Editing Marth (SSBB)

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|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 is the voice of Marth in all regions; the voice actor mentioned in his "Target Lockon!!" column in Dengeki Playstation Vol. 414 that he was not actually called back to record new lines (the "new" voice clips in ''Brawl'' were leftovers from the recording sessions for ''Melee'').<ref>Dengeki Playstation Vol. 414 (March 28, 2008) page 117: "Target Lockon!!" ({{ja|ターゲット・ロックオン!!}})</ref>


Marth is the only ''Brawl'' character that only speaks Japanese in all of its regional versions. Hikaru Midorikawa voices him in all regions, using a combination battles grunts and dialogue as in ''Melee''. The voice actor mentioned in his "Target Lockon!!" column in Dengeki Playstation Vol. 414 that he was not actually called back to record new lines<ref>Dengeki Playstation Vol. 414 (March 28, 2008) page 117: "Target Lockon!!" ({{ja|ターゲット・ロックオン!!}})</ref>; the voice clips used in ''Brawl'' are re-purposed from the recording sessions for ''Melee'', combining returning voice clips with previously unused ones. 
Marth ranks 5th on the ''Brawl'' [[tier list]], at the very top of the A- tier, a slight drop from 2nd overall in ''Melee''. 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).
 
Marth ranks 5th on the ''Brawl'' [[tier list]], at the very top of the A- tier. This is a marginal drop from his position in ''Melee'' where he was ranked 2nd overall. 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'' 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.
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*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 [[The Subspace Emissary]] ([[The Battlefield Fortress]]).
*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]].
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==Moveset==
==Moveset==
''For a gallery of Marth's hitboxes, see [[Marth (SSBB)/Hitboxes|here]].''<br>
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=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=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=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}})
|ftiltname=&nbsp;
|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=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=&nbsp;
|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=Low Thrust ({{ja|ロースラスト|Rō Surasuto}})
|dtiltname=&nbsp;
|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=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=&nbsp;
|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.
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|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=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=&nbsp;
|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=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|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=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=&nbsp;
|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.
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|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=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=&nbsp;
|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=Halfmoon ({{ja|ハーフムーン|Hāfumūn}})
|dairname=&nbsp;
|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=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=&nbsp;
|grabdesc=&nbsp;
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Knees opponent.
|pummeldesc=Knees opponent.
|fthrowname=Roll Over ({{ja|ロールオーバー|Rōru Ōbā}})
|fthrowname=&nbsp;
|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= Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowname=&nbsp;
|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=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowname=&nbsp;
|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=Grab Drop ({{ja|グラブドロップ|Gurabu Doroppu}})
|dthrowname=&nbsp;
|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.
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| 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.
|}
|}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 87
|rweight    = 27
|dash      = 1.5
|rdash      = 14-21
|run        = 1.7
|rrun      = 10
|walk      = 1.5
|rwalk      = 1
|trac      = 0.055
|rtrac      = 20-22
|airfric    = 0.00375
|rairfric  = 39
|air        = 1.034
|rair      = 11-13
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.07
|raddaccel  = 19-24
|gravity    = 0.06715
|rgravity  = 30
|fall      = 1.5
|rfall      = 12-13
|ff        = 2.1
|rff        = 12-13
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 33.66852778
|rjumpheight= 18
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable"
{{Crowd
|-
|char=Marth
!{{{name|}}}
|game=Brawl
!Cheer (English)
|desc-us=Marth-Marth-Marth!
!Cheer (Japanese)
|desc-jp=Mar-th!
!Cheer (German)
|pitch-us=Group chant
!Cheer (Korean)
|pitch-jp=Group chant}}
|-
! scope="row"|Cheer
|[[File:Marth Cheer English SSBB.ogg|center]]||[[File:Marth Cheer Japanese SSBB.ogg|center]]||[[File:Marth Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Marth Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|Marth - Marth - Marth! || Mar - th! || Marth!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Marth Cheer French SSBB.ogg|center]]||[[File:Marth Cheer Italian SSBB.ogg|center]]||[[File:Marth Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Marth ! Marth ! Marth ! || Marth! Marth! Marth! || Marth! Marth! Marth! || Marth! - Marth!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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==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===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Marth players (SSBB)]]''
:''See also: [[:Category:Marth players (SSBB)]]''
*{{Sm|Anaky|UK}}
*{{Sm|Anaky|UK}}
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===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}}.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Marth can appear as an opponent or ally in Stage 4 if he has been unlocked along with {{SSBB|Ike}}, {{SSBB|Ness}}, and {{SSBB|Lucas}} on [[Castle Siege]] or [[New Pork City]]. Marth can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 4.
===[[All-Star Mode]]===
In All-Star Mode, Marth is fought in Stage 11 alongside {{SSBB|Ike}} on [[Castle Siege]].
===[[Event Match]]es===
====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}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Marth Congratulations Screen Classic Mode Brawl.png|Classic Mode
Marth Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
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===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] Power +14
*Greil: [Throwing] Attack +14
*Marth: [Weapon] Attack +19
*Marth: [Weapon] Attack +19
*Micaiah: [Weapon] Attack +21
*Micaiah: [Weapon] Attack +21
*Ike:(Fire Emblem: Path of Radiance) [Weapon] Attack +23
*Ike:(Fire Emblem: Path of Radiance) [Weapon] Attack +23
*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]]==
==[[Trophies]]==
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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'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 The Subspace Emissary, though he is not the first to be played, as Ness is temporarily available in a previous stage.
*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.

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