79,727
edits
m (→Ground attacks) |
|||
(25 intermediate revisions by 10 users not shown) | |||
Line 10: | Line 10: | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A | ||
|ranking = 11 | |ranking = 11-12 | ||
}} | }} | ||
'''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. 4]]''. He was announced on the official website on November | '''Marth''' ({{ja|マルス|Marusu}}, ''Marth'') is a playable character in ''[[Super Smash Bros. 4]]''. He was announced on the official website on November 7, 2013. He was among the first wave of [[amiibo]] figures that are compatible with ''SSB4'', released on the same day as the Wii U version of the game. Hikaru Midorikawa is the voice of Marth in all regions; the voice clips originate from the recording sessions for ''Melee''<ref name="socgfe">[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Source Gaming: "Sakurai Interview: Fire Emblem 25th Anniversary"]</ref> and were all the same ones previously used in ''Brawl''. Marth is one of five ''Smash 4'' characters that only speak Japanese in all its regional versions; the others are [[Takamaru]], the [[Prince of Sablé]], {{SSB4|Roy}}, and {{SSB4|Cloud}}. | ||
Marth is ranked 11th out of | Marth is ranked 11th/12th out of 54 characters on the [[tier list]], tied with {{SSB4|Ryu}} in the bottom of A tier. This is a minor fall from his 5th place position out of 38 in ''Brawl''. Marth's positives include good overall mobility and relatively long disjointed [[range]] on all of his attacks. As with previous incarnations, all of Marth's sword-based attacks are quite rewarding if they land only at the tip of his sword, with the buffs to his tippered moves now causing them to deal very high knockback despite their quick startup, most notably in the case of forward smash, forward/back aerials, and [[Shield Breaker]]. The changes to shield mechanics also indirectly grant his tippers more safety due to them causing higher [[shieldstun]], making it difficult for opponents to punish tippers on shield. In addition, his overall frame data is very good, such as possessing one of the lowest landing lag averages in the game, and as alluded to above, the startup of his moves is also very fast, with most of his moveset coming out before frame 10, and certain moves having little endlag to complement this further (neutral attack, forward, up, and down tilts respectively). All in all, Marth's overall speed in regards to both attacks and mobility give him a dependable [[neutral game]], with optimal spacing being very rewarding due to the danger of his powerful tippers. | ||
Marth's primary flaw is his emphasis on [[spacing]], moreso than in his previous appearances, owing to the reduction in power and efficacy of his sourspotted moves. Furthermore, many of Marth's sourspotted attacks have poor shieldstun, potentially leading to [[punish]]es if Marth does not properly space his attacks. Marth is also susceptible to [[pressure]] tactics, as he lacks combo breaker attacks and his lack of a projectile prevents him from easily dealing with [[projectile]]-based camping. Like in his previous appearances, Marth also suffers from a linear, predictable recovery, and even with [[Edge-guarding#Ledge Trump|ledge trump]]ing and larger ledge sweetspots, Marth is still prone to [[gimp]]ing. | Marth's primary flaw is his emphasis on [[spacing]], moreso than in his previous appearances, owing to the reduction in power and efficacy of his sourspotted moves. Furthermore, many of Marth's sourspotted attacks have poor shieldstun, potentially leading to [[punish]]es if Marth does not properly space his attacks. Marth is also susceptible to [[pressure]] tactics, as he lacks combo breaker attacks and his lack of a projectile prevents him from easily dealing with [[projectile]]-based camping. Like in his previous appearances, Marth also suffers from a linear, predictable recovery, and even with [[Edge-guarding#Ledge Trump|ledge trump]]ing and larger ledge sweetspots, Marth is still prone to [[gimp]]ing. | ||
Line 59: | Line 59: | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Marth's design takes elements from ''{{s|fireemblemwiki|Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow}}'' and his older design in ''[[Fire Emblem: Mystery of the Emblem]]'', which was used in ''Melee'' and ''Brawl''. | *{{change|Marth's design takes elements from ''{{s|fireemblemwiki|Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow}}'' and his older design in ''[[Fire Emblem: Mystery of the Emblem]]'', which was used in ''Melee'' and ''Brawl''. His cuirass and pauldrons are gray and have a rounder shape, alongside the latter hugging his shoulders. His shirt is now teal with a longer end with the sections being separated. His gloves are black. His belt is brown and has a more simplistic design, as well as the buckle being silver and pin shaped. His boots are brown with multiple light brown straps, as well the folds being white with golden trimmings. His eyes are also smaller, and he has shorter hair.}} | ||
*{{change|Marth's white [[alternate costume]] has been updated to the monochromatic palette, which makes no longer based on {{s|fireemblemwiki|Leif}}. Additionally, Marth has received three new alternate costumes, two of which are based on his appearance in ''Fire Emblem: Mystery of the Emblem'' and [[Roy]]'s appearance in ''Melee'', respectively. One replaces his previous blue costume.}} | *{{change|Marth's white [[alternate costume]] has been updated to the monochromatic palette, which makes no longer based on {{s|fireemblemwiki|Leif}}. Additionally, Marth has received three new alternate costumes, two of which are based on his appearance in ''Fire Emblem: Mystery of the Emblem'' and [[Roy]]'s appearance in ''Melee'', respectively. One replaces his previous blue costume.}} | ||
*{{change|Marth's sword trails are much brighter at the tip; this makes the [[sweetspot]] of his attacks more visible than in previous games.}} | *{{change|Marth's sword trails are much brighter at the tip; this makes the [[sweetspot]] of his attacks more visible than in previous games.}} | ||
Line 71: | Line 71: | ||
*{{nerf|Marth's [[air speed]] is slightly slower (1.034 → 1.02), going from the 11th fastest out of 39 characters to the 29th fastest out of 58.}} | *{{nerf|Marth's [[air speed]] is slightly slower (1.034 → 1.02), going from the 11th fastest out of 39 characters to the 29th fastest out of 58.}} | ||
*{{change|Marth [[falling speed|falls]] faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos.}} | *{{change|Marth [[falling speed|falls]] faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos.}} | ||
*{{buff|Marth's [[fast fall]]ing speed is faster (2.1 → 2.528), improving his air game and making him less susceptible to juggling.}} | *{{buff|Marth's [[fast fall]]ing speed is faster (2.1 → 2.528), improving his air game and making him less susceptible to juggling. It is also faster than his fast falling speed in ''Melee'' (2.5 → 2.528).}} | ||
*{{change|Marth's [[gravity]] is higher (0.06715 → 0.075), hindering his endurance, making him more susceptible to combos and reducing the height of his jumps, but allowing him to reach his falling speed faster.}} | *{{change|Marth's [[gravity]] is higher (0.06715 → 0.075), hindering his endurance, making him more susceptible to combos and reducing the height of his jumps, but allowing him to reach his falling speed faster.}} | ||
**{{change|Due to Marth's lower short hop, he now lands before his forward jumping animation ends. This means that Marth no longer enters his aerial transition frame before landing from a forwards short hop.}} | **{{change|Due to Marth's lower short hop, he now lands before his forward jumping animation ends. This means that Marth no longer enters his aerial transition frame before landing from a forwards short hop.}} | ||
Line 344: | Line 344: | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname=Slash ({{ja|スラッシュ|Surasshu}})<br>Combination Slash ({{ja|コンビネーションスラッシュ|Konbinēshon Surasshu}}) | ||
|neutral1dmg=3%/5% | |neutral1dmg=3%/5% | ||
|neutral2dmg=4%/6% | |neutral2dmg=4%/6% | ||
|neutraldesc=Slashes Falchion twice in front of himself. If spaced and timed correctly, the first hit has many follow-up capabilities as it can link into any of his smash attacks or tilts that can link into his other moves when untippered, but some of these followups only work if the opponent is very close to the player. | |neutraldesc=Slashes Falchion twice in front of himself. If spaced and timed correctly, the first hit has many follow-up capabilities as it can link into any of his smash attacks or tilts that can link into his other moves when untippered, but some of these followups only work if the opponent is very close to the player. | ||
|ftiltname= | |ftiltname=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}}) | ||
|ftiltdmg=9%/12% | |ftiltdmg=9%/12% | ||
|ftiltdesc=A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, making it a go-to spacing and KO option. Deals much weaker knockback if untippered. | |ftiltdesc=A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, making it a go-to spacing and KO option. Deals much weaker knockback if untippered. | ||
|utiltname= | |utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}}) | ||
|utiltdmg=6% (blade), 5% (body), 9% (tip) | |utiltdmg=6% (blade), 5% (body), 9% (tip) | ||
|utiltdesc=Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself at low percentages and KO at high percents when tippered. | |utiltdesc=Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself at low percentages and KO at high percents when tippered. | ||
|dtiltname= | |dtiltname=Low Thrust ({{ja|ロースラスト|Rō Surasuto}}) | ||
|dtiltdmg=7%/10% | |dtiltdmg=7%/10% | ||
|dtiltdesc=A quick crouching sword poke. Marth's fastest tilt, which is useful for creating space. Can follow up into a grab, dash attack, or running Dancing Blade if the move is untippered, and the tipper hitbox can hit opponents on and below the ledge, while dealing [[semi-spike]] knockback. | |dtiltdesc=A quick crouching sword poke. Marth's fastest tilt, which is useful for creating space. Can follow up into a grab, dash attack, or running Dancing Blade if the move is untippered, and the tipper hitbox can hit opponents on and below the ledge, while dealing [[semi-spike]] knockback. | ||
|dashname= | |dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}}) | ||
|dashdmg=10% (blade), 9% (body), 12% (tip) | |dashdmg=10% (blade), 9% (body), 12% (tip) | ||
|dashdesc=A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag and very low hitlag if untippered, making it rather unsafe against shields. | |dashdesc=A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag and very low hitlag if untippered, making it rather unsafe against shields. | ||
|fsmashname=Dragon Killer | |fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}}) | ||
|fsmashdmg={{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|18}} | |fsmashdmg={{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|18}} | ||
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has the third highest knockback scaling of any forward smash in the game when tippered, being able to KO opponents at 75% from the stage's center and as low as 37% near the edge. Despite this, the move's low range compared to Marth's previous incarnations makes landing a tipper somewhat difficult and highly susceptible to punishment. | |fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has the third highest knockback scaling of any forward smash in the game when tippered, being able to KO opponents at 75% from the stage's center and as low as 37% near the edge. Despite this, the move's low range compared to Marth's previous incarnations makes landing a tipper somewhat difficult and highly susceptible to punishment. | ||
|usmashname=Justice Sword | |usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}}) | ||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (ground), {{ChargedSmashDmgSSB4|13}} (blade), {{ChargedSmashDmgSSB4|17}} (tip) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (ground), {{ChargedSmashDmgSSB4|13}} (blade), {{ChargedSmashDmgSSB4|17}} (tip) | ||
|usmashdesc=A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. If tippered, it deals extremely high knockback, KOing around 76%, although this is difficult to do unless an opponent falls directly on top of Marth. | |usmashdesc=A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. If tippered, it deals extremely high knockback, KOing around 76%, although this is difficult to do unless an opponent falls directly on top of Marth. | ||
|dsmashname= | |dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}}) | ||
|dsmashdmg={{ChargedSmashDmgSSB4|8}}/{{ChargedSmashDmgSSB4|12}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|17}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|8}}/{{ChargedSmashDmgSSB4|12}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|17}} (hit 2) | ||
|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 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 significantly weak unless tippered, where it will do moderate knockback. It also has high ending lag. | ||
|nairname= | |nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}}) | ||
|nairdmg=3.5%/5% (hit 1), 7%/9.5% (hit 2) | |nairdmg=3.5%/5% (hit 1), 7%/9.5% (hit 2) | ||
|nairdesc=Two horizontal slashes around himself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Marth, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The tipper of the second hit is very strong, being the second most powerful neutral aerial in the game without rage (only Ganondorf's neutral aerial is stronger, but not by much), KOing near the edge at around 100%. | |nairdesc=Two horizontal slashes around himself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Marth, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The tipper of the second hit is very strong, being the second most powerful neutral aerial in the game without rage (only Ganondorf's neutral aerial is stronger, but not by much), KOing near the edge at around 100%. | ||
|fairname= | |fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}}) | ||
|fairdmg=8%/11.5% | |fairdmg=8%/11.5% | ||
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat but is risky to use in the neutral game unless used immediately out of a short hop, due to its weak damage if untippered, low hitbox duration and its strict autocancel window, only cancelling if used in a few specific frames immediately after a short hop. However, it is powerful when tippered for how quickly the move comes out, KOing near the edge at around 110%. | |fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat but is risky to use in the neutral game unless used immediately out of a short hop, due to its weak damage if untippered, low hitbox duration and its strict autocancel window, only cancelling if used in a few specific frames immediately after a short hop. However, it is powerful when tippered for how quickly the move comes out, KOing near the edge at around 110%. | ||
|bairname=About Face | |bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'') | ||
|bairdmg=9%/12.5% | |bairdmg=9%/12.5% | ||
|bairdesc=An upward crescent slash behind him in an inward swipe. 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. Can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Another very powerful move when tippered considering its speed it can KO near the edge at around 90%, and around 145% at the stages' center. | |bairdesc=An upward crescent slash behind him in an inward swipe. 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. Can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Another very powerful move when tippered considering its speed it can KO near the edge at around 90%, and around 145% at the stages' center. | ||
|uairname= | |uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}}) | ||
|uairdmg=9.5%/13% | |uairdmg=9.5%/13% | ||
|uairdesc=An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling at low percents thanks to its large arc, making it a good anti-air as well, but it has weak knockback unless tippered. Due to its angle and low ending lag during the first few frames, it can be used for a somewhat reliable KO confirm of a landing up aerial to down aerial meteor smash at around 55-60% near the edge. It can also KO at high percents from a down throw on a handful of the cast when tippered, but only in stages with platforms. | |uairdesc=An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling at low percents thanks to its large arc, making it a good anti-air as well, but it has weak knockback unless tippered. Due to its angle and low ending lag during the first few frames, it can be used for a somewhat reliable KO confirm of a landing up aerial to down aerial meteor smash at around 55-60% near the edge. It can also KO at high percents from a down throw on a handful of the cast when tippered, but only in stages with platforms. | ||
|dairname= | |dairname=Half Moon ({{ja|ハーフムーン|Hāfu Mūn}}) | ||
|dairdmg=12% (blade), 14% (non-meteor tip), 15% (meteor) | |dairdmg=12% (blade), 14% (non-meteor tip), 15% (meteor) | ||
|dairdesc=A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Marth), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11). Other hitboxes when tippered result in moderate knockback. It also has high ending and landing lag. | |dairdesc=A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Marth), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11). Other hitboxes when tippered result in moderate knockback. It also has high ending and landing lag. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with his free hand. | |grabdesc=Reaches out with his free hand. | ||
|pummelname= | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A knee strike. A fairly fast pummel. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |fthrowname=Roll Over ({{ja|ロールオーバー|Rōru Ōbā}}) | ||
|fthrowdmg=4% | |fthrowdmg=4% | ||
|fthrowdesc=Throws the opponent forward. Can be used to set up a tippered forward aerial until around 20%, or a Crescent Slash until around 150%. Can also be followed up with a neutral or forward aerial at very low percents against heavier characters. | |fthrowdesc=Throws the opponent forward. Can be used to set up a tippered forward aerial until around 20%, or a Crescent Slash until around 150%. Can also be followed up with a neutral or forward aerial at very low percents against heavier characters. | ||
|bthrowname= | |bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}}) | ||
|bthrowdmg=4% | |bthrowdmg=4% | ||
|bthrowdesc=Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edgeguarding, but it cannot combo or KO reliably. | |bthrowdesc=Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edgeguarding, but it cannot combo or KO reliably. | ||
|uthrowname= | |uthrowname=Casting ({{ja|キャスティング|Kyasutingu}}) | ||
|uthrowdmg=4% | |uthrowdmg=4% | ||
|uthrowdesc=A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%. It is also rather tricky to DI due to its launch angle being behind Marth. | |uthrowdesc=A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%. It is also rather tricky to DI due to its launch angle being behind Marth. | ||
|dthrowname= | |dthrowname=Grab Drop ({{ja|グラブドロップ|Gurabu Doroppu}}) | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=Throws opponent to the ground with one arm, bouncing them upwards. His primary throw for follow-ups due to its low base knockback, allowing him to follow up with an up or back aerial at low percentages. However, it quickly loses combo potential due to its high knockback growth, sending opponents too high after medium percentages. At low to mid percentage though by reading opponent's air dodge, Marth can setup into a charged up smash. | |dthrowdesc=Throws opponent to the ground with one arm, bouncing them upwards. His primary throw for follow-ups due to its low base knockback, allowing him to follow up with an up or back aerial at low percentages. However, it quickly loses combo potential due to its high knockback growth, sending opponents too high after medium percentages. At low to mid percentage though by reading opponent's air dodge, Marth can setup into a charged up smash. | ||
Line 482: | Line 482: | ||
| Fourth Hit (Down) || 2% (hit 1-4), 4%/6% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away. The weakest finisher in terms of KO power, but deals the most damage, wears down shields well, and can shield poke low shields. The first four hits may be DI'd out of if an opponent is caught right at the tip of each blow and are at a high percentage. | | Fourth Hit (Down) || 2% (hit 1-4), 4%/6% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away. The weakest finisher in terms of KO power, but deals the most damage, wears down shields well, and can shield poke low shields. The first four hits may be DI'd out of if an opponent is caught right at the tip of each blow and are at a high percentage. | ||
|} | |} | ||
===Stats=== | |||
{{Attributes | |||
|cast = 58 | |||
|weight = 90 | |||
|rweight = 41-42 | |||
|dash = 1.5 | |||
|rdash = 25-41 | |||
|run = 1.785 | |||
|rrun = 18-19 | |||
|walk = 1.5 | |||
|rwalk = 1-2 | |||
|trac = 0.055 | |||
|rtrac = 28-33 | |||
|airfric = 0.00375 | |||
|rairfric = 57-58 | |||
|air = 1.02 | |||
|rair = 29-30 | |||
|baseaccel = 0.01 | |||
|rbaseaccel = 10-54 | |||
|addaccel = 0.07 | |||
|raddaccel = 18-28 | |||
|gravity = 0.075 | |||
|rgravity = 49-51 | |||
|fall = 1.58 | |||
|rfall = 28-29 | |||
|ff = 2.528 | |||
|rff = 27-28 | |||
|jumpsquat = 5 | |||
|rjumpsquat = 14-41 | |||
|jumpheight = 33.660133 | |||
|rjumpheight = 28-29 | |||
|shorthop = 16.263107 | |||
|rshorthop = 31-32 | |||
|djump = 33.660133 | |||
|rdjump = 30-31 | |||
|ellag = 4 | |||
|rellag = 1-46 | |||
}} | |||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
Line 512: | Line 551: | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
! scope="row"|Cheer | |||
|[[File:Marth Cheer English SSB4 SSBU.ogg|center]]||[[File:Marth Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Marth Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Marth Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Marth Marth Marth! || Mar - u - su! || Marth Marth Marth! | |||
|- | |||
!{{{name|}}} | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Marth Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Marth Cheer French PAL SSB4.ogg|center]]||[[File:Marth Cheer German SSB4.ogg|center]]||[[File:Marth Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Marth ! *claps 3 times* || Marth! || Marth Marth Marth! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 530: | Line 586: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
Line 552: | Line 600: | ||
|set10=3131 | |set10=3131 | ||
}} | }} | ||
=== | |||
===Most historically significant players=== | |||
{{cleanup|Further cleanup is required. Sections should have more than just a list of placements and wins.}} | |||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | |||
*{{Sm|AirVault|USA}} - Ranked 9th on the [[Arizona Smash 4 Power Rankings]]; 7th at [[MVG Sandstorm]]. | *{{Sm|AirVault|USA}} - Ranked 9th on the [[Arizona Smash 4 Power Rankings]]; 7th at [[MVG Sandstorm]]. | ||
*{{Sm|Dexter|p=Maryland|USA}} - The best Marth in MD/VA. Ranked 4th on the [[MD/VA Power Rankings]]. Has set wins over {{Sm|Pink Fresh}}, {{Sm|ZD}} and {{Sm|Seagull Joe}}. | *{{Sm|Dexter|p=Maryland|USA}} - The best Marth in MD/VA. Ranked 4th on the [[MD/VA Power Rankings]]. Has set wins over {{Sm|Pink Fresh}}, {{Sm|ZD}} and {{Sm|Seagull Joe}}. | ||
*{{Sm|False|USA}} | *{{Sm|False|USA}} - One of the best Marth players in North America in 2016, picking up the character as a co-main for {{SSB4|Sheik}} around that time. He won {{Trn|Midwest Mayhem 3}} using Marth to win several crucial sets, including the Grand Finals reset. In addition, he has also placed 7th at {{Trn|CEO 2016}}, 13th at {{Trn|2GGT: KTAR Saga}}, and 17th at {{Trn|Get On My Level 2016}} using Marth in several sets. He is ranked 73rd on the [[PGR 100]] with both characters. | ||
*{{Sm|Fuwa|Japan}} - One of Japan's best Marth players. Ranked 110th on the [[JAPAN Power Rankings]]; 2nd at [[Sumabato 13]], 3rd at [http://challonge.com/Karisuma11T Karisuma 11], 5th at [[Waseda Festival 2016]], and 9th at [[Umebura BenQ ZOWIE Cup]]. An excellent [[Doubles]] player with {{Sm|Earth}}; 1st at [http://challonge.com/Karisuma10T Karisuma 10], 2nd at [[Sumabato 14]]. | *{{Sm|Fuwa|Japan}} - One of Japan's best Marth players. Ranked 110th on the [[JAPAN Power Rankings]]; 2nd at [[Sumabato 13]], 3rd at [http://challonge.com/Karisuma11T Karisuma 11], 5th at [[Waseda Festival 2016]], and 9th at [[Umebura BenQ ZOWIE Cup]]. An excellent [[Doubles]] player with {{Sm|Earth}}; 1st at [http://challonge.com/Karisuma10T Karisuma 10], 2nd at [[Sumabato 14]]. | ||
*{{Sm|MkLeo|Mexico}} | *{{Sm|MkLeo|Mexico}} - One of the greatest ''Smash 4'' players of all time, ranking 3rd on the [[PGR 100]], who was the undisputed greatest Marth player of all time, often piloting the character alongside {{SSB4|Cloud}}. He is the only Marth player to win a major, winning a total of eight majors with primarily Marth including {{Trn|2GGT: ZeRo Saga}}, {{Trn|GENESIS 4}}, and {{Trn|GENESIS 5}}. | ||
*{{Sm|Mr E|USA}} | *{{Sm|Mr E|USA}} - The second-best Marth player in the world in the early years of competitive-''Smash 4''. He is best known for his performances in the second half of 2016, where he placed 13th at {{Trn|EVO 2016}} defeating {{Sm|ZeRo}} and {{Sm|Salem}} and 5th at {{Trn|UGC Smash Open}} defeating {{Sm|Marss}}. He switched to playing primarily {{SSB4|Lucina}} in 2017, but maintained Marth as a counterpick. He was ranked 37th on the [[PGR 100]]. | ||
*{{Sm| | *{{Sm|Pugwest|USA}} - One of the best Marth players in North America during his prime and one of the best New England players of all time, with several wins over both {{Sm|Marss}} and {{Sm|Light|p=Connecticut}} at regional events, such as {{Trn|GUMS 13}} and {{Trn|GUMS 14}}. Globally, he is best known for placing 17th at {{Trn|EVO 2016}} defeating {{Sm|Tweek}} and 33rd at {{Trn|The Big House 6}} defeating {{Sm|6WX}}. He was eventually ranked 91st on the [[PGR 100]]. In addition to singles, he and {{Sm|Marss}} comprises one of the best doubles teams in the world, and they notably placed 3rd at {{Trn|The Big House 6}}, 4th at {{Trn|UGC Smash Open}}, and 5th at {{Trn|GENESIS 3}}. | ||
*{{Sm|Rizeasu|Japan}} - A master of diversity known for performing well with many characters, with one of his most common characters being Marth. He notably used only Marth to place 4th at {{Trn|Sumabato 15}} and primarily Marth to place 13th at {{Trn|Umebura Japan Major 2017}}. He is ranked 68th on the [[PGR 100]]. | |||
===Tier placement and history=== | |||
In the early lifespan of ''Smash 4'', players quickly recognized the changes and nerfs to Marth's moveset, with players mostly criticizing on his range; while still notable, and even improved in some aspects from ''Brawl'', it was nowhere near as impressive due to other characters receiving significant range increases. This culminated in Marth being widely regarded poorly early on; however, Marth received small buffs in balance patches, and by the time of updates [[1.0.8]] and [[1.1.0]], Marth received some notable buffs that helped mitigate some of his initial issues, which contributed to the growth of his playerbase, thanks to dedicated players such as {{Sm|False}}, {{Sm|Mr E}} and {{Sm|Pugwest}}. While Marth's results were still poor overall, the buffs improved his perception as a character, culminating in him being ranked 41st on the first ''4BR'' [[tier list]]. | |||
Marth would continue to improve with time, and gained his most significant buffs in updates [[1.1.3]] and [[1.1.4]]. These buffs, supplemented with previous ones, allowed Marth's game to flow far more consistently, and allowed his playerbase to gain significantly better and more consistent results. As an example, {{Sm|Fuwa}} was able to achieve strong placings in Japan, a region considered to be difficult for him to earn high results. In the USA and Canada, Mr E was able to place 5th at [[KTAR XVII]], 17th at [[GOML 2016]] and 13th at [[EVO 2016]] (defeating {{Sm|ZeRo}} 2-1 in the latter tournament), while Pugwest placed 17th at [[Pound 2016]] and EVO 2016, and False placed 17th at GOML 2016, with such finishes prior to the patch being almost unspoken of for him. Most notably, {{Sm|MkLeo}} begun bringing in his share of highlights: this included 1st place at [[Smash Factor 5]] while using Marth through a majority of the tournament, and notably resetting the Grand Finals bracket against {{Sm|Mr.R}}'s Sheik 3-0. Overall, [https://smashboards.com/threads/tournament-placing-database-scoring-project.437773/ Marth gained between the 12th and 16th best overall tournament results from patch 1.1.4 to present time], and all of these traits allowed Marth to rise to 19th on the second official tier list, gaining the second largest rise between the first and second tier lists. | |||
While his placement on the second tier list was considered to be fairly accurate, some top players (e.g, ZeRo and {{Sm|Dabuz}}) believed Marth to be too low, and his increasing tournament success further called his placement into question: Leo won [[Canada Cup 2016]] after beating {{Sm|Ally}} in very close sets of Grand Finals with Marth, he beat ZeRo 3-0 at [[2GGT: ZeRo Saga]] in Losers Semi-finals and turned around a harsh deficit in Grand Finals against Larry Lurr using only Marth, and he won [[GENESIS 4]] using Marth for the entirety of Top 8 (although he used {{SSB4|Cloud}} exclusively prior to this). These even stronger results have helped Marth rise further in the third tier list, at 10th place, this tier rise being the third highest between the second and third tier lists. | |||
However, while Marth has continued to perform well in the current metagame and has achieved strong results, his current placement has been recently disputed due to some smashers viewing Leo as the only Marth player to place very high at major tournaments, while Leo himself has used his other main, Cloud, more frequently over Marth. Mr E had also began to use Lucina more often in tournament. In addition, characters ranked below him on the tier list such as {{SSB4|Corrin}} have placed higher than Marth in tournaments as of late. As a result of this, Marth dropped one spot to 11th/12th place, now sharing the spot with {{SSB4|Ryu}}. In spite of these slight downturns, he has tremendously improved throughout the competitive lifespan of the game, and is one of the characters that had its meta developed the most, alongside {{SSB4|Mewtwo}}. | |||
==In Solo Modes== | |||
===[[All-Star Mode]]=== | |||
In All-Star Mode, Marth is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version alongside {{SSB4|Yoshi}}, {{SSB4|Captain Falcon}}, {{SSB4|Dr. Mario}}, {{SSB4|Pit}}, {{SSB4|Mega Man}}, {{SSB4|Palutena}}, and {{SSB4|Ryu}}. | |||
==={{GameIcon|SSB4-U}}[[Event Match]]es=== | |||
====Solo Events==== | |||
* '''[[All-Star Battle: Melee]]''': Marth is one of the opponents fought in this event. All opponents featured had debuted in ''Melee''. | |||
* '''[[In the Name of the Hero-King]]''': Marth must defeat {{SSB4|Lucina}} in a [[Stamina Mode|stamina]] battle. | |||
* '''[[The Ultimate Swordsman]]''': Marth is one of the seven opponents {{SSB4|Ike}} must defeat. | |||
* '''[[Unwavering Chivalry]]''': {{SSB4|Meta Knight}} must defeat Marth without KOing {{SSB4|Peach}} or {{SSB4|Zelda}}. | |||
====Co-op Events==== | |||
* '''[[A Royal Errand]]''': Marth and {{SSB4|Robin}} must work together to collect 500G from {{SSB4|Wario}} and {{SSB4|Bowser}} in a coin battle before the stage reaches the Bazaar. | |||
* '''[[The Ultimate Battle]]''': Two players must select their characters and defeat the entire roster. | |||
===[[Congratulations screen]]s=== | |||
<center> | |||
====3DS==== | |||
<gallery> | |||
SSB4-3DS Congratulations Classic Marth.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star Marth.png|All-Star Mode | |||
</gallery> | |||
====Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic Marth.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star Marth.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Marth's default trophy is obtained by clearing Classic Mode as Marth. His alternate trophy is obtained by clearing All-Star Mode as Marth in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Marth). The Critical Hit (Marth) trophy is obtained only in the Wii U version by clearing All-Star Mode as Marth. | |||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Marth | |name=Marth | ||
Line 596: | Line 686: | ||
}} | }} | ||
{{clrl}} | {{clrl}} | ||
==[[Alternate costume (SSB4)#Marth|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Marth|Alternate costumes]]== | ||
Line 652: | Line 731: | ||
*Despite now only [https://www.youtube.com/watch?v=nIns19mp1Gg grunting instead of talking] when doing his Counter, the voice clips of him speaking are still in his [[Sound Test]]. Interestingly, Marth can be heard talking while countering in Roy's reveal trailer. | *Despite now only [https://www.youtube.com/watch?v=nIns19mp1Gg grunting instead of talking] when doing his Counter, the voice clips of him speaking are still in his [[Sound Test]]. Interestingly, Marth can be heard talking while countering in Roy's reveal trailer. | ||
*Dashing Assault makes a "woosh" sound when used, but in {{SSB4|Corrin}}'s reveal trailer it makes the "shing" sound when executed, likewise when Marth performs his standard Shield Breaker. | *Dashing Assault makes a "woosh" sound when used, but in {{SSB4|Corrin}}'s reveal trailer it makes the "shing" sound when executed, likewise when Marth performs his standard Shield Breaker. | ||
*Marth's sword and its sheath are not present in his artwork for the cover of ''Super Smash Bros. for 3DS''. | *Marth's sword and its sheath are not present in his artwork for the cover of ''Super Smash Bros. for 3DS''. | ||
*''Super Smash Bros. 4'' marks the only appearance of Marth as a starter character. | *''Super Smash Bros. 4'' marks the only appearance of Marth as a starter character. | ||
==References== | |||
{{Reflist}} | |||
{{SSB4Characters}} | {{SSB4Characters}} |