6u/4.8u/4.8u).}} | **{{buff|Back aerial has larger hitboxes (4u/4u/4u/4u → 4.6u/4.8u/4.8u).}} | ||
**{{nerf|Back aerial has more ending lag (FAF 35 → 40).}} | **{{nerf|Back aerial has more ending lag (FAF 35 → 40).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has a longer duration (frames 5-8 → 5-9).}} | **{{buff|Up aerial has a longer duration (frames 5-8 → 5-9).}} | ||
Line 140: | Line 137: | ||
**{{nerf|Up aerial is overall much worse for combos because of the new hitstun mechanics and its increased power although it still has true combo potential at low percents and it still remains a powerful juggling tool.}} | **{{nerf|Up aerial is overall much worse for combos because of the new hitstun mechanics and its increased power although it still has true combo potential at low percents and it still remains a powerful juggling tool.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has larger hitboxes (3.6u/3.6u/3.6u/3.6u → 4.32u/4.32u/4.32u).}} | **{{buff|Down aerial has larger hitboxes (3.6u/3.6u/3.6u/3.6u → 4.32u/4.32u/4.32u).}} | ||
**{{buff|Down aerial deals more damage (13%/10%/9% → 14%/12%), and the tippered hitbox has more knockback scaling (70 → 80). These changes significantly improve its KO potential.}} | **{{buff|Down aerial deals more damage (13%/10%/9% → 14%/12%), and the tippered hitbox has more knockback scaling (70 → 80). These changes significantly improve its KO potential.}} | ||
**{{buff|The sourspot with lower base knockback (20) has been removed.}} | **{{buff|The sourspot with lower base knockback (20) has been removed.}} | ||
Line 181: | Line 178: | ||
**{{nerf|Shield Breaker has more start-up with a shorter duration (frame 16-21 → 19-22).}} | **{{nerf|Shield Breaker has more start-up with a shorter duration (frame 16-21 → 19-22).}} | ||
**{{nerf|Shield Breaker has noticeably smaller hitboxes (4u/3.12u/3.2u/2.8u/4.4u → 2.5u/3u/3u/2.75u/2.5u) which along with its new animation, reduces its vertical range.}} | **{{nerf|Shield Breaker has noticeably smaller hitboxes (4u/3.12u/3.2u/2.8u/4.4u → 2.5u/3u/3u/2.75u/2.5u) which along with its new animation, reduces its vertical range.}} | ||
***{{nerf|As a result, the move has significantly less edgeguarding potential.}} | ***{{nerf|As a result, the move has significantly less edgeguarding potential.}} | ||
**{{nerf|A fully charged Shield Breaker also deals less damage (28% → 22%/20%/18%/24%), making it weaker despite its increased base knockback (30/34/40 → 50).}} | **{{nerf|A fully charged Shield Breaker also deals less damage (28% → 22%/20%/18%/24%), making it weaker despite its increased base knockback (30/34/40 → 50).}} | ||
**{{nerf|Fully charged Shield Breaker deals less shield damage (60 → 40) no longer guaranteeing a shield break.}} | **{{nerf|Fully charged Shield Breaker deals less shield damage (60 → 40) no longer guaranteeing a shield break.}} | ||
Line 189: | Line 186: | ||
**{{buff|The first three hits have gained a low hitlag multiplier (1x → 0.3x) making the move significantly more difficult to escape from.}} | **{{buff|The first three hits have gained a low hitlag multiplier (1x → 0.3x) making the move significantly more difficult to escape from.}} | ||
*Hit 1: | *Hit 1: | ||
**{{buff|The first hit has less startup lag (frame 6 → 4).}} | **{{buff|The first hit has less startup lag (frame 6 → 4).}} | ||
***{{nerf|However, its total duration remains unchanged giving it more ending lag.}} | ***{{nerf|However, its total duration remains unchanged giving it more ending lag.}} | ||
**{{buff|The first hit has decreased base knockback (55 → 35/50) and its angles have been altered (85°/96°/80°/76° → 75°/88°/20°) allowing it to link into the second hit more reliably.}} | **{{buff|The first hit has decreased base knockback (55 → 35/50) and its angles have been altered (85°/96°/80°/76° → 75°/88°/20°) allowing it to link into the second hit more reliably.}} | ||
Line 199: | Line 196: | ||
**{{buff|Both variants of the second hit have less startup lag (frame 12 (up)/14 (down) → 7/9).}} | **{{buff|Both variants of the second hit have less startup lag (frame 12 (up)/14 (down) → 7/9).}} | ||
***{{nerf|However, their total duration remains unchanged giving them more ending lag.}} | ***{{nerf|However, their total duration remains unchanged giving them more ending lag.}} | ||
**{{buff|The upwards second hit deals less knockback (30/60/70/85 (base), 40 (scaling) → 20/30) and its angles have been altered (90°/85°/79° → 70°/80°/60°/40°) making it link into the third hit more reliably.}} | **{{buff|The upwards second hit deals less knockback (30/60/70/85 (base), 40 (scaling) → 20/30) and its angles have been altered (90°/85°/79° → 70°/80°/60°/40°) making it link into the third hit more reliably.}} | ||
**{{buff|The downwards second hit deals less knockback (16 (base), 100 (scaling) → 22/30) and its angles have been altered (105°/80°/70°/50° → 75°/90°/40°/10°) making it link into the third hit more reliably.}} | **{{buff|The downwards second hit deals less knockback (16 (base), 100 (scaling) → 22/30) and its angles have been altered (105°/80°/70°/50° → 75°/90°/40°/10°) making it link into the third hit more reliably.}} | ||
**{{nerf|Both variants of the second hit deal less damage (5% → 3%/4%).}} | **{{nerf|Both variants of the second hit deal less damage (5% → 3%/4%).}} | ||
Line 206: | Line 203: | ||
**{{buff|All variants of the third hit have less startup lag (frame 13 (up)/11 (forward)/15 (down) → 8/6/8).}} | **{{buff|All variants of the third hit have less startup lag (frame 13 (up)/11 (forward)/15 (down) → 8/6/8).}} | ||
***{{nerf|However, their total duration remains unchanged giving them more ending lag.}} | ***{{nerf|However, their total duration remains unchanged giving them more ending lag.}} | ||
**{{buff|The upwards third hit has decreased base knockback (60 → 30) and the body hitboxes have had their angles altered (60° → 50°/30°) making it link into the fourth hit more reliably.}} | **{{buff|The upwards third hit has decreased base knockback (60 → 30) and the body hitboxes have had their angles altered (60° → 50°/30°) making it link into the fourth hit more reliably.}} | ||
**{{nerf|The upwards third hit deals less damage (6% → 4%/5%).}} | **{{nerf|The upwards third hit deals less damage (6% → 4%/5%).}} | ||
***{{buff|However, this further aids it to connect properly with the fourth hit.}} | ***{{buff|However, this further aids it to connect properly with the fourth hit.}} | ||
Line 218: | Line 215: | ||
*Hit 4: | *Hit 4: | ||
**{{change|The upwards fourth hit now has a brand new animation, where Marth does an upward launching slash in a recovering turn, as opposed to a forward hopping more pronounced version of his forward fourth hit.}} | **{{change|The upwards fourth hit now has a brand new animation, where Marth does an upward launching slash in a recovering turn, as opposed to a forward hopping more pronounced version of his forward fourth hit.}} | ||
**{{buff|The upwards fourth hit has less startup lag (frame 20 → 11).}} | **{{buff|The upwards fourth hit has less startup lag (frame 20 → 11).}} | ||
***{{nerf|However, its total duration remains unchanged giving it more ending lag.}} | ***{{nerf|However, its total duration remains unchanged giving it more ending lag.}} | ||
**{{nerf|The upwards fourth hits deals less damage (10% → 6%/8%) without full compensation on its base knockback (40 → 60).}} | **{{nerf|The upwards fourth hits deals less damage (10% → 6%/8%) without full compensation on its base knockback (40 → 60).}} | ||
**{{buff|The forwards fourth hit has less startup lag (frame 23 → 13).}} | **{{buff|The forwards fourth hit has less startup lag (frame 23 → 13).}} | ||
**{{buff|The forwards fourth hit deals more shield damage (2 → 5).}} | **{{buff|The forwards fourth hit deals more shield damage (2 → 5).}} | ||
**{{nerf|The forwards fourth hit deals much less damage (14% → 6%/8%) and its knockback was not fully compensated (15 (base), 120 (scaling) → 50/125).}} | **{{nerf|The forwards fourth hit deals much less damage (14% → 6%/8%) and its knockback was not fully compensated (15 (base), 120 (scaling) → 50/125).}} | ||
**{{nerf|The forwards fourth hit has more ending lag (FAF 51 → 56).}} | **{{nerf|The forwards fourth hit has more ending lag (FAF 51 → 56).}} | ||
**{{buff|The downwards fourth hit's loop hits have a reduced hitlag multiplier (1x → 0.5x) making them more difficult to escape from.}} | **{{buff|The downwards fourth hit's loop hits have a reduced hitlag multiplier (1x → 0.5x) making them more difficult to escape from.}} | ||
Line 232: | Line 229: | ||
**{{buff|The downwards fourth hit’s final hit deals more knockback (20 (base), 130 (scaling) → 60/120) improving its tipper's KO potential.}} | **{{buff|The downwards fourth hit’s final hit deals more knockback (20 (base), 130 (scaling) → 60/120) improving its tipper's KO potential.}} | ||
**{{nerf|The downwards fourth hit has more ending lag (FAF 61 → 66).}} | **{{nerf|The downwards fourth hit has more ending lag (FAF 61 → 66).}} | ||
***{{buff|Altogether, these changes make Dancing Blade much more reliable and useful as the hits are faster requiring less precision to use, and they have reduced knockback making them link into each other more quickly, reliably and easily while also being more difficult to escape, combined with the removal of crouch cancelling.}} | ***{{buff|Altogether, these changes make Dancing Blade much more reliable and useful as the hits are faster requiring less precision to use, and they have reduced knockback making them link into each other more quickly, reliably and easily while also being more difficult to escape, combined with the removal of crouch cancelling.}} | ||
*[[Dolphin Slash]]: | *[[Dolphin Slash]]: | ||
**{{buff|Dolphin Slash covers more horizontal distance.}} | **{{buff|Dolphin Slash covers more horizontal distance.}} | ||
**{{buff|Marth plummets later after using it due to his lower gravity and falling speed.}} | **{{buff|Marth plummets later after using it due to his lower gravity and falling speed.}} | ||
**{{buff|Due to his higher air speed and air acceleration, Marth has slightly more control over his trajectory once he is in free fall.}} | **{{buff|Due to his higher air speed and air acceleration, Marth has slightly more control over his trajectory once he is in free fall.}} | ||
Line 242: | Line 238: | ||
**{{buff|Marth no longer loses his double jump if he is hit out of Dolphin Slash.}} | **{{buff|Marth no longer loses his double jump if he is hit out of Dolphin Slash.}} | ||
***{{buff|Altogether, these changes improve Dolphin Slash's recovery potential.}} | ***{{buff|Altogether, these changes improve Dolphin Slash's recovery potential.}} | ||
**{{buff|Dolphin Slash has more intangibility (frame 5 → 1-5), improving its use as a defensive attack, an escape option or as a panic tool.}} | **{{buff|Dolphin Slash has more intangibility (frame 5 → 1-5), improving its use as a defensive attack, an escape option or as a panic tool.}} | ||
**{{buff|Dolphin Slash has larger hitboxes (3.903u/3.903u/3.903u → 6.5u/6.5u (clean), 4u/4u/3.2u → 5u/5u/4u (late)) giving it more range.}} | **{{buff|Dolphin Slash has larger hitboxes (3.903u/3.903u/3.903u → 6.5u/6.5u (clean), 4u/4u/3.2u → 5u/5u/4u (late)) giving it more range.}} | ||
***{{buff|Additionally, Marth now moves forwards during the aerial version's startup, significantly improving its range.}} | ***{{buff|Additionally, Marth now moves forwards during the aerial version's startup, significantly improving its range.}} | ||
**{{buff|The clean hit has a longer duration (frame 5 → 5-6) although the late hit retains its duration.}} | **{{buff|The clean hit has a longer duration (frame 5 → 5-6) although the late hit retains its duration.}} | ||
Line 271: | Line 267: | ||
==Moveset== | ==Moveset== | ||
For simplicity, if, for example, Marth's blade does 4% damage while the tip does 6%, and the attack has no other hitboxes, it is written as 4%/6%. | For simplicity, if, for example, Marth's blade does 4% damage while the tip does 6%, and the attack has no other hitboxes, it is written as 4%/6%. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=4%/6% | |neutral1dmg=4%/6% | ||
|neutral2dmg=4%/6% | |neutral2dmg=4%/6% | ||
|neutraldesc=Slashes Falchion twice in front of himself. | |neutraldesc=Slashes Falchion twice in front of himself. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=9%/12% | |ftiltdmg=9%/12% | ||
|ftiltdesc=A fast swipe upwards with the Falchion while leaning forward. It has good horizontal reach and decent vertical reach. | |ftiltdesc=A fast swipe upwards with the Falchion while leaning forward. It has good horizontal reach and decent vertical reach. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=Clean: 9% (blade), 12% (tip), 8% (body)<br/>Late: 10% (blade), 12% (tip), 9% (body) | |utiltdmg=Clean: 9% (blade), 12% (tip), 8% (body)<br/>Late: 10% (blade), 12% (tip), 9% (body) | ||
|utiltdesc=Swings his sword in a large arc above his head, front to back. It has good all around reach with fast [[startup]] with small ending lag. | |utiltdesc=Swings his sword in a large arc above his head, front to back. It has good all around reach with fast [[startup]] with small ending lag. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=9% (blade), 10% (tip), 8% (body) | |dtiltdmg=9% (blade), 10% (tip), 8% (body) | ||
|dtiltdesc=A quick crouching Falchion poke. Fairly reliable pressure tool against opponents on the ledge. Can also be used to pseudo-crawl. | |dtiltdesc=A quick crouching Falchion poke. Fairly reliable pressure tool against opponents on the ledge. Can also be used to pseudo-crawl. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (blade), 12% (tip), 9% (body) | |dashdmg=10% (blade), 12% (tip), 9% (body) | ||
|dashdesc=A quick upward sweeping diagonal slash. Has slow startup compared to Marth's other attacks with high ending lag. | |dashdesc=A quick upward sweeping diagonal slash. Has slow startup compared to Marth's other attacks with high ending lag. | ||
|fsmashname=Dragon Killer | |fsmashname=Dragon Killer | ||
|fsmashdmg={{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|19}} | |fsmashdmg={{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|19}} | ||
|fsmashdesc=Rotates body counterclockwise with a strong arc-like swing from his head to the ground. Very fast and long ranged with the knockback of the move being stronger at the tip of the sword. | |fsmashdesc=Rotates body counterclockwise with a strong arc-like swing from his head to the ground. Very fast and long ranged with the knockback of the move being stronger at the tip of the sword. | ||
|usmashname=Justice Sword | |usmashname=Justice Sword | ||
|usmashdmg={{ChargedSmashDmgSSBB|4}} (ground), {{ChargedSmashDmgSSBB|14}} (blade), {{ChargedSmashDmgSSBB|17}} (tip) | |usmashdmg={{ChargedSmashDmgSSBB|4}} (ground), {{ChargedSmashDmgSSBB|14}} (blade), {{ChargedSmashDmgSSBB|17}} (tip) | ||
|usmashdesc=A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. When Marth hits someone at low percentages with his running up smash, it sends his opponent on a bizarre horizontal trajectory with very high base knockback. This is very effective at setting up edgeguard situations at low percentages for an early KO. | |usmashdesc=A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. When Marth hits someone at low percentages with his running up smash, it sends his opponent on a bizarre horizontal trajectory with very high base knockback. This is very effective at setting up edgeguard situations at low percentages for an early KO. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|17}} (front), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|16}} (back) | |dsmashdmg={{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|17}} (front), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|16}} (back) | ||
|dsmashdesc=Sweeps his sword on the ground towards front then towards the back. High vertical knockback if tippered, but its long duration makes it a seldom-used move. | |dsmashdesc=Sweeps his sword on the ground towards front then towards the back. High vertical knockback if tippered, but its long duration makes it a seldom-used move. | ||
|nairname= | |nairname= | ||
|nairdmg=3%/6% (hit 1), 9%/12% (hit 2) | |nairdmg=3%/6% (hit 1), 9%/12% (hit 2) | ||
|nairdesc=Two horizontal slashes around himself. Both hits connect easily on an airborne opponent. The tip of the second strike has rather high knockback and can KO at high percentages. | |nairdesc=Two horizontal slashes around himself. Both hits connect easily on an airborne opponent. The tip of the second strike has rather high knockback and can KO at high percentages. | ||
|fairname= | |fairname= | ||
|fairdmg=10%/13% | |fairdmg=10%/13% | ||
|fairdesc=Does a forward vertical slash downwards. Although it has fairly low knockback when not tippered, it is very fast in both startup and ending lag. Can easily be done twice in a short hop and is useful for [[edgeguarding]] as a [[wall of pain]]. It is considered Marth's best aerial and is arguably the best forward air in the game, if not the most versatile. | |fairdesc=Does a forward vertical slash downwards. Although it has fairly low knockback when not tippered, it is very fast in both startup and ending lag. Can easily be done twice in a short hop and is useful for [[edgeguarding]] as a [[wall of pain]]. It is considered Marth's best aerial and is arguably the best forward air in the game, if not the most versatile. | ||
|bairname=About Face | |bairname=About Face | ||
|bairdmg=11%/14% | |bairdmg=11%/14% | ||
|bairdesc=Slashes the Falchion from bottom to top behind him in an inward swipe. The attack has the unusual property of turning Marth around when used in the air. | |bairdesc=Slashes the Falchion from bottom to top behind him in an inward swipe. The attack has the unusual property of turning Marth around when used in the air. | ||
|uairname= | |uairname= | ||
|uairdmg=10%/13% | |uairdmg=10%/13% | ||
|uairdesc=A forward to back upward Falchion slash in a delayed somersault. Hit from close is as powerful as the tip, being a reliable vertical finisher but from medium distance it is quite weak. | |uairdesc=A forward to back upward Falchion slash in a delayed somersault. Hit from close is as powerful as the tip, being a reliable vertical finisher but from medium distance it is quite weak. | ||
|dairname= | |dairname= | ||
|dairdmg=12%/14% | |dairdmg=12%/14% | ||
|dairdesc=A forward to back downward outward sword slash. It [[meteor smash]]es powerfully when the tip is connected, but launches opponents horizontally when the blade connects. | |dairdesc=A forward to back downward outward sword slash. It [[meteor smash]]es powerfully when the tip is connected, but launches opponents horizontally when the blade connects. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=Knees opponent. | |pummeldesc=Knees opponent. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% | |fthrowdmg=4% | ||
|fthrowdesc=Grabs and pushes forward, tripping with the leg. Great for [[tech-chasing]] and can chaingrab heavyweights or fast-fallers at 0% for up to usually four throws maximum and set up a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage, and on certain characters this combo works up until mid percentages. Can also be used to set up a forward aerial combo. | |fthrowdesc=Grabs and pushes forward, tripping with the leg. Great for [[tech-chasing]] and can chaingrab heavyweights or fast-fallers at 0% for up to usually four throws maximum and set up a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage, and on certain characters this combo works up until mid percentages. Can also be used to set up a forward aerial combo. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% | |bthrowdmg=4% | ||
|bthrowdesc=Turns around and pulls the enemy over his outstretched leg, tripping them. Similar to down throw, but even weaker knockback wise and is poor for setting up due to high ending lag. | |bthrowdesc=Turns around and pulls the enemy over his outstretched leg, tripping them. Similar to down throw, but even weaker knockback wise and is poor for setting up due to high ending lag. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% | |uthrowdmg=4% | ||
|uthrowdesc=Powerful upward throw with one arm. This is Marth's only powerful throw and it can KO lighter characters under 200%. | |uthrowdesc=Powerful upward throw with one arm. This is Marth's only powerful throw and it can KO lighter characters under 200%. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=Throws opponent to the ground. Has extremely low knockback with little KO potential. | |dthrowdesc=Throws opponent to the ground. Has extremely low knockback with little KO potential. | ||
Line 389: | Line 384: | ||
| Fourth Hit (Down) || 2% (hit 1-4), 3%/5% (hit 5) || Does a flurry of lower stabs. Hits 5 times. | | Fourth Hit (Down) || 2% (hit 1-4), 3%/5% (hit 5) || Does a flurry of lower stabs. Hits 5 times. | ||
|} | |} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 469: | Line 413: | ||
|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=Marth|desc=Marth swings his sword and shouts.}} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 480: | Line 427: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|marth=yes}} | |||
According to the [[Character matchup (SSBB)|matchup chart]], Marth's matchup spread is the fourth highest weighted and unweighted rank. Marth has two soft counters, 9 even matchups, soft counters 10 matchups, counters 8, and hard counters 7. Marth has more even matchups than the other top tier characters, but has the tools to beat almost any character. Marth has a very strong air game, as his forward aerial is helpful in almost any situation, whether it be for camping, edgeguarding, or comboing. His ground game, while not as potent as his air game, is acceptable. His down tilt is fast, strong, and propels him forward. Marth can easily wall out characters like {{SSBB|Wario}} and {{SSBB|Pikachu}}, because of their relatively short ranged attacks and lower KO power, but because of Marth's dependence on edgeguarding, he struggles against characters like {{SSBB|Meta Knight}}. He also has trouble against {{SSBB|King Dedede}}, because of his [[chain grab]], strong recovery, and longevity, forcing Marth to land tippers. Overall, Marth has strong matchups all around, but more even ones than most of the other top tier characters. | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Marth professionals (SSBB)]]'' | |||
:''See also: [[:Category:Marth | |||
*{{Sm|Anaky|UK}} | *{{Sm|Anaky|UK}} | ||
*{{Sm|Leon|France}} - Known for his extremely aggressive playstyle. 22nd on [[2014 SSBBRank]]. | *{{Sm|Leon|France}} - Known for his extremely aggressive playstyle. 22nd on [[2014 SSBBRank]]. | ||
Line 493: | Line 443: | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Similarly to {{SSBB|Falco}}, Marth has remained a top tier character even after his transition from ''Melee''. Throughout ''Brawl'''s history, Marth has always hovered around the 5th to 7th place positions due to his positive traits as well as his strong representation in tournaments. When {{SSBB|Olimar}} and the {{SSBB|Ice Climbers}} began to rise, Marth's position slipped back to 7th place, with some thinking he would fall further as professionals of characters below him, such as {{SSBB|Zero Suit Samus}}, would discover new innovations in their [[metagame]]s, while Marth's would remain mostly stagnant due to his simplistic playstyle. However, Marth still did rise back to 5th place for the current ''Brawl'' tier list. There are smashers who dispute this placement, stating that Marth is placed far too high; some (such as {{Sm|Keitaro}} and {{Sm|Mew2King}}) claim that Marth's nerfs going into ''Brawl'' overwhelmed his buffs, and that because his combo ability was completely compromised in the transition, he was a bad character in theory and should be ideally placed around middle tier. Due to these factors, Marth's tier placement is debated and some argue that characters, such as Snake, should be placed higher than him. However, strong tournament results from Marth professionals such as {{Sm|Mr. R}} and {{Sm|Mikeneko}} in high-level tournaments such as [[Apex 2013]] have influenced the [[Smash Back Room|''Brawl'' Back Room]] to place Marth at 5th above {{SSBB|Falco}} and {{SSBB|Snake}}. | Similarly to {{SSBB|Falco}}, Marth has remained a top tier character even after his transition from ''Melee''. Throughout ''Brawl'''s history, Marth has always hovered around the 5th to 7th place positions due to his positive traits as well as his strong representation in tournaments. When {{SSBB|Olimar}} and the {{SSBB|Ice Climbers}} began to rise, Marth's position slipped back to 7th place, with some thinking he would fall further as professionals of characters below him, such as {{SSBB|Zero Suit Samus}}, would discover new innovations in their [[metagame]]s, while Marth's would remain mostly stagnant due to his simplistic playstyle. However, Marth still did rise back to 5th place for the current ''Brawl'' tier list. There are smashers who dispute this placement, stating that Marth is placed far too high; some (such as {{Sm|Keitaro}} and {{Sm|Mew2King}}) claim that Marth's nerfs going into ''Brawl'' overwhelmed his buffs, and that because his combo ability was completely compromised in the transition, he was a bad character in theory and should be ideally placed around middle tier. Due to these factors, Marth's tier placement is debated and some argue that characters, such as Snake, should be placed higher than him. However, strong tournament results from Marth professionals such as {{Sm|Mr. R}} and {{Sm|Mikeneko}} in high-level tournaments such as [[Apex 2013]] have influenced the [[Smash Back Room|''Brawl'' Back Room]] to place Marth at 5th above {{SSBB|Falco}} and {{SSBB|Snake}}. | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Subspace marth.PNG|thumb|250px|Marth in ''[[SSE]]'' | [[File:Subspace marth.PNG|thumb|right|250px|Marth in ''[[SSE]]'']] | ||
Two [[R.O.B.]]s activate a [[Subspace Bomb]] in a barren battlefield. Marth is seen atop his [[The Battlefield Fortress|castle]] watching helplessly as the robots detonate the bomb. He stands and shines [[Falchion]], prepared to fend off the hundreds of [[Primid]]s advancing toward the castle. Marth confronts the Primids, descending through the building until he reaches the grounds. There he is ambushed by {{SSBB|Meta Knight}}. During the duel (in the same video sequence), they are attacked from behind by a group of Primids, at which point they simultaneously jump into the air, slicing the Primids in two with their swords. Realizing that they share a [[Subspace Army|common enemy]], they join forces to defeat the Primids. After fighting against the Primids, both Meta Knight and Marth aim their attacks at the [[Ancient Minister]], who is carrying another Subspace Bomb. Marth misses with [[Dolphin Slash]], while Meta Knight's wing is ignited by a laser shot from the fleeing Ancient Minister. {{SSBB|Ike}} then shows up and dismantles the Ancient Minister's Subspace Bomb with his trusted [[Aether]] move. With the Subspace Bomb destroyed, the trio storm the castle once more. | Two [[R.O.B.]]s activate a [[Subspace Bomb]] in a barren battlefield. Marth is seen atop his [[The Battlefield Fortress|castle]] watching helplessly as the robots detonate the bomb. He stands and shines [[Falchion]], prepared to fend off the hundreds of [[Primid]]s advancing toward the castle. Marth confronts the Primids, descending through the building until he reaches the grounds. There he is ambushed by {{SSBB|Meta Knight}}. During the duel (in the same video sequence), they are attacked from behind by a group of Primids, at which point they simultaneously jump into the air, slicing the Primids in two with their swords. Realizing that they share a [[Subspace Army|common enemy]], they join forces to defeat the Primids. After fighting against the Primids, both Meta Knight and Marth aim their attacks at the [[Ancient Minister]], who is carrying another Subspace Bomb. Marth misses with [[Dolphin Slash]], while Meta Knight's wing is ignited by a laser shot from the fleeing Ancient Minister. {{SSBB|Ike}} then shows up and dismantles the Ancient Minister's Subspace Bomb with his trusted [[Aether]] move. With the Subspace Bomb destroyed, the trio storm the castle once more. | ||
In the [[The Wilds (Part I)|desert]], they see a vehicle driving off in the distance. Ike immediately jumps off the cliff to pursue it, followed by Meta Knight. Marth merely scratches the back of his head in disbelief before following them. When they find the vehicle, it transforms into [[Galleom]], and the three fight it. The defeated Galleom falls through unstable ground, where it encounters {{SSBB|Lucas}} and {{SSBB|Pokémon Trainer}} in [[the Ruined Hall]]. Now severely weakened after being fought again, it grabs Lucas and the Trainer in an attempt to detonate an emergency Subspace Bomb, but Lucas manages to free himself and Pokémon Trainer from Galleom using [[PK Thunder]], commencing a headfirst freefall. Meta Knight catches Lucas and the unconscious Trainer right before they hit the ground and meets them up with Marth and Ike. When the [[Halberd]] crashes the [[Great Fox]] into a [[The Glacial Peak|mountain]], Marth is unable to catch up with Meta Knight, who is climbing the mountain. Later, the {{SSBB|Ice Climbers}} fall down and befriend Marth, Ike, Lucas, and Pokémon Trainer, only to be rained on by Shadow Bugs from the Halberd above. {{SSBB|Mario}}, {{SSBB|Pit}}, {{SSBB|Kirby}}, {{SSBB|Link}} and {{SSBB|Yoshi}} come to aid them in fighting off the Primids that were dropped. After the battle, the Halberd (now under control of Meta Knight, {{SSBB|Snake}}, {{SSBB|Lucario}}, {{SSBB|Zelda}}, {{SSBB|Peach}}, {{SSBB|Fox}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Falco}}) and the [[Falcon Flyer]] (carrying {{SSBB|Captain Falcon}}, {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Olimar}}, {{SSBB|Samus}}, {{SSBB|Pikachu}} and {{SSBB|R.O.B.}}) land to pick them up. | In the [[The Wilds (Part I)|desert]], they see a vehicle driving off in the distance. Ike immediately jumps off the cliff to pursue it, followed by Meta Knight. Marth merely scratches the back of his head in disbelief before following them. When they find the vehicle, it transforms into [[Galleom]], and the three fight it. The defeated Galleom falls through unstable ground, where it encounters {{SSBB|Lucas}} and {{SSBB|Pokémon Trainer}} in [[the Ruined Hall]]. Now severely weakened after being fought again, it grabs Lucas and the Trainer in an attempt to detonate an emergency Subspace Bomb, but Lucas manages to free himself and Pokémon Trainer from Galleom using [[PK Thunder]], commencing a headfirst freefall. Meta Knight catches Lucas and the unconscious Trainer right before they hit the ground and meets them up with Marth and Ike. When the [[Halberd]] crashes the [[Great Fox]] into a [[The Glacial Peak|mountain]], Marth is unable to catch up with Meta Knight, who is climbing the mountain. Later, the {{SSBB|Ice Climbers}} fall down and befriend Marth, Ike, Lucas, and Pokémon Trainer, only to be rained on by Shadow Bugs from the Halberd above. {{SSBB|Mario}}, {{SSBB|Pit}}, {{SSBB|Kirby}}, {{SSBB|Link}} and {{SSBB|Yoshi}} come to aid them in fighting off the Primids that were dropped. After the battle, the Halberd (now under control of Meta Knight, {{SSBB|Snake}}, {{SSBB|Lucario}}, {{SSBB|Zelda}}, {{SSBB|Peach}}, {{SSBB|Fox}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Falco}}) and the [[Falcon Flyer]] (carrying {{SSBB|Captain Falcon}}, {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Olimar}}, {{SSBB|Samus}}, {{SSBB|Pikachu}} and {{SSBB|R.O.B.}}) land to pick them up. | ||
Marth and friends destroy the [[Subspace Gunship]] (though the Halberd was downed in the process). They [[Entrance to Subspace|enter Subspace]] and encounter [[Tabuu]], who turns them all into trophies. Fortunately he, and some of the others, are revived by {{SSBB|King Dedede}}, {{SSBB|Luigi}}, and {{SSBB|Ness}}, while the rest are revived by Kirby. Marth helps the heroes in the showdown against Tabuu. | Marth and friends destroy the [[Subspace Gunship]] (though the Halberd was downed in the process). They [[Entrance to Subspace|enter Subspace]] and encounter [[Tabuu]], who turns them all into trophies. Fortunately he, and some of the others, are revived by {{SSBB|King Dedede}}, {{SSBB|Luigi}}, and {{SSBB|Ness}}, while the rest are revived by Kirby. Marth helps the heroes in the showdown against Tabuu. | ||
Line 535: | Line 460: | ||
===Exclusive [[sticker]]s=== | ===Exclusive [[sticker]]s=== | ||
The following stickers can only be used by Marth or Ike: | The following stickers can only be used by Marth or Ike: | ||
*Ninian: [Arm, Leg] Attack +6 | *Ninian: [Arm, Leg] Attack + 6 | ||
*Lilina: [Leg] Attack +5 | *Lilina: [Leg] Attack + 5 | ||
*Mist: [Slash] Attack +8 | *Mist: [Slash] Attack + 8 | ||
*Deke: [Slash] Attack +9 | *Deke: [Slash] Attack + 9 | ||
*Eirika: [Slash] Attack +17 | *Eirika: [Slash] Attack +17 | ||
*Ike (Fire Emblem: Radiant Dawn): [Slash] Attack +27 | *Ike (Fire Emblem: Radiant Dawn): [Slash] Attack +27 | ||
*Rutoga: [Slash] Resistance +12 | *Rutoga: [Slash] Resistance +12 | ||
*Ashnard: [Slash] Resistance +34 | *Ashnard: [Slash] Resistance +34 | ||
*Shiida: [Specials: Direct] Attack +7 | *Shiida: [Specials: Direct] Attack + 7 | ||
*Greil: [Throwing] | *Greil: [Throwing] Attack +14 | ||
*Marth: [Weapon] Attack +19 | *Marth: [Weapon] Attack +19 | ||
*Micaiah: [Weapon] Attack +21 | *Micaiah: [Weapon] Attack +21 | ||
Line 550: | Line 475: | ||
*Eliwood: Flame Resistance +33 | *Eliwood: Flame Resistance +33 | ||
==[[ | ==In [[Event Matches]]== | ||
===Solo Events=== | |||
*'''[[Event 31: The Ultimate Bodyguard]]''': Marth must defend {{SSBB|Zelda}} and defeat two {{SSBB|Ganondorf}}s on [[Castle Siege]]. Zelda remains in her crouching position until the third background change, where she'll transform into {{SSBB|Sheik}} and assist Marth. | |||
*'''[[Event 34: All-Star Battle Melee]]''': Marth is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros Melee]]''. | |||
===Co-op Events=== | |||
*'''[[Co-Op Event 11: The Great Remodeling Battle]]''': {{SSBB|Luigi}} and {{SSBB|Peach}} must fight Marth and {{SSBB|Ike}} and collect 300 coins without destroying any of the breakable pillars on [[Luigi's Mansion]]. | |||
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': Marth and {{SSBB|Ike}} must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on [[Temple]]. | |||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | |||
==Trophies== | |||
Marth's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Marth. | Marth's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Marth. | ||
:'''Marth''' | |||
::''The prince of Altea, in whose veins the blood of heroes runs. He and a small group of stalwarts fought to free Altea after it was invaded by the kingdom of Doluna and the dark dragon, Medeus. With his divine sword, Falchion, he fought and defeated Medeus. However, Altea was then invaded by King Hardin of Akaneia and eventually destroyed.'' | |||
{{Trophy games|console1=NES|game1=[[Fire Emblem: Shadow Dragon and the Blade of Light|Fire Emblem]] (Japan Only)}} | |||
:'''Critical Hit''' | |||
::''Marth's Final Smash. He thrusts his sword skyward, then rushes to meet his targeted enemy with furious speed. The blow he strikes is so powerful that his foe is instantly launched off the screen. As in Fire Emblem, a window appears that shows the character's hit points dropping rapidly to zero—but this is just for effect. Smash Bros. does not use a hit-point system.'' | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
{{ | |||
<center> | |||
<gallery> | |||
Marth - Brawl Trophy.png|Classic | |||
Critical Hit - Brawl Trophy.png|[[Critical Hit]] | |||
</gallery> | |||
| | </center> | ||
==[[Alternate costume (SSBB)#Marth|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Marth|Alternate costumes]]== | ||
Line 587: | Line 519: | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:Marth and Ike SSBB.jpg|Marth next to {{SSBB|Ike}}. | |||
File:MarthForwardSmashSSBB.jpg|Marth using his [[forward smash]]. | |||
Marth and Ike SSBB.jpg| | |||
Countermarth.jpg|Marth's Counter in ''Brawl''. | Countermarth.jpg|Marth's Counter in ''Brawl''. | ||
Shield Breaker.jpg|Marth's Shield Breaker in ''Brawl''. | Shield Breaker.jpg|Marth's Shield Breaker in ''Brawl''. | ||
Line 597: | Line 526: | ||
Dancingblade.jpg|thumb|Dancing Blade in ''Brawl''. | Dancingblade.jpg|thumb|Dancing Blade in ''Brawl''. | ||
Dancing Blade.png|The first strike of Dancing Blade in ''Brawl''. | Dancing Blade.png|The first strike of Dancing Blade in ''Brawl''. | ||
Criticalhit.jpg|Critical Hit in ''[[Brawl]]'' | Criticalhit.jpg|Critical Hit in ''[[Brawl]]'' | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*Marth is the highest rated character in the Prima Official Game Guide for ''Brawl'', receiving a 9/10. | |||
*Marth's back air turns his whole body around to face the other way; it is the only aerial in the game to do this. | *Marth's back air turns his whole body around to face the other way; it is the only aerial in the game to do this. | ||
*Marth is the first [[unlockable]] character to join the player's party in | *Marth is the first [[unlockable]] character to join the player's party in the Subspace Emissary, though he is not the first to be played, as Ness is temporarily available in a previous stage. | ||
*While it can only happen on a custom stage, Marth's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump, when attacking after or before the peak of a jump Marth's sword will simply glow and leave no trail, except on his up aerial. This also happens to {{SSBB|Ike}}. | *While it can only happen on a custom stage, Marth's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump, when attacking after or before the peak of a jump Marth's sword will simply glow and leave no trail, except on his up aerial. This also happens to {{SSBB|Ike}}. | ||
*Marth is the only character who speaks Japanese in the English-language version of ''Brawl''. This is so because the only ''Fire Emblem'' games he appeared in were only released in Japan at the time of ''Brawl''{{'}}s release. However, {{SSBB|Kirby}} shouts "Purin!", {{SSBB|Jigglypuff}}'s Japanese name, when using [[Rollout]] after copying Jigglypuff. | |||
*Marth, {{SSBB|Ike}}, {{SSBB|Bowser}}, and {{SSBB|Meta Knight}} can all perform the [[floor glitch]]. | *Marth, {{SSBB|Ike}}, {{SSBB|Bowser}}, and {{SSBB|Meta Knight}} can all perform the [[floor glitch]]. | ||
*''[[Brawl]]'' is the only game where Marth cannot use his default costume in Team Battles. | *''[[Brawl]]'' is the only game where Marth cannot use his default costume in Team Battles. | ||
*Marth, alongside Bowser, are the only 2 characters to have a ''Melee'' song for their [[Character Roll Call]] theme. In Marth's case, his theme is {{SSBBMusicLink|Super Smash Bros.|Fire Emblem (Melee)}}. | *Marth, alongside Bowser, are the only 2 characters to have a ''Melee'' song for their [[Character Roll Call]] theme. In Marth's case, his theme is {{SSBBMusicLink|Super Smash Bros.|Fire Emblem (Melee)}}. | ||
==External links== | ==External links== |