Editing Marth (SSBM)

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|rankingPAL = 2
|rankingPAL = 2
}}
}}
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is an [[unlockable]] [[newcomer]] in ''[[Super Smash Bros. Melee]]''. Marth had been frequently requested by Japanese players, and the development team added him to ''Melee'' knowing he could be cut from its non-Japanese versions.<ref name="smken">[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html "海外版では外す覚悟でマルスを作っていたのですが、キャラを立てた結果、海外のかたにも絶賛され、結果日本と全く同じ仕様で搭載されています。(ゆえにマルスは日本語のままです)" - Smabura-ken]</ref> He was ultimately kept in all versions after positive reception from their non-Japanese partners,<ref name="smken"/> and his popularity alongside fellow ''Fire Emblem'' fighter {{SSBM|Roy}} is cited as a reason Nintendo began releasing ''Fire Emblem'' games internationally.
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is an [[unlockable]] [[newcomer]] in ''[[Super Smash Bros. Melee]]''. Marth was placed in ''Melee'' due to heavy requests from Japanese players, but as his games had never been released outside of Japan prior to ''Melee'', his character was among the most obscure in the game in other regions. His popularity as a character, alongside {{SSBM|Roy}}, eventually caused Nintendo to begin releasing the ''Fire Emblem'' games internationally; the first internationally released game came two years after ''Melee''.


Marth is one of two characters that only speak Japanese in every regional version of ''Melee'', with the other being Roy. He is voiced by {{s|wikipedia|Hikaru Midorikawa}}, who previously voiced him in [[fireemblemwiki:Fire Emblem: Mystery of the Emblem (anime)|the 1996 animated adaptation of ''Fire Emblem: Mystery of the Emblem'']].
Marth is voiced in Japanese by {{s|wikipedia|Hikaru Midorikawa}}, who reprises his role from [[fireemblemwiki:Fire Emblem: Mystery of the Emblem (anime)|the 1996 animated adaptation of ''Fire Emblem: Mystery of the Emblem'']]; as ''Fire Emblem'' had, at that point, yet to officially make its debut overseas (aside from dubs of the animated adaptation), Marth's Japanese voice is used in all regions.


Marth currently ranks 2nd on the ''Melee'' [[tier list]], placing him in the S tier and is currently his best placement in the series. Marth has many powerful tools at his disposal, including fast overall [[startup]] in his attacks, long and [[disjointed]] [[range]], large amounts of additional power at the [[Sweet spot (hitbox)|tip]] of his blade, very potent [[juggling]] and [[combo]] ability, the longest non-disjointed [[grab]] range, and great [[edgeguarding]] capabilities. Marth also has a multitude of good movement options to approach and pressure with; his [[dash-dance]] and [[wavedash]] are among the longest in the game, as well as being able to dash away from shield grabs without getting punished, complementing his already-impressive range extremely well. Marth also has two very powerful options to KO his opponents and finish combos: his down aerial (a very potent spike when sweetspotted, and the closer to the notorious [[Ken Combo]]) and his forward smash when tippered.
Marth currently ranks 2nd on the ''Melee'' [[tier list]], in the S tier and is his best placement in the series. Marth has many powerful tools at his disposal, including fast overall [[startup]] in his attacks, long and [[disjointed]] [[range]], large amounts of additional power at the [[Sweet spot (hitbox)|tip]] of his blade, very potent [[juggling]] and [[combo]] ability, the longest non-disjointed [[grab]] range, and great [[edgeguarding]] capabilities. Marth also has a multitude of good movement options to approach and pressure with; his [[dash-dance]] and [[wavedash]] are among the longest in the game, as well as being able to dash away from shield grabs without getting punished, complementing his already-impressive range extremely well. Marth also has two very powerful options to KO his opponents and finish combos: his down aerial (a very potent spike when sweetspotted, and the closer to the notorious [[Ken Combo]]) and his forward smash when tippered.


On the downside, his ability to punish [[approach]]es is somewhat limited in comparison to other top-tier characters due to his lack of a projectile and the short hitbox duration of his moves. Marth also has lackluster defensive properties; his weight makes him very easy to combo while not providing sufficient knockback resistance to survive heavy hits at kill-percent, and his [[out of shield]] game is notoriously poor despite his attacks' fast startups. His [[recovery]] is also problematic; while it is extendable with his side special and can end with a fast up special that covers decent distance, it is also rather predictable. However, Marth's main weakness is the fact that most of his moves have considerable endlag and are thus very punishable if whiffed. As such, Marth is very susceptible to momentum shifts; a punished move puts Marth in a defensive position where he has few options to retake the advantage.
On the downside, his ability to punish [[approach]]es is somewhat limited in comparison to other top-tier characters due to his lack of a projectile and the short hitbox duration of his moves. Marth also has lackluster defensive properties; his weight makes him very easy to combo while not providing sufficient knockback resistance to survive heavy hits at kill-percent, and his [[out of shield]] game is notoriously poor despite his attacks' fast startups. His [[recovery]] is also problematic; while it is extendable with his side special and can end with a fast up special that covers decent distance, it is also rather predictable. However, Marth's main weakness is the fact that most of his moves have considerable endlag and are thus very punishable if whiffed. As such, Marth is very susceptible to momentum shifts; a punished move puts Marth in a defensive position where he has few options to retake the advantage.
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==How to unlock==
==How to unlock==
Marth must be defeated in battle before he can be unlocked. There are two ways the player can encounter Marth:
To unlock Marth, players have to use all fourteen starter characters in VS. matches, complete or fail {{SSBM|Classic Mode}} or {{SSBM|Adventure Mode}} with all fourteen starter characters, or play 400 VS. matches.
*One way is to use all fourteen starter characters in VS. Mode, {{SSBM|Classic Mode}}, {{SSBM|Adventure Mode}}, or All-Star Mode. The single-player modes do not have to be completed, and losing in them is a guaranteed way to encounter him without having to encounter other characters. If the player fails to defeat Marth, they can re-fight him by playing any character in any of these modes again. If VS. Mode is played and {{SSBM|Mewtwo}}'s unique encounter requirement is met, then Mewtwo must be unlocked before Marth can appear.
 
*Another way is to play 400 VS. matches to completion. If the player fails to defeat Marth, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Marth can be fought. Additionally, using this method when {{SSBM|Mewtwo}}'s unique encounter requirement is met will cause Marth to appear in place of Mewtwo.
Upon completing this, Marth will be fought on the [[Fountain of Dreams]] stage, with the track "Fire Emblem" playing.
Upon completing this, Marth will be fought on the [[Fountain of Dreams]] stage, with the track "Fire Emblem" playing.


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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname=Slash ({{ja|スラッシュ|Surasshu}}) / Counter Slash ({{ja|コンビネーションスラッシュ|Konbinēshon Surasshu}}, ''Combination Slash'')
|neutralname=&nbsp;
|neutral1dmg=4%/6%
|neutral1dmg=4%/6%
|neutral2dmg=4%/6%
|neutral2dmg=4%/6%
|neutraldesc=Slashes the Falchion twice in front of himself. Useful for both offensive and defensive [[spacing]], especially when used with wavedashing due to the move's non-committal nature with regards to movement. The first hit of jab is highly useful for [[edgeguarding]] linear recoveries, while the second hit can be used to cover many unorthodox recovery options when combined with the first jab (such as a shortened [[Fox Illusion]] or [[Falco Phantasm]]). If Marth is wearing a [[Bunny Hood]], he performs both jabs at twice the speed.
|neutraldesc=Slashes the Falchion twice in front of himself. Useful for both offensive and defensive [[spacing]], especially when used with wavedashing due to the move's non-committal nature with regards to movement. The first hit of jab is highly useful for [[edgeguarding]] linear recoveries, while the second hit can be used to cover many unorthodox recovery options when combined with the first jab (such as a shortened [[Fox Illusion]] or [[Falco Phantasm]]). If Marth is wearing a [[Bunny Hood]], he performs both jabs at twice the speed.
|ftiltname=Sharp Edge ({{ja|ハードエッジ|Hādo Ejji}}, ''Hard Edge'')
|ftiltname=&nbsp;
|ftiltdmg=9%/13%
|ftiltdmg=9%/13%
|ftiltdesc=A fast upward swipe while leaning forward. Has good horizontal reach.
|ftiltdesc=A fast upward swipe while leaning forward. Has good horizontal 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), 13% (tip), 9% (body)
|utiltdmg=Clean: 9% (blade), 12% (tip), 8% (body)<br/>Late: 10% (blade), 13% (tip), 9% (body)
|utiltdesc=Swings his sword in a large arc above his head, with a large hitbox that can peg opponents behind him. This move has many varied uses; most notably, it can interrupt hasty attacks and juggle and trap opponents in conjunction with a forward smash, a neutral aerial, or an up aerial on top of platforms. It can also set up aerial combos. At high percentages, it is an effective KO move, KOing reliably at 130% and above when tippered.
|utiltdesc=Swings his sword in a large arc above his head, with a large hitbox that can peg opponents behind him. This move has many varied uses; most notably, it can interrupt hasty attacks and juggle and trap opponents in conjunction with a forward smash, a neutral aerial, or an up aerial on top of platforms. It can also set up aerial combos. At high percentages, it is an effective KO move, KOing reliably at 130% and above when tippered.
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}, ''Low Thrust'')
|dtiltname=&nbsp;
|dtiltdmg=9% (blade), 10% (tip), 8% (body)
|dtiltdmg=9% (blade), 10% (tip), 8% (body)
|dtiltdesc=A quick crouching Falchion poke. As it pokes out and is a [[semi-spike]], it is very useful for edgeguarding, and is also a staple in Marth's neutral game as it can safely be used to interrupt dash-dancing and wavedashing approaches or follow-ups. It may lead into a grab follow-up below 100%. It also has a high number of [[interruptibility]] frames. Because of this property, Marth is unable to shield as quickly as compared to other actions such as dashing or performing smash attacks.
|dtiltdesc=A quick crouching Falchion poke. As it pokes out and is a [[semi-spike]], it is very useful for edgeguarding, and is also a staple in Marth's neutral game as it can safely be used to interrupt dash-dancing and wavedashing approaches or follow-ups. It may lead into a grab follow-up below 100%. It also has the property of having a high amount of [[interruptibility]] frames. Because of this property Marth is unable to shield as quickly as if he were to do anything else such as dashing or performing smash attacks.
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=&nbsp;
|dashdmg=11% (blade), 12% (tip), 9% (body)
|dashdmg=11% (blade), 12% (tip), 9% (body)
|dashdesc=A quick upward sweeping diagonal slash with high range and relatively high damage. Depending on where on the sword it connects, it can either send opponents behind him, in front of him or above him. Very good for setting up combos, but has high ending lag.
|dashdesc=A quick upward sweeping diagonal slash with high range and relatively high damage. Depending on where on the sword it connects, it can either send opponents behind him, in front of him or above him. Very good for setting up combos, but has high ending lag.
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashname=Dragon Killer
|fsmashdmg={{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|20}}
|fsmashdmg={{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|20}}
|fsmashdesc=Rotates body counterclockwise with a strong arc-like swing from his head to the ground. Very fast and long ranged. The knockback of the move is strongest on the tipper hitbox of the sword, otherwise being rather weak when untippered.
|fsmashdesc=Rotates body counterclockwise with a strong arc-like swing from his head to the ground. Very fast and long ranged. The knockback of the move is strongest on the tipper hitbox of the sword, otherwise being rather weak when untippered.
|usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}})
|usmashname=Justice Sword
|usmashdmg={{ChargedSmashDmgSSBM|8}} (sides), {{ChargedSmashDmgSSBM|15}} (blade), {{ChargedSmashDmgSSBM|18}} (tip)
|usmashdmg={{ChargedSmashDmgSSBM|8}} (sides), {{ChargedSmashDmgSSBM|15}} (blade), {{ChargedSmashDmgSSBM|18}} (tip)
|usmashdesc=A quick, direct upward thrust. The move has very weak sourspots next to Marth if used on the ground, so it is not a reliable KO move on grounded enemies next to Marth, but it can act as a surprise KO option on enemies directly above him in the air or on platforms. Oddly, the Falchion's tip doesn't have a hitbox at all; the "tipper" hitbox is instead located at the middle of the blade.
|usmashdesc=A quick, direct upward thrust. The move has very weak sourspots next to Marth if used on the ground, so it is not a reliable KO move on grounded enemies next to Marth, but it can act as a surprise KO option on enemies directly above him in the air or on platforms. Oddly, the Falchion's tip doesn't have a hitbox at all; the "tipper" hitbox is instead located at the middle of the blade.
|dsmashname=Whirlwind Blade ({{ja|ワールウィンド|Wāruwindo}}, ''Whirlwind'')
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBM|11}}/{{ChargedSmashDmgSSBM|16}} (both sides)
|dsmashdmg={{ChargedSmashDmgSSBM|11}}/{{ChargedSmashDmgSSBM|16}} (both sides)
|dsmashdesc=Sweeps his sword on the ground towards the front, then towards the back. If tippered, it sends opponents upward with high vertical knockback, [[Star KO]]ing opponents at high percentages, and is the strongest down smash in the game and 3rd most powerful smash attack overall (only behind {{SSBM|Bowser}}'s forward smash and {{SSBM|Pikachu}}'s up smash). If hit at the base, it sends opponents with low horizontal knockback, but it can still KO at high percentages. It is generally not a safe option to use in most situations, as the attack has a fair amount of ending lag and takes longer to fully execute than his other smash attacks (despite having the fastest amount of start-up out of his smash attacks).
|dsmashdesc=Sweeps his sword on the ground towards the front, then towards the back. If tippered, it sends opponents upward with high vertical knockback, [[Star KO]]ing opponents at high percentages, and is the strongest down smash in the game and 3rd most powerful smash attack overall (only behind {{SSBM|Bowser}}'s forward smash and {{SSBM|Pikachu}}'s up smash). If hit at the base, it sends opponents with low horizontal knockback, but it can still KO at high percentages. It is generally not a safe option to use in most situations, as the attack has a fair amount of ending lag and takes longer to fully execute than his other smash attacks (despite having the fastest amount of start-up out of his smash attacks).
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|nairdmg=4% (hit 1), 10% (hit 2)
|nairdmg=4% (hit 1), 10% (hit 2)
|nairdesc=Two horizontal slashes around himself. Both hits connect easily, and can follow up into each other. Oddly enough, both the tipper hitbox and the non-tipper hitbox deal the same damage and knockback; the only difference between the 2 hitboxes is the sound effect.
|nairdesc=Two horizontal slashes around himself. Both hits connect easily, and can follow up into each other. Oddly enough, both the tipper hitbox and the non-tipper hitbox deal the same damage and knockback; the only difference between the 2 hitboxes is the sound effect.
|fairname=Aerial Swipe ({{ja|フラッグカット|Furaggu Katto}}, ''Flag Cut'')
|fairname=&nbsp;
|fairdmg=10% (blade), 13% (tip), 9% (body)
|fairdmg=10% (blade), 13% (tip), 9% (body)
|fairdesc=Does a forward vertical slash downwards. It is considered Marth's most versatile aerial as it is his fastest and has the most combo potential. It also has the least ending lag of all his aerials and it is his safest aerial on shield since it deals 7 frames of shield stun and has 7 frames of endlag; Marth can dash-dance away after doing this move on shield. Because of its ability to link into virtually any other of Marth's moves, it is an ideal move to set up edgeguarding. The move however has a very short duration and thus despite its speed, it is unsafe if spammed in neutral.
|fairdesc=Does a forward vertical slash downwards. It is considered Marth's most versatile aerial as it is his fastest and has the most combo potential. It also has the least ending lag of all his aerials and it is his safest aerial on shield since it deals 7 frames of shield stun and has 7 frames of endlag; Marth can dash-dance away after doing this move on shield. Because of its ability to link into virtually any other of Marth's moves, it is an ideal move to set up edgeguarding. The move however has a very short duration and thus despite its speed, it is unsafe if spammed in neutral.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=About Face
|bairdmg=10% (blade), 13% (tip), 9% (body)
|bairdmg=10% (blade), 13% (tip), 9% (body)
|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; in this regard, his back aerial can be used to potentially set up a [[Ken Combo]] or can be used to quickly steal a ledge.
|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; in this regard, his back aerial can be used to potentially set up a [[Ken Combo]] or can be used to quickly steal a ledge.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=&nbsp;
|uairdmg=10% (blade), 13% (tip), 9% (body)
|uairdmg=10% (blade), 13% (tip), 9% (body)
|uairdesc=A forward-to-back upward wide sword slash ending in a full delayed somersault. It is not particularly powerful regardless of where on the sword it hits, but conversely it shows no mercy juggling opponents when combined with forward smash, up tilt, and other aerials.
|uairdesc=A forward-to-back upward wide sword slash ending in a full delayed somersault. It is not particularly powerful regardless of where on the sword it hits, but conversely it shows no mercy juggling opponents when combined with forward smash, up tilt, and other aerials.
|dairname=Half Moon ({{ja|ハーフムーン|Hāfumūn}})
|dairname=&nbsp;
|dairdmg=10% (blade), 13% (tip), 9% (body)
|dairdmg=10% (blade), 13% (tip), 9% (body)
|dairdesc=A forward-to-back outward sword slash downwards. The attack, when [[sweetspot]]ted, sends opponents flying downward. In [[NTSC]] regions, the attack is a [[spike]], while [[PAL]] regions, it's a [[meteor smash]]. Due to its high ending lag and Marth's lackluster recovery, the attack is of high risk if used offstage at a low altitude. Regardless, the move is extremely useful anywhere else on the stage due to its long horizontal reach making it a great tech chase option (for reading rolls) as well as an out of shield option. This is the primary finish to a Ken Combo.
|dairdesc=A forward-to-back outward sword slash downwards. The attack, when [[sweetspot]]ted, sends opponents flying downward. In [[NTSC]] regions, the attack is a [[spike]], while [[PAL]] regions, it's a [[meteor smash]]. Due to its high ending lag and Marth's lackluster recovery, the attack is of high risk if used offstage at a low altitude. Regardless, the move is extremely useful anywhere else on the stage due to its long horizontal reach making it a great tech chase option (for reading rolls) as well as an out of shield option. This is the primary finish to a Ken Combo.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab
|grabdesc=Marth grabs the opponent with his free hand. It's the 4th longest grab range overall and the single longest non-tether grab.
|grabdesc=Marth grabs the opponent with his free hand. It's the 4th longest grab range overall and the single longest non-tether grab.
|pummelname=Knee ({{ja|つかみニーバット|Tsukami Nībatto}}, ''Grab Kneebutt'')
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees the opponent.
|pummeldesc=Knees the opponent.
|fthrowname=Bounce ({{ja|ロールオーバー|Rōru Ōbā}}, ''Roll Over'')
|fthrowname=&nbsp;
|fthrowdmg=4%
|fthrowdmg=4%
|fthrowdesc=Trips the opponent with his leg as he pushes them forward.
|fthrowdesc=Trips the opponent with his leg as he pushes them forward.
|bthrowname=Throw Away ({{ja|レッグフッカー|Reggu Fukkā}}, ''Leg Hooker'')
|bthrowname=&nbsp;
|bthrowdmg=4%
|bthrowdmg=4%
|bthrowdesc=Pulls opponents behind him and extends his leg simultaneously.
|bthrowdesc=Pulls opponents behind him and extends his leg simultaneously.
|uthrowname=Emblem Toss ({{ja|キャスティング|Kyasutingu}}, ''Casting'')
|uthrowname=&nbsp;
|uthrowdmg=4%
|uthrowdmg=4%
|uthrowdesc=A powerful upward throw with one arm. Can chain throw fast fallers at low percentages, and is the third strongest up throw in the game.
|uthrowdesc=A powerful upward throw with one arm. Can chain throw fast fallers at low percentages, and is the third strongest up throw in the game.
|dthrowname=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Slams the opponent to the ground, sending them behind him. Can set up a tippered forward smash at low percentages.
|dthrowdesc=Slams the opponent to the ground, sending them behind him. Can set up a tippered forward smash at low percentages.
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|ssname=Dancing Blade
|ssname=Dancing Blade
|ssdmg=Varies
|ssdmg=Varies
|ssdesc=A sequence of Falchion slashes with several variations based on [[control stick]] inputs. All variations have transcendent priority. For the first attack, Marth glows red; the second, green; the third, blue; and for the last one, red again.
|ssdesc=A sequence of Falchion slashes with several variations based on [[control stick]] inputs. All variations have transcendent priority. Upward slashes are trailed blue, standard slashes are trailed red, and downward slashes are trailed green.
|usname=Dolphin Slash
|usname=Dolphin Slash
|usdmg=10% (startup blade & body), 13% (startup tip), 7% (leap blade & tip), 6% (leap body)
|usdmg=10% (startup blade & body), 13% (startup tip), 7% (leap blade & tip), 6% (leap body)
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|-
|-
| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs. The last hit launches opponents away.
| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs. The last hit launches opponents away.
|}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 87
|rweight = 16
|dash = 1.5
|rdash = 10-13
|run = 1.8
|rrun = 3-5
|walk = 1.6
|rwalk = 1-2
|trac = 0.06
|rtrac = 15-23
|airfric = 0.005
|rairfric = 21-26
|air = 0.9
|rair = 12-14
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.085
|rgravity = 19
|fall = 2.2
|rfall = 6
|ff = 2.5
|rff = 11-12
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 35.09
|rjumpheight = 7
|shorthop = 13.995
|rshorthop = 12
|djump = 25.188
|rdjump = 15
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 85
|rweight = 16-19
|dash = 1.5
|rdash = 10-13
|run = 1.8
|rrun = 3-5
|walk = 1.6
|rwalk = 1-2
|trac = 0.06
|rtrac = 15-23
|airfric = 0.005
|rairfric = 21-26
|air = 0.85
|rair = 15-17
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.085
|rgravity = 19
|fall = 2.2
|rfall = 6
|ff = 2.5
|rff = 11-12
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 35.09
|rjumpheight = 7
|shorthop = 13.995
|rshorthop = 12
|djump = 25.188
|rdjump = 15
}}
{| class=wikitable
|+Jump Frame Data
! Jump
! Air time
! FF input window for Earliest FF
! Air time for Earliest FF
|-
| Full Hop || 59 || 28-31 || 45
|-
| Full Hop (instant aerial) || 57 || 27-30 || 43
|-
| Short Hop || 38 || 17-20 || 26
|-
| Short Hop (instant fair/bair) || 36 || 16-19 || 24
|-
| Short Hop (instant upair) || 38 || 16-20 || 25
|-
| Short Hop (instant dair) || 37 || 16-19 || 25
|-
| Short Hop (instant nair) || 37 || 16-19 || 24
|}
|}


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''See also: [[:Category:Marth players (SSBM)]]''
''See also: [[:Category:Marth players (SSBM)]]''


*{{Sm|Azen|USA}} - Top old-school Marth player from MD/VA. Considered one of the best on the East Coast in the pre-''Brawl'' era. Won {{Trn|MLG Atlanta 2004}}, {{Trn|Tournament Go 6}}, and {{Trn|MLG New York Playoffs 2006}}.  
*{{Sm|Azen|USA}} - Top old-school Marth player from MD/VA. Considered one of the best on the East Coast in the pre-''Brawl'' era. Won {{Trn|MLG Atlanta 2004}}, {{Trn|Tournament Go 6}}, and {{Trn|MLG New York Playoffs 2006}}.
*{{Sm|KDJ|USA}} - One of the best players from 2006-2008; triple-mained with Fox and Sheik before retiring. Won {{Trn|MLG Long Island 2007}} using Marth to beat {{Sm|ChuDat}}, and placed 2nd at {{Trn|Cataclysm 3}} and 17th at {{Trn|Apex 2012}} using Marth as a secondary. He focused on Marth more in the latter half of his career, beating players such as {{Sm|La Luna}} before retiring from competition in 2016.
*{{Sm|Jakenshaken|USA}} - One of the best Marth players in the world. Placed 5th at {{Trn|Fight Pitt 9}}, 9th at {{Trn|Full Bloom 5}}, and 25th at {{Trn|Smash 'N' Splash 5}}. Has wins over {{Sm|Lucky}}, {{Sm|MikeHaze}}, and {{Sm|Jerry}}.
*{{Sm|Ken|USA}} - Referred to as the "King of Smash". Considered the first person to have a dominant presence in the ''Melee'' scene, and as such, was the undisputed best smasher from 2003 to 2006. He was the first Marth player to win a major, namely {{Trn|Tournament Go 4}}, and continued to win multiple MLG tournaments and {{Trn|EVO World 2007}}. He popularised and named the [[Ken combo]].
*{{Sm|KDJ|USA}} - One of the best players from 2006-2008; triple-mained with Fox and Sheik before retiring. Placed 1st at {{Trn|MLG Long Island 2007}}, 2nd at {{Trn|Cataclysm 3}}, and 17th at {{Trn|Apex 2012}}. Has wins over {{Sm|ChuDat}}, {{Sm|La Luna}}, and {{Sm|DJ Nintendo}}.
*{{Sm|KoDoRiN|USA}} - One of the best Marth players in the world, currently second best behind Zain. He made his breakout during the COVID-19 pandemic through online tournaments, and continued improving at offline tournaments with placements such as 3rd at {{Trn|Mainstage 2021}}, also taking multiple wins over {{Sm|Cody Schwab}} and {{Sm|Hungrybox}}. He cracked top 10 on the [[MPGR Summer 2022]] rankings, being the 10th best player on the list.
*{{Sm|Ken|USA}} - Ranked player in SoCal. Commonly referred to as the "King of Smash" and undisputed best smasher from 2003 to 2006. Invented and named the Ken combo. Won multiple MLG tournaments and {{Trn|EVO World 2007}}.
*{{Sm|La Luna|USA}} - A Marth player with competitive history dating back from 2011, becoming one of the best Marth players in the world in the late 2010s. Considered a top 30 player around this time, and ranked 19th during the [[SSBMRank 2017]] season, with placements of 3rd at {{Trn|Get On My Level 2017}} and 7th at {{Trn|EVO 2017}}, beating players such as {{Sm|Leffen}} and {{Sm|ChuDat}}. He was banned from tournaments in 2020 due to controversies relating to previous behaviors at tournaments.
*{{Sm|KoDoRiN|USA}} - One of the best Marth players during the COVID-19 pandemic. Placed 3rd at {{Trn|Mainstage 2021}}, 5th at {{Trn|SWT: NA West Melee Regional Finals}}, 7th at {{Trn|Riptide}}, and 25th at {{Trn|Mainstage}} with wins over {{Sm|iBDW}}, {{Sm|Ginger}}, and {{Sm|SFAT}}.
*{{Sm|Mew2King|USA}} - One of the [[Five Gods]]. Widely considered to be one of the best Marth players of all time. Known for his very precise punish game with the character and contributed largely to the advancement of his metagame, along with {{Sm|PPMD}}. He won many populated tournaments throughout the history of ''Melee'' primarily using Marth, including {{Trn|MELEE-FC Diamond}}, {{Trn|Shine 2016}}, and {{Trn|Smash Summit 6}}.
*{{Sm|La Luna|USA}} - One of the best Marth players in the world. Placed 25th at {{Trn|GENESIS 6}}, 17th at {{Trn|Pound 2019}}, and 17th at {{Trn|Get On My Level 2019}}. Has wins over {{Sm|HugS}}, {{Sm|moky}}, and {{Sm|Colbol}}.
*{{Sm|PewPewU|USA}} - The best Marth player in California and one of the best in the world before retiring. He is one of the best solo Marth players of all time, being the first Marth player to be ranked top 10 on an SSBMRank/MPGR ranking, doing so in [[Summer 2015 SSBMRank]]. He placed top 8 at multiple supermajors such as 4th at {{Trn|Super Smash Con 2018}}, 5th at {{Trn|GENESIS 6}}, and 7th at {{Trn|EVO 2016}}. Throughout the 2010s, he remained a top 20 player and was considered the best solo Marth player in the modern era before Zain's rise in the scene. He was also well known for his proficiency in doubles with static partner {{Sm|SFAT}}, becoming one of the best doubles teams in ''Melee'' history.
*{{Sm|Mew2King|USA}} - One of the [[Five Gods]]. Widely considered to be one of the best Marth players of all time. Has contributed largely to the advancement of his metagame, along with {{Sm|PPMD}}.
*{{Sm|PPMD|USA}} - One of the [[Five Gods]], co-maining {{SSBM|Falco}} and Marth. Considered one of the best Marth players in terms of neutral game and against floaty characters. One of his most notable feats was winning {{Trn|Apex 2015}}, beating {{Sm|Armada}} in grand finals with Marth, which is considered one of the most notable grand finals sets in ''Melee'' history. He retired from competition due to health-related reasons.
*{{Sm|PewPewU|USA}} - The best Marth player in California and one of the best in the world before retiring. Widely known for his proficiency in doubles with static partner {{Sm|SFAT}}. Placed 4th at {{Trn|Super Smash Con 2018}}, 5th at {{Trn|GENESIS 6}} and {{Trn|Mainstage}}, and 7th at {{Trn|EVO 2016}} with wins over {{Sm|Hungrybox}}, {{Sm|Mew2King}}, {{Sm|Plup}}, and {{Sm|iBDW}}.
*{{Sm|Rishi|USA}} - One of the best Marth players in the world. He had a breakout into the scene in 2016 and improved over time, peaking in 2018 with 7th at {{Trn|Super Smash Con 2018}} and {{Trn|Smash Summit 7}}. He became mostly inactive in the post-[[Project Slippi]] era, but has placed 7th at {{Trn|Super Smash Con 2022}} and 9th at {{Trn|Collision 2023}} with a rank of 42nd on [[SSBMRank 2022]].
*{{Sm|PPMD|USA}} - One of the [[Five Gods]]. Considered the best Marth in the neutral game and against floaty characters, and among the two greatest Marth players, alongside {{Sm|Mew2King}}. Placed 1st at {{Trn|Apex 2014}} and {{Trn|Apex 2015}}, 2nd at {{Trn|Apex 2013}}, and 3rd at {{Trn|EVO 2015}}. Currently inactive due to health reasons.
*{{Sm|Spud|New Zealand}} - The best player in Australia/New Zealand. Showed dominance in his country, winning events such as {{Trn|Battle Arena Melbourne 11}}, and has made appearances in North America, with 33rd at both {{Trn|GENESIS 7}} and {{Trn|The Big House 10}} with wins over {{Sm|SFAT}} and {{Sm|n0ne}}.
*{{Sm|reaper|Germany}} - Previously the best Marth player in Europe. Placed 13th at {{Trn|B.E.A.S.T 6}}, {{Trn|Syndicate 2016}}, and {{Trn|Syndicate 2017}} with wins over {{Sm|Jeapie}}, {{Sm|Fuzzyness}}, and {{Sm|Däumling}}.
*{{Sm|Taj|USA}} - Although better known for his {{SSBM|Mewtwo}} play, Taj was one of the best Marth players in the world during the post-''Brawl'' era, and frequently relied more on Marth in later stages of the bracket. Notably defeated {{Sm|Mang0}} and {{Sm|PPMD}} at {{Trn|GENESIS 2}}, where he placed 3rd, and placed 5th at {{Trn|MELEE-FC Diamond}} and 13th at {{Trn|EVO 2013}} with primarily Marth. He is also known for his great performances in the Marth ditto, beating top players such as {{Sm|PewPewU}}.
*{{Sm|Rishi|USA}} - One of the best Marth players in the world. Placed 13th at {{Trn|GENESIS 6}} and 17th at both {{Trn|The Big House 9}} and {{Trn|Super Smash Con 2019}}. Has wins over {{Sm|moky}}, {{Sm|Westballz}}, and {{Sm|HugS}}.
*{{Sm|Zain|USA}} - The best Marth player in the world. He is the first solo Marth player to dominate tournaments since Ken, winning supermajors such as {{Trn|GENESIS 7}}, {{Trn|GENESIS 8}}, and {{Trn|Super Smash Con 2023}}. He was the number 1 player in the world during [[SSBMRank 2022]], making him the first non-God to be given the title.
*{{Sm|Shroomed|USA}} - Primarily mains Sheik, but has a strong Marth that sees the most use on certain stages or character counterpicks. Placed 4th at {{Trn|Smash 'N' Splash 4}}, 5th at {{Trn|Low Tier City 7}}, and 7th at {{Trn|Shine 2018}}. Used Marth to beat {{Sm|Wizzrobe}}, {{Sm|ChuDat}}, and {{Sm|Lucky}}.
*{{Sm|Spud|New Zealand}} - The best player in Australia/New Zealand. Placed 1st at {{Trn|Battle Arena Melbourne 11}}, 2nd at {{Trn|Phantom 2019}}, and 33rd at both {{Trn|GENESIS 7}} and {{Trn|The Big House 10}} with wins over {{Sm|Professor Pro}}, {{Sm|SFAT}}, and {{Sm|S2J}}.
*{{Sm|Taj|USA}} - Although most famous for his {{SSBM|Mewtwo}} play, Taj was one of the best Marth players in the world during the post-''Brawl'' era, and frequently relied more on Marth in later stages of the bracket. Placed 5th at {{Trn|MELEE-FC Diamond}}, 3rd at {{Trn|GENESIS 2}}, and 13th at {{Trn|EVO 2013}}. Has wins over {{Sm|PPMD}}, {{Sm|Mango}}, and {{Sm|PewPewU}}.
*{{Sm|Zain|USA}} - The best Marth player in the world with wins over {{Sm|Mango}}, {{Sm|Hungrybox}}, {{Sm|Plup}}, and {{Sm|Leffen}}. Won {{Trn|GENESIS 8}}, {{Trn|GENESIS 7}}, and {{Trn|Pound 2022}}.


===Tier placement and history===
===Tier placement and history===
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SSBM Marth HQ.png|Official artwork of Marth.
SSBM Marth HQ.png|Official artwork of Marth.
SSBMWebsiteMarth1.jpg|[[Idle|Idling]] on [[Venom]].
SSBMWebsiteMarth1.jpg|[[Idle|Idling]] on [[Venom]].
SSBMWebsiteMarth2.jpg|Using aerial [[Dancing Blade]] on [[Onett]].
SSBMWebsiteMarth2.jpg|Using his [[neutral aerial]] on [[Onett]].
MarthCounterMelee.jpg|[[Counter]]ing {{SSBM|Captain Falcon}}'s [[neutral attack]] on [[Rainbow Cruise]].
MarthCounterMelee.jpg|[[Counter]]ing {{SSBM|Captain Falcon}}'s [[neutral attack]] on [[Rainbow Cruise]].
Dolphin Slash SSBM.jpg|Using [[Dolphin Slash]] on {{SSBM|Zelda}} and {{SSBM|Donkey Kong}} on [[Pokémon Stadium]].
Dolphin Slash SSBM.jpg|Using [[Dolphin Slash]] on {{SSBM|Zelda}} and {{SSBM|Donkey Kong}} on [[Pokémon Stadium]].
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==Trivia==
==Trivia==
*Marth is the only newcomer and unlockable character to have a clone.
*Marth is the only newcomer and unlockable character to have a clone.
*Marth and {{SSBM|Roy}} are the only playable characters in ''Melee'' that do not have a stage representing their universe, though hacked data shows that [[AKANEIA|one was planned]].
*Marth and {{SSBM|Roy}} are the only characters in ''Melee'' that speak Japanese in all language versions of the game.
*Marth and {{SSBM|Roy}} are the only playable characters in ''Melee'' that do not have a stage representing their universe, though hacked data shows that [[AKANEIA|one was planned.]]
**As a result of not having a stage, Marth is fought on the [[Fountain of Dreams]] in All-Star Mode and his character unlock battle. In Event Matches, he appears in [[Temple]], and in Classic Mode, he appears on [[Great Bay]].
**As a result of not having a stage, Marth is fought on the [[Fountain of Dreams]] in All-Star Mode and his character unlock battle. In Event Matches, he appears in [[Temple]], and in Classic Mode, he appears on [[Great Bay]].
*Along with {{SSBM|Roy}}, Marth was originally planned to be a Japan-exclusive character in ''Super Smash Bros. Melee'', but was kept in all versions on request of an employee at Nintendo of America.<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html</ref> Global interest in the ''Fire Emblem'' series began as a result of their success in ''Super Smash Bros. Melee''.
*All of Marth's aerial attacks when tippered deal the same amount of damage (13% damage); he is the only character in the game to have this trait.
*All of Marth's aerial attacks when tippered deal the same amount of damage (13% damage); he is the only character in the game to have this trait.
*In the {{SSBM|debug menu}}, Marth is known as "MARS" likely to keep the game close to his Japanese pronunciation.
*In the {{SSBM|debug menu}}, Marth is known as "MARS" likely to keep the game close to his Japanese pronunciation.
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*The fan-made term "Marthritis" (derived from the diagnosis {{s|wikipedia|Arthritis}}) references the inability for a Marth player to easily combo into a kill move at high percents.
*The fan-made term "Marthritis" (derived from the diagnosis {{s|wikipedia|Arthritis}}) references the inability for a Marth player to easily combo into a kill move at high percents.
*In the debug menu of the game, Marth has an additional phrase that goes unused: [https://youtube.com/watch?v=5ym3QWL2bRM "{{ja|レッツダンス!}}" "Rettsu dansu!"], the English phrase "Let's Dance!" approximated phonetically in Japanese.
*In the debug menu of the game, Marth has an additional phrase that goes unused: [https://youtube.com/watch?v=5ym3QWL2bRM "{{ja|レッツダンス!}}" "Rettsu dansu!"], the English phrase "Let's Dance!" approximated phonetically in Japanese.
==References==
{{Reflist}}


==External links==
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html Official character page on the Japanese ''Melee'' website] ([[smashwiki:26TP/Marth|Translation]])
*[http://sourcegaming.info/2016/01/21/melee-marth/ Translation of official character page on Source Gaming]
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html Official character page on the Japanese ''Melee'' website]
*[https://www.youtube.com/watch?v=IiVzSzuuv88 Are You a Marth Player?] by [[Kira]]
*[https://www.youtube.com/watch?v=IiVzSzuuv88 Are You a Marth Player?] by [[Kira]]


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