Editing Marth (SSBM)
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'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is an [[unlockable]] [[newcomer]] in ''[[Super Smash Bros. Melee]]''. Marth | '''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}}, is pointed to as a reason Nintendo began releasing ''Fire Emblem'' games internationally. | ||
Marth | Marth is voiced 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'']]. Marth's spoken Japanese lines are kept in every regional version of the game. | ||
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]], 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. | ||
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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: | Marth must be defeated in battle before he can be unlocked. There are two ways the player can encounter Marth: | ||
*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 | *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 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. | *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| | |neutralname=Slash ({{ja|スラッシュ|Surasshu}}) / Counter Slash ({{ja|カウンタースラッシュ|Kauntā Surasshu}}) | ||
|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| | |ftiltname=Sharp Edge ({{ja|シャープエッジ|Shāpu Ejji}}) | ||
|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. | ||
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|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| | |dsmashname=Whirlwind Blade ({{ja|旋風のブレード|Senpū no Burēdo}}) | ||
|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). | ||
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|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| | |fairname=Aerial Swipe ({{ja|エアリアル スワイプ|Eariaru Suwaipu}}) | ||
|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. | ||
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|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| | |dairname=Half Moon ({{ja|ハーフムーン|Hāfu Mūn}}) | ||
|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 ({{ja|つかみ|Tsukami}}) | ||
|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| | |pummelname=Knee ({{ja|膝|Hiza}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees the opponent. | |pummeldesc=Knees the opponent. | ||
|fthrowname=Bounce ({{ja| | |fthrowname=Bounce ({{ja|バウンス|Baunsu}}) | ||
|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| | |bthrowname=Throw Away ({{ja|捨てる|Suteru}}) | ||
|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| | |uthrowname=Emblem Toss ({{ja|エンブレムトス|Enburemu Tosu}}) | ||
|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| | |dthrowname=Slam ({{ja|スラム|Suramu}}) | ||
|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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|weight = 87 | |weight = 87 | ||
|rweight = 16 | |rweight = 16 | ||
|dash = 1. | |dash = 1.8 | ||
|rdash = | |rdash = 5-7 | ||
|run = 1.8 | |run = 1.8 | ||
|rrun = 3-5 | |rrun = 3-5 | ||
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|djump = 25.188 | |djump = 25.188 | ||
|rdjump = 15 | |rdjump = 15 | ||
}} | }} | ||
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|djump = 25.188 | |djump = 25.188 | ||
|rdjump = 15 | |rdjump = 15 | ||
}} | }} | ||
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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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==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 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]]. | *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]]. | ||
*The developers included Marth in ''Melee'' despite knowing he could be cut from its non-Japanese versions. He was ultimately kept in all versions after positive reception from their non-Japanese partners.<ref>[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> | |||
*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. |