4,070
edits
(Converting to t:Trophy/Fighter) |
|||
(40 intermediate revisions by 20 users not shown) | |||
Line 14: | Line 14: | ||
|rankingPAL = 2 | |rankingPAL = 2 | ||
}} | }} | ||
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') | '''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is an [[unlockable]] [[newcomer]] in ''[[Super Smash Bros. Melee]]''. Marth had been frequently requested by Japanese players, and the development team added him to ''Melee'' knowing he could be cut from its non-Japanese versions.<ref name="smken">[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html "海外版では外す覚悟でマルスを作っていたのですが、キャラを立てた結果、海外のかたにも絶賛され、結果日本と全く同じ仕様で搭載されています。(ゆえにマルスは日本語のままです)" - Smabura-ken]</ref> He was ultimately kept in all versions after positive reception from their non-Japanese partners,<ref name="smken"/> and his popularity alongside fellow ''Fire Emblem'' fighter {{SSBM|Roy}} is cited as a reason Nintendo began releasing ''Fire Emblem'' games internationally. | ||
Marth is voiced | Marth is one of two characters that only speak Japanese in every regional version of ''Melee'', with the other being Roy. He is voiced by {{s|wikipedia|Hikaru Midorikawa}}, who previously voiced him in [[fireemblemwiki:Fire Emblem: Mystery of the Emblem (anime)|the 1996 animated adaptation of ''Fire Emblem: Mystery of the Emblem'']]. | ||
Marth 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. | 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. | ||
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. | ||
Line 25: | Line 25: | ||
==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: | |||
*One way is to use all fourteen starter characters in VS. Mode, {{SSBM|Classic Mode}}, {{SSBM|Adventure Mode}}, or All-Star Mode. The single-player modes do not have to be completed, and losing in them is a guaranteed way to encounter him without having to encounter other characters. If the player fails to defeat Marth, they can re-fight him by playing any character in any of these modes again. If VS. Mode is played and {{SSBM|Mewtwo}}'s unique encounter requirement is met, then Mewtwo must be unlocked before Marth can appear. | |||
*Another way is to play 400 VS. matches to completion. If the player fails to defeat Marth, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Marth can be fought. Additionally, using this method when {{SSBM|Mewtwo}}'s unique encounter requirement is met will cause Marth to appear in place of Mewtwo. | |||
Upon completing this, Marth will be fought on the [[Fountain of Dreams]] stage, with the track "Fire Emblem" playing. | Upon completing this, Marth will be fought on the [[Fountain of Dreams]] stage, with the track "Fire Emblem" playing. | ||
==Attributes== | ==Attributes== | ||
[[File:MarthGimpTaj.gif|200px|thumb | [[File:MarthGimpTaj.gif|200px|thumb|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. | ||
Line 65: | Line 66: | ||
|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname=Slash ({{ja|スラッシュ|Surasshu}}) / Counter Slash ({{ja|コンビネーションスラッシュ|Konbinēshon Surasshu}}, ''Combination Slash'') | ||
|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=Sharp Edge ({{ja|ハードエッジ|Hādo Ejji}}, ''Hard Edge'') | ||
|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=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}}) | ||
|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=Low Stab ({{ja|ロースラスト|Rō Surasuto}}, ''Low Thrust'') | ||
|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 | |dtiltdesc=A quick crouching Falchion poke. As it pokes out and is a [[semi-spike]], it is very useful for edgeguarding, and is also a staple in Marth's neutral game as it can safely be used to interrupt dash-dancing and wavedashing approaches or follow-ups. It may lead into a grab follow-up below 100%. It also has a high number of [[interruptibility]] frames. Because of this property, Marth is unable to shield as quickly as compared to other actions such as dashing or performing smash attacks. | ||
|dashname= | |dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}}) | ||
|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 ({{ja|ドラゴンキラー|Doragon Kirā}}) | ||
|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 ({{ja|ジャスティスソード|Jasutisu Sōdo}}) | ||
|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=Whirlwind Blade ({{ja|ワールウィンド|Wāruwindo}}, ''Whirlwind'') | ||
|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=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}}) | ||
|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=Aerial Swipe ({{ja|フラッグカット|Furaggu Katto}}, ''Flag Cut'') | ||
|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 ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'') | ||
|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=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}}) | ||
|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=Half Moon ({{ja|ハーフムーン|Hāfumūn}}) | ||
|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 ({{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= | |pummelname=Knee ({{ja|つかみニーバット|Tsukami Nībatto}}, ''Grab Kneebutt'') | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees the opponent. | |pummeldesc=Knees the opponent. | ||
|fthrowname= | |fthrowname=Bounce ({{ja|ロールオーバー|Rōru Ōbā}}, ''Roll Over'') | ||
|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=Throw Away ({{ja|レッグフッカー|Reggu Fukkā}}, ''Leg Hooker'') | ||
|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=Emblem Toss ({{ja|キャスティング|Kyasutingu}}, ''Casting'') | ||
|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=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'') | ||
|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. | ||
Line 139: | Line 140: | ||
|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. For the first attack, Marth glows red; the second, green; the third, blue; and for the last one, red again. | ||
|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) | ||
Line 145: | Line 146: | ||
|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)!''") | ||
}} | }} | ||
Line 171: | Line 172: | ||
|- | |- | ||
| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs. The last hit launches opponents away. | | Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs. The last hit launches opponents away. | ||
|} | |||
===Stats=== | |||
'''NTSC''' | |||
{{Attributes | |||
|cast = 26 | |||
|weight = 87 | |||
|rweight = 16 | |||
|dash = 1.5 | |||
|rdash = 10-13 | |||
|run = 1.8 | |||
|rrun = 3-5 | |||
|walk = 1.6 | |||
|rwalk = 1-2 | |||
|trac = 0.06 | |||
|rtrac = 15-23 | |||
|airfric = 0.005 | |||
|rairfric = 21-26 | |||
|air = 0.9 | |||
|rair = 12-14 | |||
|baseaccel = 0.02 | |||
|rbaseaccel = 2-23 | |||
|addaccel = 0.03 | |||
|raddaccel = 13-19 | |||
|gravity = 0.085 | |||
|rgravity = 19 | |||
|fall = 2.2 | |||
|rfall = 6 | |||
|ff = 2.5 | |||
|rff = 11-12 | |||
|jumpsquat = 4 | |||
|rjumpsquat = 8-15 | |||
|jumpheight = 35.09 | |||
|rjumpheight = 7 | |||
|shorthop = 13.995 | |||
|rshorthop = 12 | |||
|djump = 25.188 | |||
|rdjump = 15 | |||
|ellag = 4 | |||
|rellag = 2-23 | |||
}} | |||
'''PAL''' | |||
{{Attributes | |||
|cast = 26 | |||
|weight = 85 | |||
|rweight = 16-19 | |||
|dash = 1.5 | |||
|rdash = 10-13 | |||
|run = 1.8 | |||
|rrun = 3-5 | |||
|walk = 1.6 | |||
|rwalk = 1-2 | |||
|trac = 0.06 | |||
|rtrac = 15-23 | |||
|airfric = 0.005 | |||
|rairfric = 21-26 | |||
|air = 0.85 | |||
|rair = 15-17 | |||
|baseaccel = 0.02 | |||
|rbaseaccel = 2-23 | |||
|addaccel = 0.03 | |||
|raddaccel = 13-19 | |||
|gravity = 0.085 | |||
|rgravity = 19 | |||
|fall = 2.2 | |||
|rfall = 6 | |||
|ff = 2.5 | |||
|rff = 11-12 | |||
|jumpsquat = 4 | |||
|rjumpsquat = 8-15 | |||
|jumpheight = 35.09 | |||
|rjumpheight = 7 | |||
|shorthop = 13.995 | |||
|rshorthop = 12 | |||
|djump = 25.188 | |||
|rdjump = 15 | |||
|ellag = 4 | |||
|rellag = 2-23 | |||
}} | |||
{| class=wikitable | |||
|+Jump Frame Data | |||
! Jump | |||
! Air time | |||
! FF input window for Earliest FF | |||
! Air time for Earliest FF | |||
|- | |||
| Full Hop || 59 || 28-31 || 45 | |||
|- | |||
| Full Hop (instant aerial) || 57 || 27-30 || 43 | |||
|- | |||
| Short Hop || 38 || 17-20 || 26 | |||
|- | |||
| Short Hop (instant fair/bair) || 36 || 16-19 || 24 | |||
|- | |||
| Short Hop (instant upair) || 38 || 16-20 || 25 | |||
|- | |||
| Short Hop (instant dair) || 37 || 16-19 || 25 | |||
|- | |||
| Short Hop (instant nair) || 37 || 16-19 || 24 | |||
|} | |} | ||
Line 183: | Line 285: | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (International) | ||
| | !Cheer (Japanese) | ||
| | |- | ||
| | ! scope="row"|Cheer | ||
|[[File:Marth Cheer International SSBM.ogg|center]]||[[File:Marth Cheer Japanese SSBM.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Marth -- Marth -- Marth! || Mar - usu! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 205: | Line 312: | ||
<!--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.--> | ||
'' | ''See also: [[:Category:Marth players (SSBM)]]'' | ||
*{{Sm|Azen|USA}} - Top old-school Marth player from MD/VA. Considered one of the best on the East Coast in the pre-''Brawl'' era. Won {{Trn|MLG Atlanta 2004}}, {{Trn|Tournament Go 6}}, and {{Trn|MLG New York Playoffs 2006}}. | |||
*{{Sm|KDJ|USA}} - One of the best players from 2006-2008; triple-mained with Fox and Sheik before retiring. Won {{Trn|MLG Long Island 2007}} using Marth to beat {{Sm|ChuDat}}, and placed 2nd at {{Trn|Cataclysm 3}} and 17th at {{Trn|Apex 2012}} using Marth as a secondary. He focused on Marth more in the latter half of his career, beating players such as {{Sm|La Luna}} before retiring from competition in 2016. | |||
*{{Sm|Ken|USA}} - Referred to as the "King of Smash". Considered the first person to have a dominant presence in the ''Melee'' scene, and as such, was the undisputed best smasher from 2003 to 2006. He was the first Marth player to win a major, namely {{Trn|Tournament Go 4}}, and continued to win multiple MLG tournaments and {{Trn|EVO World 2007}}. He popularised and named the [[Ken combo]]. | |||
*{{Sm|KoDoRiN|USA}} - One of the best Marth players in the world, currently second best behind Zain. He made his breakout during the COVID-19 pandemic through online tournaments, and continued improving at offline tournaments with placements such as 3rd at {{Trn|Mainstage 2021}}, also taking multiple wins over {{Sm|Cody Schwab}} and {{Sm|Hungrybox}}. He cracked top 10 on the [[MPGR Summer 2022]] rankings, being the 10th best player on the list. | |||
*{{Sm|La Luna|USA}} - A Marth player with competitive history dating back from 2011, becoming one of the best Marth players in the world in the late 2010s. Considered a top 30 player around this time, and ranked 19th during the [[SSBMRank 2017]] season, with placements of 3rd at {{Trn|Get On My Level 2017}} and 7th at {{Trn|EVO 2017}}, beating players such as {{Sm|Leffen}} and {{Sm|ChuDat}}. He was banned from tournaments in 2020 due to controversies relating to previous behaviors at tournaments. | |||
*{{Sm|Mew2King|USA}} - One of the [[Five Gods]]. Widely considered to be one of the best Marth players of all time. Known for his very precise punish game with the character and contributed largely to the advancement of his metagame, along with {{Sm|PPMD}}. He won many populated tournaments throughout the history of ''Melee'' primarily using Marth, including {{Trn|MELEE-FC Diamond}}, {{Trn|Shine 2016}}, and {{Trn|Smash Summit 6}}. | |||
*{{Sm|PewPewU|USA}} - The best Marth player in California and one of the best in the world before retiring. He is one of the best solo Marth players of all time, being the first Marth player to be ranked top 10 on an SSBMRank/MPGR ranking, doing so in [[Summer 2015 SSBMRank]]. He placed top 8 at multiple supermajors such as 4th at {{Trn|Super Smash Con 2018}}, 5th at {{Trn|GENESIS 6}}, and 7th at {{Trn|EVO 2016}}. Throughout the 2010s, he remained a top 20 player and was considered the best solo Marth player in the modern era before Zain's rise in the scene. He was also well known for his proficiency in doubles with static partner {{Sm|SFAT}}, becoming one of the best doubles teams in ''Melee'' history. | |||
*{{Sm|PPMD|USA}} - One of the [[Five Gods]], co-maining {{SSBM|Falco}} and Marth. Considered one of the best Marth players in terms of neutral game and against floaty characters. One of his most notable feats was winning {{Trn|Apex 2015}}, beating {{Sm|Armada}} in grand finals with Marth, which is considered one of the most notable grand finals sets in ''Melee'' history. He retired from competition due to health-related reasons. | |||
*{{Sm|Rishi|USA}} - One of the best Marth players in the world. He had a breakout into the scene in 2016 and improved over time, peaking in 2018 with 7th at {{Trn|Super Smash Con 2018}} and {{Trn|Smash Summit 7}}. He became mostly inactive in the post-[[Project Slippi]] era, but has placed 7th at {{Trn|Super Smash Con 2022}} and 9th at {{Trn|Collision 2023}} with a rank of 42nd on [[SSBMRank 2022]]. | |||
*{{Sm|Spud|New Zealand}} - The best player in Australia/New Zealand. Showed dominance in his country, winning events such as {{Trn|Battle Arena Melbourne 11}}, and has made appearances in North America, with 33rd at both {{Trn|GENESIS 7}} and {{Trn|The Big House 10}} with wins over {{Sm|SFAT}} and {{Sm|n0ne}}. | |||
*{{Sm|Taj|USA}} - Although better known for his {{SSBM|Mewtwo}} play, Taj was one of the best Marth players in the world during the post-''Brawl'' era, and frequently relied more on Marth in later stages of the bracket. Notably defeated {{Sm|Mang0}} and {{Sm|PPMD}} at {{Trn|GENESIS 2}}, where he placed 3rd, and placed 5th at {{Trn|MELEE-FC Diamond}} and 13th at {{Trn|EVO 2013}} with primarily Marth. He is also known for his great performances in the Marth ditto, beating top players such as {{Sm|PewPewU}}. | |||
*{{Sm|Zain|USA}} - The best Marth player in the world. He is the first solo Marth player to dominate tournaments since Ken, winning supermajors such as {{Trn|GENESIS 7}}, {{Trn|GENESIS 8}}, and {{Trn|Super Smash Con 2023}}. He was the number 1 player in the world during [[SSBMRank 2022]], making him the first non-God to be given the title. | |||
===Tier placement and history=== | |||
Very early in the ''Melee'' [[metagame]], Marth had a negative low-level perception despite being high-tier, as players generally relied on [[rolling]] and [[C-stick]] abuse to play him. However, this impression would not last very long, as Marth players such as {{Sm|Ken}} and {{Sm|Azen}} would emerge in the scene shortly before the third tier list iteration (June 2003) to show the world how the character was played at a high level. Notably, Ken decisively won [[Tournament Go|Tournament Go 4]] with Marth, introducing the uses of [[dash-dancing]], [[chaingrabbing]], and a higher focus on [[spacing]] and [[aerial]] combat, including the creation of the infamous [[Ken Combo]]. He and Azen would continue incorporating advanced techniques into Marth's metagame, developing the foundation for his precise movement through dash-dancing and [[wavedashing]], and showed how powerfully he could punish enemies off small mistakes and reads. | |||
'' | Because of these contributions to Marth's metagame, Ken's and Azen's continued rivalry and dominance over their respective regions, and Ken's eventual rise to the very top of competitive play as the undisputed King of Smash, Marth moved up to the top tier and solidified his place there for the rest of the Golden Era. He would usually place around the second to fourth highest spot on the list, only being considered merely high-tier again once 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 would become his highest tier placing in all the tier lists. Despite not ever being placed at the top of the tier list, it could be argued that Marth saw the best results in practice for the majority of this era. | ||
In the post-''Brawl'' metagame, however, Marth's results saw a slight decline from what they were before. After {{Sm|Mew2King}}'s absolute dominance with Marth for a short time span around ''Brawl''{{'}}s release, Marth's tournament performance began to fall, as newer players learned to exploit his weaknesses while the representation he had stopped being as dominant. Ken and Azen faded away from competitive ''Melee'', and Mew2King eventually switched to playing primarily {{SSBM|Sheik}} during this era, reserving Marth for very specific matchups on certain stages. There were certainly up-and-coming Marth players around this time, such as {{Sm|Tai}} and {{Sm|PewPewU}}, accompanied by strong veterans such as {{Sm|Taj}}, who kept Marth's results up. However, they were not as dominant relative to the field as those who came before them. This led to players questioning Marth's true viability in the metagame, which coincided with a drop to fifth place on the tenth tier list in September 2010, and a fourth place finish on the eleventh tier list in July 2013. | |||
Marth's playerbase had also seemingly given up on him as a character; these jaded voices about Marth's viability tainted the community's views on him as a whole. Notable examples include Ken himself claiming in 2012 that Marth was now allegedly a mid-tier character who lost in every important top-tier matchup, and Mew2King ranking Marth as 5th in his personal 2014 tier list, claiming that Marth could only ever hope to win on [[Final Destination]] against those characters. However, while some of these top players were complaining, other players were doing serious work in the background to innovate and push the character. Community members such as {{Sm|Kadano}} compiled [http://smashboards.com/threads/kadano%E2%80%99s-perfect-marth-class%E2%80%94advanced-frame-data-application.337035/ Marth's frame data and ways to apply that knowledge], and players such as the aforementioned PewPewU and {{Sm|PPMD}} would put all of this discussion into practice on the biggest stage. | |||
PPMD's pickup of Marth as a dual main was especially notable, as he found that his playstyle was uniquely suited to taking on {{Sm|Armada}}'s {{SSBM|Peach}} and other floaty characters, which other Marth mains had significantly struggled against in recent years. Despite not all of his encounters going his way, the fact that PPMD, who had just developed this Marth recently, was already doing so well in matchups traditionally considered difficult for Marth showed that the character had tons of room to grow past what the metagame had established. Going into 2013 and beyond, Marth would gradually return to prominence. PewPewU would take a set against {{Sm|Hungrybox}} at [[Apex 2015]], demonstrating that [[pivot]] tipper forward smashes allowed Marth to consistently KO Jigglypuff off of a throw. PPMD won [[Apex 2015]] relying mostly on Marth in the final bracket stages, showing that Marth can still win supermajors despite the greater matchup knowledge against him. Mew2King would finally return to playing more Marth in bracket, eventually opting to even use Marth against Armada's Peach himself, and outright forcing Armada off Peach in [[Smash Summit 6]], which he resoundingly won. | |||
All of this culminates into the state of the modern metagame, where {{Sm|Zain}} has risen to prominence as a solo Marth main, blending together all the styles of Marth that came before him to become one of the most dominant players in the game. He has won a significant number of supermajors including [[GENESIS 7]] and [[GENESIS 8]], and boasts a positive record against {{Sm|Hungrybox}}, completely turning the Marth-Jigglypuff matchup on its head with his gameplan in it and consistency in executing pivot tippers. Zain's reign at the top has even led some top players (particularly Fox and Falco players) to begin complaining about how strong Marth is, even sometimes picking up Sheik secondaries to have an easier time with the matchup - the complete opposite of what was said and done in previous eras where Marth's results were more sparse. Reflecting this, the thirteenth tier list released in March of 2021 ranks Marth as the second best character in the game once again, only behind Fox. | |||
====PAL viability==== | ====PAL viability==== | ||
Line 255: | Line 363: | ||
*'''[[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. | ||
=== | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]=== | ||
<center> | |||
<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> | ||
</center> | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Marth as a character, there are two trophies about him as a fighter | In addition to the normal trophy about Marth as a character unlocked by completing {{SSBM|Classic Mode}} as Marth on any difficulty, there are two trophies about him as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Marth on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Marth: | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
Line 313: | Line 423: | ||
<gallery> | <gallery> | ||
SSBM Marth HQ.png|Official artwork of Marth. | SSBM Marth HQ.png|Official artwork of Marth. | ||
SSBMWebsiteMarth1.jpg|[[Idle|Idling]] on [[Venom]]. | |||
SSBMWebsiteMarth2.jpg|Using aerial [[Dancing Blade]] on [[Onett]]. | |||
MarthCounterMelee.jpg|[[Counter]]ing {{SSBM|Captain Falcon}}'s [[neutral attack]] on [[Rainbow Cruise]]. | |||
Dolphin Slash SSBM.jpg|Using [[Dolphin Slash]] on {{SSBM|Zelda}} and {{SSBM|Donkey Kong}} on [[Pokémon Stadium]]. | |||
SSBMWebsiteMarth5.jpg|Fighting the [[Fighting Wire Frames]] on {{SSBM|Battlefield}}. | |||
Marth'sbmove.jpg|Using [[Shield Breaker]] on {{SSBM|Bowser}} on Onett. | |||
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]]. | ||
Line 320: | Line 436: | ||
==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 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]]. | ||
*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. | ||
Line 329: | Line 443: | ||
*The fan-made term "Marthritis" (derived from the diagnosis {{s|wikipedia|Arthritis}}) references the inability for a Marth player to easily combo into a kill move at high percents. | *The fan-made term "Marthritis" (derived from the diagnosis {{s|wikipedia|Arthritis}}) references the inability for a Marth player to easily combo into a kill move at high percents. | ||
*In the debug menu of the game, Marth has an additional phrase that goes unused: [https://youtube.com/watch?v=5ym3QWL2bRM "{{ja|レッツダンス!}}" "Rettsu dansu!"], the English phrase "Let's Dance!" approximated phonetically in Japanese. | *In the debug menu of the game, Marth has an additional phrase that goes unused: [https://youtube.com/watch?v=5ym3QWL2bRM "{{ja|レッツダンス!}}" "Rettsu dansu!"], the English phrase "Let's Dance!" approximated phonetically in Japanese. | ||
==References== | |||
{{Reflist}} | |||
==External links== | ==External links== | ||
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html Official character page on the Japanese ''Melee'' website] ([[smashwiki:26TP/Marth|Translation]]) | |||
*[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]] | ||
edits