Editing Marth (SSBM)
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|rankingPAL = 2 | |rankingPAL = 2 | ||
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'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') | '''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') debuted in the first game of the {{uv|Fire Emblem}} series, ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'' (''Ankoku Ryuu to Hikari no Tsurugi''). Marth was placed in ''[[Super Smash Bros. Melee]]'' due to heavy requests from Japanese players; 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 | 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]], | Marth currently ranks 2nd on the ''Melee'' [[tier list]], in the S tier. 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 | 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. | ||
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. | ||
==Attributes== | ==Attributes== | ||
[[File:MarthGimpTaj.gif|200px|thumb|The majority of Marth's moveset, if chained together, can be highly effective at edgeguarding.]] | [[File:MarthGimpTaj.gif|200px|thumb|right|The majority of Marth's moveset, if chained together, can be highly effective at edgeguarding.]] | ||
Marth falls under the fighter archetype of being mobile, with the ability to easily outmaneuver most of his opponents; Marth has a very fast [[dashing]] speed, a long [[wavedash]] (specifically the fourth longest in the game) and rather good [[jumping]] speed, with above average [[falling speed]], contributing to a good [[SHFFL]]. With a large [[dash-dance]] window and a [[disjointed]] [[hitbox]], Marth has great [[approach]] options in this game, both on the ground and in the air. | Marth falls under the fighter archetype of being mobile, with the ability to easily outmaneuver most of his opponents; Marth has a very fast [[dashing]] speed, a long [[wavedash]] (specifically the fourth longest in the game) and rather good [[jumping]] speed, with above average [[falling speed]], contributing to a good [[SHFFL]]. With a large [[dash-dance]] window and a [[disjointed]] [[hitbox]], Marth has great [[approach]] options in this game, both on the ground and in the air. | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|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= | |utiltname= | ||
|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= | |dtiltname= | ||
|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 | |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= | |dashname= | ||
|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 | |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 | |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= | |dsmashname= | ||
|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= | |nairname= | ||
|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= | |fairname= | ||
|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 | |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= | |uairname= | ||
|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= | |dairname= | ||
|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 | |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= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees the opponent. | |pummeldesc=Knees the opponent. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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. | |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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|dsname=Counter | |dsname=Counter | ||
|dsdmg=7% | |dsdmg=7% | ||
|dsdesc=Assumes a defensive stance and retaliates against incoming attacks. The damage and knockback of the attack will always be the same, regardless on what attack is being countered. When Marth's Counter is successful he may either say "{{ja| | |dsdesc=Assumes a defensive stance and retaliates against incoming attacks. The damage and knockback of the attack will always be the same, regardless on what attack is being countered. When Marth's Counter is successful he may either say "{{ja|そこだ|Soko da}}!" ("''There!''"), "{{ja|させるものか|Saseru mono ka}}!" ("''I won't allow that!''"), or "{{ja|見切った|Mikitta}}!" ("''I saw through (your attack)!''") | ||
}} | }} | ||
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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. | ||
|} | |} | ||
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<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
'' | ''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]].'' | ||
*{{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}}. | ''See also: [[:Category:Marth professionals (SSBM)]]'' | ||
*{{Sm|KDJ|USA}} - One of the best players from 2006-2008; triple-mained with Fox and Sheik before retiring. | |||
*{{Sm|Ken|USA}} - | *{{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|KoDoRiN|USA}} - One of the best Marth players | *{{Sm|Jakenshaken|USA}} (#45) - 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|La Luna|USA}} - | *{{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|Mew2King|USA}} - One of the [[Five Gods]]. Widely considered to be one of the best Marth players of all time. | *{{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|PewPewU|USA}} - The best Marth player in California and one of the best in the world before retiring. | *{{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|PPMD|USA}} - One of the [[Five Gods]] | *{{Sm|La Luna|USA}} (#53) - 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| | *{{Sm|Mew2King|USA}} (#10) - 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| | *{{Sm|Nintendude|USA}} (#81) - A former Ice Climber player turned Marth main. Placed 13th at {{Trn|Super Smash Con 2019}}, 25th at {{Trn|GENESIS 6}}, and 33rd at {{Trn|The Big House 9}}. Has wins over {{Sm|Jakenshaken}}, {{Sm|Ka-Master}}, and {{Sm|Boyd}}. | ||
*{{Sm| | *{{Sm|PewPewU|USA}} (#24) - 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|Zain|USA}} - The best Marth player in the world. | *{{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|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|Rishi|USA}} (#40) - 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|Shroomed|USA}} (#30) - 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}} (#38) - 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|Zain|USA}} (#6) - 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=== | ||
Very early in the ''Melee'' [[metagame]], Marth | Very early in the ''Melee'' [[metagame]], Marth was seen as a character that relied too much on [[rolling]] and [[C-stick]] abuse, traits that led to a negative low-level perception of him despite his then-high-tier placement. Shortly before the third tier list iteration (June 2003), {{Sm|Ken}} won [[Tournament Go|Tournament Go 4]] with Marth, introducing the uses of [[dash-dancing]], [[chain throwing]], and a higher focus on [[spacing]] and [[aerial]] combat, including the creation of the infamous [[Ken Combo]]. Later, Ken incorporated other advanced techniques, such as [[wavedashing]], into Marth's metagame, and showed how powerfully he could punish enemies off small mistakes and reads. Because of this, Ken is credited for largely improving Marth's metagame. Ken, and a handful of other top Marth mains such as {{Sm|Azen}}, are credited for moving Marth up to the top tier for years to come, usually around the second to fourth highest spot on the list. Marth's first drop into the high tier since then was in the eighth tier list (July 2006), where he dropped to fourth place. However, in the ninth tier list (October 2008), he again moved up to second place, in what became his highest tier placing in all the tier lists. | ||
In the post-''Brawl'' metagame, however, professional opinions of Marth began declining. After {{Sm|Mew2King}}'s absolute dominance with Marth for a short time span around ''Brawl''{{'}}s release, Marth's placement in tournaments began to fall, as newer players learned to exploit his weaknesses, and many Marth mains, including Ken and Azen, became inactive from competitive ''Melee''. Mew2King himself eventually switched to playing primarily {{SSBM|Sheik}}, and up-and-coming Marth players, such as {{Sm|Tai}} and {{Sm|PewPewU}}, frequently struggled to make an impact at tournaments. This led to players questioning Marth's true viability in the metagame, which conicided with a drop to fifth place on the tenth tier list in September of 2010, and a fourth place finish on the eleventh tier list in July of 2013. Upon briefly returning to the scene in 2012, Ken notably claimed that Marth was a mid-tier character who lost in every important top-tier matchup. Mew2King's personal tier list in 2014 also decisively ranked Marth as fifth, claiming that while Marth could punish the entire cast solidly, he got punished too easily in return, leading to losing matchups against Fox, Falco, Sheik, and Jigglypuff on all non-[[Final Destination]] stages. | |||
Despite this, new innovations in the modern metagame by the aforementioned PewPewU and {{Sm|PPMD}}, as well as arguments centered around [http://smashboards.com/threads/kadano%E2%80%99s-perfect-marth-class%E2%80%94advanced-frame-data-application.337035/ Marth's frame data], as compiled by various community members such as {{Sm|Kadano}}, have maintained Marth's viability and changed several opinions concerning his tier placement. PPMD's victory at [[Apex 2015]], where he beat several top Fox players using primarily Marth, showed that despite Marth's more apparent weaknesses today, he is still a character who can win large, top-level tournaments. Pro player {{Sm|Zain}} has also achieved consistently excellent results using Marth in recent years, winning a significant amount of tournaments including majors like [[GENESIS 7]] and [[GENESIS 8]]. Reflecting this, the thirteenth tier list released in March of 2021 ranks Marth as the second best character in the game, only behind Fox. | |||
====PAL viability==== | ====PAL viability==== | ||
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*'''[[Event 46: Fire Emblem Pride]]''': The player battles and must defeat a team of Marth and Roy in an untimed match in the Hyrule Temple stage, with all three characters receiving 3 stock. | *'''[[Event 46: Fire Emblem Pride]]''': The player battles and must defeat a team of Marth and Roy in an untimed match in the Hyrule Temple stage, with all three characters receiving 3 stock. | ||
=== | ===Ending images=== | ||
<gallery> | <gallery> | ||
MarthClassicMode.jpg|Classic Mode | MarthClassicMode.jpg|Classic Mode. | ||
MarthAdventureMode.jpg|Adventure Mode | MarthAdventureMode.jpg|Adventure Mode. | ||
MarthAllStarMode.jpg|All-Star Mode | MarthAllStarMode.jpg|All-Star Mode. | ||
</gallery> | </gallery> | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
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<gallery> | <gallery> | ||
SSBM Marth HQ.png|Official artwork of Marth. | SSBM Marth HQ.png|Official artwork of Marth. | ||
RoyClassicMode.jpg|Posing with {{SSBM|Roy}} on [[Princess Peach's Castle]]. | RoyClassicMode.jpg|Posing with {{SSBM|Roy}} on [[Princess Peach's Castle]]. | ||
RoyAllStarMode.jpg|[[Dash]]ing towards Roy and {{SSBM|Link}} on [[Temple]]. | RoyAllStarMode.jpg|[[Dash]]ing towards Roy and {{SSBM|Link}} on [[Temple]]. | ||
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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. | ||
==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] | *[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]] | ||