Marth (SSBU): Difference between revisions

407 bytes added ,  1 month ago
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(This has bugged me for a really long time, but I have never once heard anyone call Marth's sword issues "Marthritis". There's definitely a better way to describe this.)
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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|tier = C+
|ranking = 54
|ranking = 55
}}
}}
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Like all veterans, he was officially confirmed as a playable character on June 12th, 2018. As in his appearances prior to ''[[Super Smash Bros. 4]]'', he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Marth is classified as [[Fighter number|Fighter #21]].
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Like all veterans, he was officially confirmed as a playable character on June 12th, 2018. As in his appearances prior to ''[[Super Smash Bros. 4]]'', he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Marth is classified as [[Fighter number|Fighter #21]].
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This is the first time in the ''Super Smash Bros.'' series where Marth is not solely voiced in Japanese. In international releases, Marth is voiced in English by {{s|wikipedia|Yuri Lowenthal}}, who reprises his role from {{uvm|Code Name: S.T.E.A.M.}} onwards. {{s|wikipedia|Hikaru Midorikawa}} reprises his role in the Japanese version, with newly recorded voice clips for the first time since ''[[Super Smash Bros. Melee]]''.<ref name="nindsp">Nintendo Dream (February 2019) interview ([https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-his-health-choosing-bosses-and-spirits-new-stages-much-more/ translation])</ref>
This is the first time in the ''Super Smash Bros.'' series where Marth is not solely voiced in Japanese. In international releases, Marth is voiced in English by {{s|wikipedia|Yuri Lowenthal}}, who reprises his role from {{uvm|Code Name: S.T.E.A.M.}} onwards. {{s|wikipedia|Hikaru Midorikawa}} reprises his role in the Japanese version, with newly recorded voice clips for the first time since ''[[Super Smash Bros. Melee]]''.<ref name="nindsp">Nintendo Dream (February 2019) interview ([https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-his-health-choosing-bosses-and-spirits-new-stages-much-more/ translation])</ref>


Marth is ranked 54th out of 82 on the current [[tier list]], placing him in the B- tier. This is a large drop from his placement of 11th/12th out of 54 in ''SSB4'' where he was tied with {{SSB4|Ryu}}, and is his worst placement in the series to date. This is also a significant drop compared to his [[Echo Fighter]], {{SSBU|Lucina}}, who is currently ranked 22nd out of 82 and is placed in the A+ tier. This drastic difference in tier placement is due to Marth's reliance on landing tipper hits to get KOs. This combined with ''Ultimate''{{'}}s faster engine and removal of certain microspacing techniques (such as [[perfect pivoting]]) makes it more inconsistent at landing said sweetspots and netting KOs, while his sourspots, though effective for setting up combos, are unsafe at low percents and struggle to take stocks even at high percentages. Lucina's attacks, on the other hand, deal the same amount of damage and knockback regardless of where on her sword the attack lands, giving her more consistent KO capabilities.
Marth is ranked 55th out of 82 on the current [[tier list]], placing him in the C+ tier. This is a large drop from his placement of 11th/12th out of 54 in ''SSB4'' where he was tied with {{SSB4|Ryu}}, and is his worst placement in the series to date. This is also a significant drop compared to his [[Echo Fighter]], {{SSBU|Lucina}}, who is currently ranked 28th out of 82 and is placed in the A- tier. This drastic difference in tier placement is due to Marth's reliance on landing tipper hits to get KOs. This combined with ''Ultimate''{{'}}s faster engine and removal of certain microspacing techniques (such as [[perfect pivoting]]) makes it more inconsistent at landing those sweetspots and netting KOs, while his sourspots, though effective for setting up combos and tech-chases, struggle to take stocks even at high percentages. Lucina's attacks, on the other hand, deal the same amount of damage and knockback regardless of where on her sword the attack lands, giving her more consistent KO capabilities.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Marth has been a high-ranking character in all of his appearances in the series, with both ''Melee'' and ''Brawl'' ranking him as one of the best characters, and although ''SSB4'' initially heavily nerfed him, he was significantly buffed by game updates, allowing him to be ranked as top tier once again. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to ''Ultimate'', but he has been nerfed overall.
Marth has been a high-ranking character in all of his appearances in the series, with both ''Melee'' and ''Brawl'' ranking him as one of the best characters, and although ''SSB4'' initially heavily nerfed him, he was significantly buffed by game updates, allowing him to be ranked favorably once again. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to ''Ultimate'', but he has been nerfed overall.


Marth benefits from some of the changes to the game's engine. The ability to [[dash cancel]] into any attack improves his grounded spacing ability (especially for his tilt attacks), and allow him to bait attacks with [[fox-trot]]ting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also makes them safer for spacing and approaching, while also enhancing their combo ability, giving the sourspots better safety on hit on landing and more reliable kill confirms into [[tipper]]ed attacks. The changes to [[air dodge]] mechanics also enhance his juggling and edge guarding capabilities, as they provide less leeway for opponents to recover against his wide aerials, further improving his edgeguarding game.
Marth benefits from some of the changes to the game's engine. The ability to [[dash cancel]] into any attack improves his grounded spacing ability (especially for his tilt attacks), and allow him to bait attacks with [[fox-trot]]ting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also makes them safer for spacing and approaching, while also enhancing their combo ability, giving the sourspots better safety on hit on landing and more reliable kill confirms into [[tipper]]ed attacks. The changes to [[air dodge]] mechanics also enhance his juggling and edge guarding capabilities, as they provide less leeway for opponents to recover against his wide aerials, further improving his edgeguarding game.
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Despite benefitting from some of them, Marth has been also hindered by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while improving his approach and further increasing his already fast mobility, has also made landing his tippers more difficult, as the game's faster pace fosters more aggressive playstyles than in ''SSB4''. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options further magnifies his spacing troubles. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in [[edge sweet spot]] size, making him easier to edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.
Despite benefitting from some of them, Marth has been also hindered by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while improving his approach and further increasing his already fast mobility, has also made landing his tippers more difficult, as the game's faster pace fosters more aggressive playstyles than in ''SSB4''. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options further magnifies his spacing troubles. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in [[edge sweet spot]] size, making him easier to edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.


Overall, the buffs he got and the benefits Marth gained from the engine do not compensate the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponents while remaining at a safe distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues, making it slightly easier and more rewarding for him to land some of his tipper hitboxes and slightly improving his dash grab range, though these buffs did not raise his standing significantly. While Marth remains a viable character, he performs worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to {{SSBU|Lucina}} and {{SSBU|Roy}}, who are widely regarded as more rewarding than him and thus superior as a result.
Overall, the buffs Marth got and the benefits he gained from the engine do not compensate the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponents while remaining at a safe distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues, making it slightly easier and more rewarding for him to land some of his tipper hitboxes and slightly improving his dash grab range, though these buffs did not raise his standing significantly. As a result, Marth performs worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to his Echo Fighter and semi-clone, {{SSBU|Lucina}} and {{SSBU|Roy}}, who are widely regarded as more rewarding than him and thus superior as a result.


{{SSB4 to SSBU changelist|char=Marth}}
{{SSB4 to SSBU changelist|char=Marth}}


==Update history==
==Update history==
Marth was slightly buffed via game updates. Marth received a small, yet worthwhile buff to his dash grab's vertical range in update {{SSBU|3.0.0}}, which was shared with his three derivatives ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}). This most notably increased the consistency of their grabs against some shielding opponents, such as {{SSBU|R.O.B.}}.
Marth was slightly buffed via game updates. Marth received a small, yet worthwhile buff to his dash grab's vertical range in update {{SSBU|3.0.0}}, which was shared with his three derivatives ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}). This most notably increased the consistency of their grabs against some shielding opponents, such as {{SSBU|R.O.B.}}


After a long absence from patch notes, Marth was given a few worthwhile buffs in update {{SSBU|8.0.0}}. Most notably, the update repositioned the non-tipper hitboxes of his forward, back, and up aerials, thus making their respective tippers easier to hit. This substantially improved some of Marth's staple moves, and primarily benefits both his air game and his edgeguarding potential. His down smash's tipper also gained more knockback, which improved its KO potential.
After a long absence from patch notes, Marth was given a few worthwhile buffs in update {{SSBU|8.0.0}}. Most notably, the update repositioned the non-tipper hitboxes of his forward, back, and up aerials, thus making their respective tippers easier to hit. This substantially improved some of Marth's staple moves, and primarily benefits both his air game and his edgeguarding potential. His down smash's tipper also gained more knockback, which improved its KO potential.
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|neutral1dmg=3%/5%
|neutral1dmg=3%/5%
|neutral2dmg=4%/6%
|neutral2dmg=4%/6%
|neutraldesc=Slashes Exalted Falchion twice in front of himself. The first hit's tipper pulls opponents toward Marth, ensuring that the second hit connects, although connecting it into the tippered second hit can be difficult. The first hit can also [[jab lock]].
|neutraldesc=Slashes Falchion twice in front of himself. The first hit's tipper pulls opponents toward Marth, ensuring that the second hit connects, although connecting it into the tippered second hit can be difficult. The first hit can also [[jab lock]].
|ftiltname=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}})
|ftiltname=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}})
|ftiltdmg=9%/12%
|ftiltdmg=9%/12%
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|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltdmg=6% (blade), 5% (body), 10% (tip)
|utiltdmg=6% (blade), 5% (body), 10% (tip)
|utiltdesc=Swings Exalted Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself or aerials at low percentages and KO at high percents when tippered. Covers platforms very well and is useful for juggling, and as of update 12.0, when tippered it is the 6th strongest up tilt in the game, narrowly beating {{SSBU|Roy}}’s and only losing to {{SSBU|King Dedede}}’s.
|utiltdesc=Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself or aerials at low percentages and KO at high percents when tippered. Covers platforms very well and is useful for juggling, and as of update 12.0, when tippered it is the 6th strongest up tilt in the game, narrowly beating {{SSBU|Roy}}’s and only losing to {{SSBU|King Dedede}}’s.
|dtiltname=Low Thrust ({{ja|ロースラスト|Rō Surasuto}})
|dtiltname=Low Thrust ({{ja|ロースラスト|Rō Surasuto}})
|dtiltdmg=7%/10%
|dtiltdmg=7%/10%
|dtiltdesc=A quick crouching sword poke. Has the lowest ending lag out of Marth's tilts, making it useful for interrupting grounded approaches and creating space. Deals [[semi-spike]] knockback, making it useful for edgeguarding. The tipper knocks opponents into a [[tumble]] around roughly 60%, with the blade hit starting to do so around roughly 125%, which can force opponents into a [[tech chase]] situation.
|dtiltdesc=A quick crouching sword poke. Has the lowest ending lag out of Marth's tilts, making it useful for interrupting grounded approaches and creating space. Deals [[semi-spike]] knockback, making it useful for edgeguarding. The tipper knocks opponents into a [[tumble]] around roughly 60%, with the blade hit starting to do so around roughly 120%, which can force opponents into a [[tech chase]] situation.
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashdmg=9% (body), 10% (blade), 13% (tip)
|dashdmg=9% (body), 10% (blade), 13% (tip)
|dashdesc=A quick, running, upward-sweeping diagonal slash. It is rather slow for a dash attack but deals quite high knockback if tippered; This move sports impressively high base knockback but poor knockback growth, capable of KO'ing lightweights at around 45% at ledge and yet being incapable of KO'ing those same characters from center stage until around 130%, making it very fickle as a KO option. It has notable ending lag and very low hit lag if untippered, making it rather unsafe against shields, especially since the tipper is quite hard to connect with. The ability to use the faster, safer, and more consistent forward tilt out of dash makes this move's use rather niche. Resembles Marth's attack after sprinting toward an enemy in ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|dashdesc=A quick, running, upward-sweeping diagonal slash. It is rather slow for a dash attack but deals quite high knockback if tippered; This move sports impressively high base knockback but poor knockback growth, capable of KO'ing lightweights at around 80% at ledge and yet being incapable of KO'ing those same characters from center stage until around 130%. It has notable ending lag and very low hit lag if untippered, making it rather unsafe against shields, especially since the tipper is quite hard to connect with. The ability to use the faster, safer, and more consistent forward tilt out of dash makes this move's use rather niche. Resembles Marth's attack after sprinting toward an enemy in ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashdmg={{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|18}}
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Very fast startup at frame 10 (tied with several others for the fastest of any forward smash), but high ending lag. Although lackluster when hit with the blade, only beginning to KO starting from 120% at ledge and much later at center stage, the tipper of this attack has incredible knockback, being able to KO middleweights at 75% from the stage's center and as low as 37% near the edge. This makes it incredibly potent compared to other forward smashes with the same damage output, and when the speed difference versus forward smashes of similar KO potential is taken into account, it becomes one of the strongest forward smashes in the game. Due to its fast startup and the upwards angle of the initial hitbox, it can be combo'd into for a kill with his sourspot up aerial at certain percentages. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs.  Similar to some of Marth's attacks with the Falchion in ''Shadow Dragon and the Blade of Light''.
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Very fast startup at frame 10 (tied with several others for the fastest of any forward smash), but high ending lag. Although lackluster when hit with the blade, only beginning to KO starting from 115% at ledge and much later at center stage, the tipper of this attack has incredible knockback, being able to KO middleweights at 70% from the stage's center and as low as 40% near the edge. This makes it incredibly potent compared to other forward smashes with the same damage output, and when the speed difference versus forward smashes of similar KO potential is taken into account, it becomes one of the strongest forward smashes in the game. Due to its fast startup and the upwards angle of the initial hitbox, it can be combo'd into for a kill with his sourspot up aerial at certain percentages. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs.  Similar to some of Marth's attacks with the Falchion in ''Shadow Dragon and the Blade of Light''.
|usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}})
|usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}})
|usmashdmg={{ChargedSmashDmgSSBU|3}} (ground), {{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|17}} (tip)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (ground), {{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|17}} (tip)
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|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashdmg={{ChargedSmashDmgSSBU|8}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|17}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|8}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|17}} (hit 2)
|dsmashdesc=Sweeps Exalted Falchion on the ground toward the front-outward then toward the back inward. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback. It also has high ending lag.
|dsmashdesc=Sweeps Falchion on the ground toward the front-outward then toward the back inward. The back hit has much stronger power, while the front hit is somewhat weak unless tippered, where it will do considerable knockback. It also has high ending lag.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairdmg={{ShortHopDmgSSBU|3.5}}/{{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|9.5}} (hit 2)
|nairdmg={{ShortHopDmgSSBU|3.5}}/{{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|9.5}} (hit 2)
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|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|11.5}}
|fairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|11.5}}
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat, and its reasonably low landing lag and strong tipper make it very safe when spaced properly. Its tipper is also decently strong, KOing middleweights at the edge around 133%. Around 24% with the tipper, or around 40% with the sour spot, it begins to knock opponents into a tumble, which can force a tech chase situation. Similar to the animation some units have when attacking in ''Shadow Dragon and the Blade of Light''.
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat, and its reasonably low landing lag and strong tipper make it very safe when spaced properly. Its tipper is also decently strong, KOing middleweights at the edge around 130%. Around 21% with the tipper, or around 36% with the sour spot, it begins to knock opponents into a tumble, which can force a tech chase situation. Similar to the animation some units have when attacking in ''Shadow Dragon and the Blade of Light''.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|12.5}}
|bairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|12.5}}
|bairdesc=An upward crescent slash behind him in an inward swipe. It has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. It can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Has a rather strong tipper given its speed, KOing middleweights at the edge around 90%.
|bairdesc=An upward crescent slash behind him in an inward swipe. It has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. It can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Has a rather strong tipper given its speed, KOing middleweights at the edge around 100%.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairdmg={{ShortHopDmgSSBU|9.5}}/{{ShortHopDmgSSBU|13}}
|uairdmg={{ShortHopDmgSSBU|9.5}}/{{ShortHopDmgSSBU|13}}
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|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Spins around gracefully and slashes Exalted Falchion in a circle.
|floorfdesc=Spins around gracefully and slashes Falchion in a circle.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings Exalted Falchion behind, then in front of him before getting up.
|floorbdesc=Swings Falchion behind, then in front of him before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
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|nsname=Shield Breaker
|nsname=Shield Breaker
|nsdmg=8%/9% (uncharged), 22%/24% (fully charged)
|nsdmg=8%/9% (uncharged), 22%/24% (fully charged)
|nsdesc=Marth assumes a readying stance and charges Exalted Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[perfect shield]]ed. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with a very high startup. Deals very high knockback when tippered, making it a powerful KOing option, (bring one of the strongest neutral specials in the game) although it is still weaker than his tippered forward smash. It can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head.
|nsdesc=Marth assumes a readying stance and charges Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[perfect shield]]ed. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with a very high startup. Deals very high knockback when tippered, making it a powerful KOing option, (bring one of the strongest neutral specials in the game) although it is still weaker than his tippered forward smash. It can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head.
|ssname=Dancing Blade
|ssname=Dancing Blade
|ssdmg=Varies (see below)
|ssdmg=Varies (see below)
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|fsname=Critical Hit
|fsname=Critical Hit
|fsdmg=60%
|fsdmg=60%
|fsdesc=Marth raises Exalted Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to [[one-hit KO]] any character on any roofless stage. This move is impossible to [[tech]] unless using Final Smash Meter or against Shulk's [[Monado Arts|Shield Monado Art]] at a very low percentage. Pressing the special button again will cause him to stop mid-dash.
|fsdesc=Marth raises Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to [[one-hit KO]] any character on any roofless stage. This move is impossible to [[tech]] unless using Final Smash Meter or against Shulk's [[Monado Arts|Shield Monado Art]] at a very low percentage. Pressing the special button again will cause him to stop mid-dash.
}}
}}


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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Hoists the Exalted Falchion into the air, emitting light from the tip while saying "This is it!" ({{ja|行くぞ!|Iku zo!}}, ''Let's go!'') Resembles his critical hit animation from ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]''.
*'''Up taunt''': Hoists the Falchion into the air, emitting light from the tip while saying "This is it!" ({{ja|行くぞ!|Iku zo!}}, ''Let's go!'') Resembles his critical hit animation from ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]''.
*'''Side taunt''': Swings the Exalted Falchion once before resheathing it, saying "I won't lose!" ({{ja|僕は負けない!|Boku wa makenai!}}, ''I won't lose!'')
*'''Side taunt''': Swings the Falchion once before resheathing it, saying "I won't lose!" ({{ja|僕は負けない!|Boku wa makenai!}}, ''I won't lose!'')
*'''Down taunt''': Swings the Exalted Falchion around and says "Keep your eyes open!" ({{ja|みんな、見ていてくれ!|Minna, miteite kure!}} ''Everyone, watch over me!'')
*'''Down taunt''': Swings the Falchion around and says "Keep your eyes open!" ({{ja|みんな、見ていてくれ!|Minna, miteite kure!}} ''Everyone, watch over me!'')
<gallery>
<gallery>
SSBUMarthTaunt1.gif|Marth's up taunt.
SSBUMarthTaunt1.gif|Marth's up taunt.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Performs Shield Breaker, then poses with Exalted Falchion at his right side, saying "The day is mine!" ("{{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}", ''This time victory is mine.''). His ending pose mirrors his official artwork from '' Smash 4''.
*'''Left:''' Performs Shield Breaker, then poses with Falchion at his right side, saying "The day is mine!" ("{{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}", ''This time victory is mine.''). His ending pose mirrors his official artwork from '' Smash 4''.
*'''Up:''' Performs a flare with his sword before sheathing it, and while still gripping it, says "I live to fight again." ("{{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}", ''I was able to survive again today.'').
*'''Up:''' Performs a flare with his sword before sheathing it, and while still gripping it, says "I live to fight again." ("{{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}", ''I was able to survive again today.'').
*'''Right:''' Jumps in the air swinging his sword twice, then lands in a pose resembling his Counter animation, saying "I cannot afford to lose!" ("{{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}", ''I can't afford to lose.'').
*'''Right:''' Jumps in the air swinging his sword twice, then lands in a pose resembling his Counter animation, saying "I cannot afford to lose!" ("{{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}", ''I can't afford to lose.'').
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''See also: [[:Category:Marth players (SSBU)]]''
''See also: [[:Category:Marth players (SSBU)]]''


*{{Sm|Kreeg|USA}} - The best Marth player in the United States. Placed 13th at {{Trn|LVL UP EXPO 2023}}, 17th at {{Trn|MAJOR UPSET}}, 33rd at {{Trn|Crown the Third}}, and 49th at both {{Trn|Crown 2}} and {{Trn|GENESIS 9}} with wins over players such as {{Sm|Jakal}}, {{Sm|BassMage}}, and {{Sm|Scend}}.
*{{Sm|Kreeg|USA}} - The best Marth player in North America in 2023, with some of Marth's best American results including 13th at {{Trn|LVL UP EXPO 2023}} defeating {{Sm|Jakal}} and 17th at {{Trn|MAJOR UPSET}}.
*{{Sm|MkLeo|Mexico}} - Uses Marth from time and time as a secondary and is considered one of the best Marth players in the world. He notably won {{Trn|Ultimate Fighting Arena 2019}} using Marth in most of the sets and placed 4th at {{Trn|Let's Make Big Moves 2023}} and 5th at {{Trn|Scuffed World Tour}} using Marth to defeat players such as {{Sm|Cosmos}} and {{Sm|Riddles}}. Ranked 1st on the [[Fall 2019 PGRU]] using Marth as one of his characters.
*{{Sm|MkLeo|Mexico}} - Although uncommon, uses Marth from time and time as a counterpick and is considered one of the best Marth players in the world, notably ranking 1st on the [[Fall 2019 PGRU]] with Marth. He notably won {{Trn|Ultimate Fighting Arena 2019}} using Marth in most of the sets and placed 4th at {{Trn|Let's Make Big Moves 2023}} and 5th at {{Trn|Scuffed World Tour}}, notably using Marth to counterpick {{Sm|Riddles}}'s {{SSBU|Kazuya}} in the latter.
*{{Sm|Rizeasu|Japan}} -  The best Marth player in the world. Notably won the superregional {{Trn|Sumabato SP 32}} and also placed 2nd at the major {{Trn|Maesuma TOP 14}} using Marth to win several crucial sets.
*{{Sm|Rizeasu|Japan}} -  The best Marth player in the world. Notably won the superregional {{Trn|Sumabato SP 32}} and also placed 2nd at the major {{Trn|Maesuma TOP 14}} using Marth to win several crucial sets. He is also the only globally-ranked player who uses Marth as a main, with his highest being 49th on the [[LumiRank Mid-Year 2023]].


===Tier placement and history===
===Tier placement and history===
In stark contrast to pre-release ''Ultimate'', where it was speculated that Marth could be the best character in the game, Marth initially saw a near-nonexistent playerbase due to nerfs such as smaller tipper hitboxes and the removal of perfect pivoting to space tippers consistently. As a result of the nerfs, all of Marth's prominent players from ''Smash 4'' dropped him in favor of other characters, most notably his echo {{SSBU|Lucina}}, who is widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from {{Sm|MkLeo}} in 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from [[OrionRank]] co-founder {{Sm|Barnard's Loop}} showing that Marth had the third-worst representation in the game in April 2020.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title=Barnard's Loop's stats}}</ref>  
In stark contrast to pre-release ''Ultimate'', where it was speculated that Marth could be the best character in the game, Marth initially saw a near-nonexistent playerbase due to nerfs such as smaller tipper hitboxes and the removal of perfect pivoting to space tippers consistently. As a result of this, all of Marth's prominent players from ''Smash 4'' dropped him in favor of other characters, most notably his echo fighter {{SSBU|Lucina}}, who was widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from {{Sm|MkLeo}} in the second half of 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from [[OrionRank]] co-founder {{Sm|Barnard's Loop}} showing that Marth had the third worst representation in the game in April 2020.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title=Barnard's Loop's stats}}</ref>  


Subsequent patches buffed several of Marth's tipper hitboxes, making it easier to connect tippers reliably. Furthermore, since the end of the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], Marth has seen steadily improved representation at locals and minor circuits, with success from players such as {{Sm|Kreeg}} and {{Sm|Rizeasu}}. Furthermore, MkLeo has brought the character out on occasion, although success with Marth have remained rather limited. This has led to a small improvement in Marth's reputation, and he currently sits at 54th on the tier list as a mid-tier character. However, arguments remain on whether Marth should be ranked lower, due to the tipper reliability remaining inconsistent, mixed consistency from his best players, and poor representation in the metagame, which continues to be in or near the bottom 10.
Subsequent patches buffed several of Marth's tipper hitboxes, making it easier to connect tippers reliably. Furthermore, since the end of the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], Marth's representation has steadily improved at locals and minor circuits, with success from players such as {{Sm|Kreeg}}, {{Sm|Ignaize}} and {{Sm|Rizeasu}}. Finally, MkLeo briefly brought the character back into his roster in late-2022 and early-2023, defeating players such as {{Sm|Riddles}} and {{Sm|Cosmos}}. As such, some players began arguing whether Marth was underrated in the metagame, due to the positive traits he shares with Lucina and other highly regarded sword-wielding characters, as well as the untapped potential from his tipper mechanic offering him high KO capabilities with safe disjoints. However, other players pointed to how his tipper hitboxes remained inconsistent despite the buffs and that his overall representation remained poor, often hovering around the bottom 10, with all of Marth's best players often using other characters alongside Marth. With little change in Marth's reputation in the post-online metagame, his placement has remained the same on the first two tier lists, ranking 54th on the first as a lower-mid tier character, and 55th on the second in the C+ tier.


=={{SSBU|Classic Mode}}: A Kingdom of Dragons==
=={{SSBU|Classic Mode}}: A Kingdom of Dragons==
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|1||Giant {{CharHead|Charizard|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent.
|1||Giant {{CharHead|Charizard|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|2||{{Head|Yoshi|g=SSBU|s=20px}}{{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}} {{SSBU|Yoshi}} (x5)||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Under This Banner}}''||Horde Battle.
|2||{{Head|Yoshi|g=SSBU|s=20px}}{{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}} {{SSBU|Yoshi}} (×5)||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Under This Banner}}''||Horde Battle.
|-
|-
|3||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem: Mystery of the Emblem Medley}}''||King K. Rool represents {{s|fireemblemwiki|Medeus}} in his {{iw|fireemblemwiki|Shadow Dragon|class}} form in ''Mystery of the Emblem''. Bridge of Eldin resembles the map {{s|fireemblemwiki|Light and Shadow}} where Marth fights Medeus.
|3||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem: Mystery of the Emblem Medley}}''||King K. Rool represents {{s|fireemblemwiki|Medeus}} in his {{iw|fireemblemwiki|Shadow Dragon|class}} form in ''Mystery of the Emblem''. Bridge of Eldin resembles the map {{s|fireemblemwiki|Light and Shadow}} where Marth fights Medeus.
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|5||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||Giant Ridley references Medeus, the main antagonist of ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|5||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||Giant Ridley references Medeus, the main antagonist of ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|-
|-
|6||{{Head|Corrin|g=SSBU|s=20px}}{{Head|Corrin|g=SSBU|s=20px|cl=Female}} {{SSBU|Corrin}} (x2)||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)|Lost in Thoughts All Alone (Remix)}}''||
|6||{{Head|Corrin|g=SSBU|s=20px}}{{Head|Corrin|g=SSBU|s=20px|cl=Female}} {{SSBU|Corrin}} (×2)||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)|Lost in Thoughts All Alone (Remix)}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]