Super Smash Bros. Ultimate

Marth (SSBU): Difference between revisions

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(Undid edit by Pm1: Not the correct damage values. Please take the short hop aerial damage and 1v1 damage multipliers in consideration when putting down damage values)
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*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial's tipper hitbox deals less knockback, hindering its KO potential.}}
**{{nerf|Forward aerial's tipper hitbox deals less knockback, hindering its KO potential.}}
**{{nerf|Forward aerial's non-tipper hitbox deals less damage 8% → 6%}}
**{{buff|Forward aerial's tipper hitbox deals more damage 11.5% → 14%}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage, compounded further by its lower landing lag.}}
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage, compounded further by its lower landing lag.}}

Revision as of 15:40, February 16, 2019

This article is about Marth's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Marth.
Marth
in Super Smash Bros. Ultimate
Marth SSBU.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Critical Hit
Marth (SSBU)
Marth is an exceptional swordfighter with a long reach. He'll do the most damage with attacks using the tip of his sword, so spacing is an important factor.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Marth (マルス, Marth) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed as playable on June 12th, 2018. Marth is classified as fighter #21.

Yuri Lowenthal, Marth’s English voice actor from Code Name S.T.E.A.M., Fire Emblem Fates, Fire Emblem Heroes, and Fire Emblem Warriors, reprises his role in overseas versions of the game while Hikaru Midorikawa continues to voice Marth in the Japanese version of the game, this time with new voice clips.

How to unlock

Complete one of the following:

With the exception of the third method, Marth must then be defeated on Castle Siege.

Attributes

Marth is considered to be emblematic of swordfighters; his playstyle heavily revolves around spacing and utilizing his unique tipper mechanic. He has his remaining present attributes; He is in the middleground of lightweight and middleweight, boasting high overall mobility, notably sporting the fastest walking speed in the game (tied with his Echo Fighter, Lucina), a fast dashing speed, average air speed, above average air acceleration, moderate falling speed, and low gravity.

Marth's playstyle revolves around effective spacing, as in all of his other playable appearances, due to his aforementioned tipper mechanic; his sword attacks do the most damage and knockback near the tip of the sword. His frame data is overall above-average, with many attacks having low startup and wide range all-around, allowing him to space efficiently. Because of this, Marth aims to fight a step away from danger, without leaving himself too open to punishment.

While Marth's tipper is the most optimal, the larger hitboxes of his sourspots provide benefits as well; they allow him to effectively combo into attacks one after another at a wider range of percentages. Marth's neutral game is also unique by scaling with percent, as set-ups and combos become more rewarding at higher percentages. He also benefits from being one of the few characters in the game who can outright KO through playing his neutral and spacing game; essentially, while Marth's neutral reward is not as rewarding or damaging as other characters, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent set-ups and follow-ups.

Marth's advantage state as a whole is quite strong. His combination of good speed and range give him excellent juggling capabilities, as he can easily dash to where a falling opponent might land and catch them with his wide attacks, especially his up tilt and up aerial. His disjointed hitboxes also allow him to challenge opponent's falling attacks safely. Because of this, Marth has an easy time keeping opponents in the air and racking up damage. These traits also grant him strong edgeguarding abilities, as his wide aerials can cover enemy movement well, and his tippers can outright KO offstage opponents thanks to their power. Moreover, his general floatiness also allows him to recover back to the stage after edgeguarding attempts fairly safely.

Marth's special moveset provides interesting options as well; his neutral special, Shield Breaker, deals very high shield damage, even when uncharged, and is useful for covering rolls and landings. Dancing Blade is a four-hit combo that can be used to punish sidesteps and rolls, as well as effectively rack up damage. At higher percents, it can serve as an effective KOing option. Dolphin Slash has quick startup, provides slight intangibility during its startup frames, is relatively strong when it first comes out, and has high knockback scaling. These attributes make it an excellent out of shield option and combo-breaker. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can stage spike reckless edgeguarders. Lastly, Counter provides him with the capability to reverse attacks with 1.2x the damage, KOing if the attack was strong enough; it can also be used against opponents with easily predictable recoveries.

Despite his strengths, Marth has some notable weaknesses. One of which is his subpar close-range game, notably at higher percentages; The low shieldstun and hitstun generated by non-tippered moves make it possible for opponents to act out quicker than he can, causing Marth to struggle against shields if his aerials are improperly spaced, and Shield Breaker is highly punishable if predicted. His tipper mechanic can equally disadvantage him when attempting to KO, as his attacks don't generate much knockback if not spaced properly, making his KO potential very inconsistent without proper spacing (most notably with forward smash, forward tilt and aerials). Lastly, his edgeguarding ability, though strong, is flawed, due to the moderately high ending lag on his aerials. As a result, Marth is reliant on being in a certain distance for his moves to be safe while retaining the neutral, and to KO effectively without setups.

Marth's weak throws tie into his inconsistent KO power. Except for up throw, they have low knockback scaling, preventing them from KOing at realistic percents, while up throw can only KO starting at 160%, if Marth has no rage. His throw game is poor as well; aside from having a fairly fast pummel, Marth's throws deal low damage and have high base knockback, making them poor for combos and damage-racking outside of very low percents, such as aerials at 0%. However, it should be noted that the high base knockback of his throws allow Marth to take advantage of his good edgeguarding capability, especially at the edge.

As a solely sword-based character, Marth's neutral also suffers from a lack of a projectile, and he can struggle against projectile heavy characters and playstyles. This ties in with his vulnerability once he loses the neutral: despite having below average weight and only average falling speed, Marth is susceptible to combos, and his tall hurtbox provides an easy target. Dolphin Slash is his only reliable combo-breaker, but as it leaves him helpless, it can inadvertently put him in an even worse position. Also, while Counter can be used defensively, it leaves Marth extremely vulnerable to punishment should it whiff. Marth also has little defense against juggling, as his aerials are ineffective at relieving pressure; though his attacks have quick startup, many of them come with high ending lag, and also suffer from short hitbox durations.

Marth himself is somewhat vulnerable to edgeguarding, though he has options for mix-ups with his recovery. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally since this move grants little horizontal distance, Marth is vulnerable to semi-spikes. While Shield Breaker can aid his horizontal recovery, it covers little distance without charging. Marth's also heavily reliant on his double jump for mix-ups in his recovery, and is in significant danger if offstage without it.

Overall, Marth has many benefits; high overall mobility, long range, and above-average frame data; however, his spacing and overall safety is so overly centered on his tipper mechanic that it hinders him in many ways, making his punishes unreliable due to their inconsistency. At his purest, Marth is most rewarding for players with good fundamentals, with many playstyles applicable to him due to his flaws being easily worked around with careful play.

Changes from Super Smash Bros. 4

Though he received relatively few major direct changes compared to other fighters, Marth benefits greatly from the universal changes of Ultimate. His high dash speed complements the ability to dash cancel into any attack, allowing him to bait attacks with fox-trotting, and use his tilts as more effective spacing tools. The reduced landing lag on all aerials also makes them safer for spacing and approaching, while also enhancing their combo ability. The new limits on the air dodge also greatly enhance his juggling and edgeguarding capabilities, as they provide less leeway for opponents to recover against his wide aerials. Additionally, Dancing Blade has been sped up greatly, making its hits link into each other much more consistently.

In the transition, however, Marth received a few noteworthy nerfs. His jab, previously an excellent combo starter and neutral tool, has been altered as with most jabs so that it can only follow up into the second hit from the first, completely removing its powerful jab cancel from Smash 4. His already linear recovery is made less safe by the limits on air dodging as well as the reduction in edge sweet spot size, worsening his endurance. His specials received some small nerfs, with Dolphin Slash and Counter being slightly more punishable than before, and Dancing Blade dealing less damage. Additionally, the faster engine makes landing tippers more tricky, indirectly encouraging the use of Marth’s clones, Roy and Lucina, over him.

Overall, the benefits Marth gains from the engine changes generally outweigh the nerfs he received, as they reinforce his speed and long range to further improve his strong neutral game, while also improving his ability to rack up damage and finish off stocks. Although he remains as an effective fighter, he has achieved below average results in Ultimate's early metagame. Meanwhile his clones, Roy, Chrom, and Lucina, have all done significantly better than him which could imply that they are the superior characters, to what extent however is unknown.

Aesthetics

  • Change As with all veterans returning from SSB4, Marth's model features a more subdued color scheme. Various aspects of his design have been subtly modified, such as his shoulder armor, belt, gloves, and boots. His hair is slightly more unkempt, similar to his appearance in Fire Emblem Heroes.
    • Change Falchion retains its design from Shadow Dragon and the Blade of Light, but has been modified to better resemble its official artwork. Its scabbard is its most significant change, now being near identical to its official artwork compared to its previous grey blue-pattern scabbard from Melee.
  • Change Marth is more expressive overall.
  • Change Marth has several new basic animations. His idle, crouch, and sidestep all have new animations, and his jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in Smash 4.
  • Change Marth's sweetspotted moves now use the same heavy sword sound effects as Ike's sword, Ragnell.
  • Change Marth's side taunt has changed. He now only swings his sword once before sheathing it.
  • Change In non-Japanese versions, Marth is now fully dubbed in English. In the Japanese version, Marth has new voice clips for the first time since Melee.
    • Change His up taunt now has him say, "This is it!" in English, as he points his sword upwards. In Japanese, he says "行くぞ!", which means "Let's go!".
    • Change His side taunt has him say, "I won't lose!" in English. In Japanese, he says "僕は負けない!", which also means "I won't lose!"
    • Change His down taunt now has him say, "Keep your eyes open!", a phrase similar to "みんな、見ていてくれ!" ("Everyone, watch over me!"), which remains the same in the Japanese version.
  • Change Marth's victory animations are all different.
    • Change His first one now has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to swinging it above his head first, saying "The day is mine!" (今回は僕の勝ちだね?, This time victory is mine, isn't it?)
    • Change The second is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." (僕は負ける訳には行かないんだ。, I can't afford to lose.) This replaces his old one where he stands with his right arm outstretched before lowering it to his side.
    • Change The third pose now has him keep hold of the sheathed Falchion, saying "I live to fight again!" (今日も生き延びることが出来た。, I was able to survive again today.)

Attributes

  • Buff Like all characters, Marth's jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Marth walks faster (1.5 → 1.575).
  • Buff Marth runs significantly faster (1.785 → 1.964).
    • Buff Marth's initial dash is significantly faster (1.5 → 2.255).
  • Buff Marth's air speed is faster (1.02 → 1.071).
  • Buff Marth's traction is much higher (0.055 → 0.114).
  • Buff Forward roll has less ending lag (frame 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (frame 31 → 35).
  • Buff Spot dodge has less ending lag (frame 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (frame 33 → 53).
  • Buff Marth's new jump animation has him pick up his feet more, allowing him to short hop over certain projectiles.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 17 → 11), allowing it to connect better.
    • Nerf The first hit has altered angles and knockback to keep opponents close to Marth, akin to other neutral attacks. This allows it to jab lock, but most importantly removes all its guaranteed jab cancel setups, which made it one of Marth's most potent punishment tools in Smash 4.
    • Nerf The second hit has more startup (frame 3 → 4).
    • Change The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.
  • Dash attack:
    • Buff Dash attack's tipper hitbox deals more knockback, improving its KO potential.
    • Change The move has a different animation, with Marth swinging in a slightly more horizontal arc.
  • Forward smash:
    • Nerf Forward smash's non-tipper hitboxes deal less knockback, no longer being able to KO middleweights under 100% at the edge.
  • Down smash:
    • Buff Down smash now consistently launches opponents at a horizontal angle, allowing it to set up edgeguards and KO near edges more effectively.
    • Nerf It has one frame more ending lag (frame 55 → 56).
    • Nerf The second hit's non-tipper hitboxes deal less knockback, hindering its KO potential.
    • Change The first hit's non-tipper hitboxes have different knockback inbetween the previous vertical-launching and horizontal-launching hitboxes.

Aerial attacks

  • Buff All aerials have reduced landing lag (12 frames → 7 (neutral), 16 frames → 10 (forward), 17 frames → 10 (back), 14 frames → 8 (up), 24 frames → 14 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's first hit deals more knockback, allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.
  • Forward aerial:
    • Nerf Forward aerial's tipper hitbox deals less knockback, hindering its KO potential.
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.

Throws/other attacks

  • Buff Standing grab has less startup (frame 7 → 6).
  • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Nerf All grabs have increased ending lag (frame 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Change Marth's throws are no longer weight-dependent. This improves his down throw's combo potential on heavyweights, but reduces it on lightweights.
  • Nerf All of Marth's throws except up throw release the opponent slower (frame 15 → 18 (forward), 9 → 19 (back), 16 → 20 (down)), making them easier to DI.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
  • Forward throw:
    • Change Marth has a new forward throw, a quick elbow strike to the opponent's chest.
    • Nerf Due to the faster knockback physics and reduced hitstun for higher knockback values, it has lost its combo potential.
  • Up throw:
    • Buff Up throw deals more damage (4% → 5%), with its knockback compensated.
  • Down throw:
    • Nerf Down throw deals less damage (5% → 4%), with its knockback compensated.
    • Change Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shield Breaker:
    • Buff Shield Breaker can now be angled vertically.
    • Buff It now deals 1.15× its regular damage if it hits an opponent's head.
    • Nerf Shield Breaker deals slightly less knockback.
    • Change Marth now composes himself after performing the move.
    • Change The move triggers Special Zoom upon breaking an opponent's shield.
  • Dancing Blade:
    • Buff All swings except the first have less startup (frame 9 → 5 (second, neutral), frame 7 → 4 (second, up), frame 6 → 4 (third, neutral), frame 8 → 5 (third, up & down), frame 13 → 7 (fourth, neutral & down), frame 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
      • Buff The fourth downward swing's hits after the first are also faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), allowing them to connect better and preventing opponents from jumping out of them at low percents.
    • Buff All swings except the fourth ones deal less hitlag, allowing the move to transition faster and making it harder to SDI out of.
    • Buff The first swing has less ending lag (frame 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (frame 51 → 45).
    • Buff The first two neutral swings have altered knockback, allowing them to more consistently link into the other hits, and granting them the ability to lock.
    • Nerf The first swing has more startup (frame 6 → 9).
    • Nerf The fourth downward swing has more ending lag (frame 72 → 75), however combining this with the overall faster swings, Marth actually ends the move much later than he did in previous iterations.
    • Nerf All swings deal less damage (3%/4% → 2.5%/3% (first & second), 4%/5% → 3%/4% (third, neutral & up), 4.5%/5.5% → 3%/4% (third, down), 5%/7% → 4%/6% (fourth, neutral), 6%/8% → 5%/7% (fourth, up), 6% → 5% (fourth, down, last hit's tipper)).
    • Nerf The fourth neutral swing's non-tipper hitboxes and the fourth upward swing deal less knockback, hindering KO potential of the former and making the latter unable to KO at realistic percents.
    • Change Dancing Blade's neutral swings all have altered animations, except for the third. The first one is now an outward swing similar to his forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Marth spinning before he slashes the opponent.
    • Change The third downward swing has an altered animation, now being a low outward swing instead of a stab.
  • Dolphin Slash:
    • Nerf Dolphin Slash has more landing lag (20 frames → 24).
    • Change It now leaves multiple afterimages of Marth during the leap.
  • Counter:
    • Nerf Counter has more ending lag (frame 60 → 65).
    • Change Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "させない!".
    • Change It now causes a large yellow flash if an attack is countered, and plays the noise from Critical Hit if the counterattack successfully lands.
  • Critical Hit:
    • Buff Due to the changes to teching, Critical Hit is almost impossible to tech though at some circumstances such as Shulk's Shield Monado Art can still tech at very low percentage.

Moveset

  • For simplicity if, for example, Marth's blade does 4% damage while the tip does 6%, and the attack has no other hitboxes, it is written as 4%/6%.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3%/5% Slashes Falchion twice in front of himself. The first hit's tipper pulls opponents towards Marth, ensuring that the second hit connects. The first hit can also jab lock.
4%/6%
Forward tilt   9%/12% A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, KOing middleweights at the edge around 100%, making it a go-to spacing and KO option. Deals much weaker knockback if untippered. The tipper can hit opponents standing on top of some platforms.
Up tilt Anti-air Slash 6% (blade), 5% (body), 9% (tip) 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.
Down tilt   7%/10% A quick crouching sword poke. Marth's fastest tilt, which is 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.
Dash attack   10% (blade), 9% (body), 12% (tip) A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent knockback if tipped. Has notable ending lag and very low hitlag if untippered, making it rather unsafe against shields. The ability to use the faster and safer forward tilt out of dash makes this move's use rather niche.
Forward smash Dragon Killer 13%/18% 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 hit with the blade, 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.
Up smash Justice Sword 3% (ground), 13% (blade), 17% (tip) A quick, 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, although this is difficult to do unless an opponent falls directly on top of Marth.
Down smash   8%/12% (hit 1), 12%/17% (hit 2) 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.
Neutral aerial   3.5%/5% (hit 1), 7%/9.5% (hit 2) 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 first hit has very low knockback scaling, which, combined with fast falling and the move's low landing lag, allows it to combo into many of Marth's tilts, and even his forward smash, even up to around 175%. The second hit's tipper has strong knockback, KOing middleweights at the edge around 100%.
Forward aerial   8%/11.5% 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 sourspot, it begins to knock opponents into a tumble, which can force a tech chase situation.
Back aerial About Face 9%/12.5% 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. Has a rather strong tipper given its speed, KOing middleweights at the edge around 100%.
Up aerial   9.5%/13% An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling 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 landing lag, it makes a reliable combo starter when hit with the blade, comboing into aerials even around 100%.
Down aerial   12% (blade), 14% (non-meteor tip), 15% (meteor) 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). Can be useful against cross-ups and as an out of shield option as it starts behind Marth and covers a wide area below him.
Grab   Reaches out with his free hand.
Pummel   1.3% A knee strike.
Forward throw   4% An elbow strike with his sword arm.
Back throw   4% 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.
Up throw   5% A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%.
Down throw   4% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins around gracefully and slashes Falchion in a circle.
Floor attack (back)
Floor getups (back)
  7% Swings Falchion behind, then in front of him before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Stabs behind him, then slashes in front of himself before getting up.
Edge attack
Edge getups
  9% Backflips onto the stage and slashes.
Neutral special Shield Breaker 8%/9% (uncharged), 22%/24% (fully charged) 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 shielded. 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 very high startup. Deals very high knockback when tippered, making it a powerful KOing option, especially against dazed opponents. 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, though this appears to be out-prioritized by any hitbox striking a non-head hurtbox.
Side special Dancing Blade Varies (see below) A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green (see table below for details and limits of the move).
Up special Dolphin Slash 11% (clean), 7% (late blade), 6% (late body) Marth performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot and grants very slight intangibility in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance. Does not snap to the edge until after its hitbox is gone.
Down special Counter 1.2× (minimum 8%) Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked. Starts up on frame 6 and lasts 22 frames. Ineffective against projectiles and attacks with sufficiently long reach, such as many of Shulk's or Simon's tilts and smash attacks.
Final Smash Critical Hit 60% 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 FS Meter or against Shulk's Shield Monado Art at very low percentage. Pressing the special button again will cause him to stop mid-dash.
Dancing Blade
Hit Damage Description
First Hit (Neutral) 2.5%/3% Does an outward slash. Deals very little knockback even at extremely high percents. Can jab lock. The tipper lifts opponents off the ground slightly, making it combo into the second hit more consistently.
Second Hit (Up) 2.5%/3% An upwards lifting slash. Has greater vertical reach, but shorter horizontal reach than the first hit or the second neutral hit. Lifts opponents slightly off the ground, with the tipper hit pulling them in slightly. At high percents and when at a distance from the opponent, its shorter reach can be used to intentionally miss so that the last two hits can connect properly.
Second Hit (Neutral) 2.5%/3% Does an inward slash. Has a slightly shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. Deals very little knockback, even at extremely high percents. Can jab lock.
Third Hit (Up) 3%/4% Does an upwards slash while turning clockwise. Launches opponents slightly up and away, leading into the upward finisher's tipper fairly consistently if delayed a bit.
Third Hit (Neutral) 3%/4% Takes a step forward and does a leaning outward slash. At close range, this can be used to combo into the neutral finisher's tipper by delaying it, though otherwise this hit may push opponents too far away for the fourth hit to connect at all at high percents.
Third Hit (Down) 3%/4% Leans in and does a horizontal slash low to the ground. Deals less knockback than the other third hits, which can make it useful for connecting with the neutral finisher at higher percents, when the third neutral hit may send too far away.
Fourth Hit (Up) 5%/7% Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback even when tippered. Has greater vertical reach than any other hit of the move.
Fourth Hit (Neutral) 4%/6% Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback. The tipper by itself will KO middleweights near the edge as low as 71%, but the hit is much weaker when not tippered, only beginning to KO around 155%.
Fourth Hit (Down) 2% (hit 1-4), 4%/5% (hit 5) Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers.

On-screen appearance

  • Warps onto the stage using a warp circle with a twirl and unsheathes his sword.

Taunts

  • Up Taunt: Holds up his sword, emitting light from the tip while saying "This is it!" (行くぞ!, Let's go!)
  • Side Taunt: Swings his sword once before resheathing it, saying "I won't lose!" (僕は負けない!, I won't lose!)
  • Down Taunt: Swings his sword around and says "Keep your eyes open!" (みんな、見ていてくれ! Everyone, watch over me!)

Idle poses

  • Holds his hand to his chest, closes his eyes, and silently takes a breath.
  • Brushes his hair out of his face.

Victory poses

  • Performs a Shield Breaker, then poses with Falchion at his right side, saying "The day is mine!" (今回は僕の勝ちだね?, This time victory is mine, isn't it?).
  • Sheaths his sword, keeping hold of it, and says "I live to fight again." (今日も生き延びることが出来た。, I was able to survive again today.).
  • Jumps in the air swinging his sword twice, then lands in a pose resembling his Counter animation, saying "I cannot afford to lose!" (僕は負ける訳には行かないんだ。, I can't afford to lose.).
An orchestral, sped-up cover of several bars of the Fire Emblem Theme, the title theme for the original Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the series and appeared in every game.

In competitive play

Notable players

Classic Mode: A Kingdom of Dragons

Marth fights draconic opponents on various medieval-themed stages. The Mii Fighters sport dragon-themed costumes.

Round Opponent Stage Music Notes
1 Giant Charizard Castle Siege Story 5 Meeting Charizard's Pokémon Trainer is absent.
2 5 Yoshis Arena Ferox Under This Banner
3 Giant King K. Rool Bridge of Eldin Fire Emblem: Mystery of the Emblem Medley
4 4 Mii Gunners, 1 Mii Brawler, 1 Mii Swordfighter Castle Siege Advance
5 Giant Ridley Gerudo Valley Lords-Showdown
6 Male and female Corrin Coliseum Lost in Thoughts All Alone
Bonus Stage
Final Rathalos ? Roar/Rathalos

Credits roll after completing Classic Mode. Completing it as Marth has Fire Emblem Theme accompany the credits.

Role in World of Light

Marth was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Marth took notice of the massive number of Master Hands, telling the other fighters that they would "need to take down about ten [Master Hands each]." He was present on the cliffside when Galeem unleashed his beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters (excluding Kirby).

During the mode itself, Marth can be unlocked early on shortly after rescuing Mario, where the player arrives at a crossroads and has the choice to rescue him, Sheik, or Villager. If one of the others is rescued first, Marth's path will be blocked by a force field created by Master Hand, which will disappear upon defeating a boss or can be circumvented by looping back to the other side.

Spirits

Marth's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Marth in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes

Palette swap (SSBU)
Marth (SSBU) Marth (SSBU) Marth (SSBU) Marth (SSBU) Marth (SSBU) Marth (SSBU) Marth (SSBU) Marth (SSBU)

Gallery

Character Showcase Video

Trivia

  • Super Smash Bros. Ultimate is the first Smash Bros. game where Marth points Falchion upwards rather than downwards in his official artwork.
  • The images of Marth facing Ridley and Rathalos, as well as Marth's Classic Mode battle sequence, are likely a reference to the common trend of Fire Emblem games ending with a boss battle against a dragon, specifically Marth’s battle with Medeus.
  • Marth is the only Fire Emblem character who can be unlocked in the Light Realm in World of Light.
    • Roy is also found in The Last Battle imprisoned by Galeem. This makes Marth and Roy the only Fire Emblem characters affiliated with Galeem.
  • Despite receiving both new idle and crouching animations, Marth still reuses the previous animations when holding a small item. He shares this quirk with Sheik, Lucina, Roy, Chrom, and Wolf.
  • Marth is part of Yoshi's Classic Mode character unlock tree; both characters' Classic Mode routes are reptile-themed, and share certain characters (Charizard, King K. Rool, Ridley and Rathalos), with Yoshi himself being fought in Marth's route.