Marth (SSBM): Difference between revisions

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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname=Slash ({{ja|スラッシュ|Surasshu}}) / Counter Slash ({{ja|コンビネーションスラッシュ|Konbinēshon Surasshu}}, ''Combination Slash'')
|neutralname=Slash ({{ja|スラッシュ|Surasshu}})<br>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%
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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|Hāfumūn}})
|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.
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|djump = 25.188
|djump = 25.188
|rdjump = 15
|rdjump = 15
|ellag = 4
|rellag = 2-23
}}
}}


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|djump = 25.188
|djump = 25.188
|rdjump = 15
|rdjump = 15
|ellag = 4
|rellag = 2-23
}}
}}


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Marth
|-
|game=Melee
!{{{name|}}}
|desc-us=Marth! Marth! Marth!
!Cheer (International)
|desc-jp=Ma-ru-su!
!Cheer (Japanese)
|pitch-us=Group chant
|-
|pitch-jp=Female}}
! 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===
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==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Marth as a character, there are two trophies about him as a fighter that are unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star]] modes on any difficulty with Marth.
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
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