Project M

Marth (PM): Difference between revisions

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==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{Sm|ARC|USA}}
*{{Sm|Dart!|USA}}
*{{Sm|Dart!|USA}}
*{{Sm|Mew2King|USA}}
*{{Sm|Mew2King|USA}}

Revision as of 06:02, October 6, 2014

Marth
in Project M and Project+
Marth SSBB.jpg
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Brawl
Moveset inspiration Marth (SSBM)
Alternate costume Sigurd's armor
Marth (SSBB)
Stub.png

Marth is a playable character in the Brawl mod Project M. He was remade to be nearly identical to his Melee counterpart in terms of attack hitboxes and animations.

Attributes

Changes from Melee to PM

Marth was slightly buffed from Melee to Project M, but otherwise remains almost unchanged.

  • Buff Neutral aerial has slightly more KO power.
  • Buff Non-fully charged variants of Shield Breaker deal stronger damage and knockback.
  • Buff Marth has a noticeable increase in range on his sword attacks.
  • Buff Dash attack can now be cancelled, allowing Marth to DACUS and improving his mobility.
  • Buff 3rd variation of Dancing Blade has slightly stronger knockback.
  • Nerf Shield Breaker has less vertical range.
  • Nerf Many variants of Dancing Blade deal weaker damage however have their knockback compensated.

In terms of cosmetics, Marth now has a purple costume as opposed to a light blue one (from Brawl). He once again uses his default costume when fighting on the blue team.

Revisions

2.5b

  • Change Walk animations adjusted to match Melee.
  • Change Dash and run animations adjusted to match Melee.
  • Change Sword trails match Melee.
  • Change Up smash hitboxes properly cover the sword like his other moves.
  • Change Forward air animation slightly adjusted to better match Melee.
  • Change Down air animation slightly adjusted to better match Melee.
  • Change Marth's Dancing Blade has added overlayed color effects.

2.6b

  • Change Fixed polygonal bugs that could occur when angling his shield.
  • Change Up tilt hitlag adjusted to match Melee.
  • Change Standing grab animation adjusted to match Melee more closely.
  • Change Turn grab animation adjusted to better match its range.
  • Change Dancing Blade does not continue by using the c-stick unless set to special.

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack Slash, Counter Slash 4% (base) 6% (tip) Does two slashes in front of himself. Both slashes have weak knockback even when tipped. Both hits can combo into themselves at low percent's.
Forward tilt Sharp Edge 9% (base) 13% (tip) A fast forward leaning sword swipe upward. Has a hitboxes that can send the enemy both vertically and horizontally. Has decent knockback when tipped.
Up tilt Anti-Air Slash 8% (base) 9% (base) 9% (middle) 10% (middle) 12% (tip) 13% (tip) Swings his sword in a large arc above his head, with a large hitbox that can hit enemies behind him. Can be used to juggle and can be followed up by a forward smash, an up smash, a neutral air, or an up air. It can also set up aerial combos. Kills reliably at 135% and above when tipped on lightweights and 150% and above on heavyweights.
Down tilt Low Stab 8% (base) 9% (middle) 10% (tip) A quick crouching sword poke. It is very useful for edgeguarding, and it can safely be used to interrupt approaches or follow-ups. It can combo into a grab or dash attack below 100%.
Dash attack Raid Chop 9% (base) 11% (base) 12% (tip) A quick upward sweeping diagonal slash with medium lag, high range, and relatively high damage. Sends opponents above him when tipped and behind him when not tipped.
Forward smash Dragon Killer 14% (base) 20% (tip) Rotates body counter-clockwise with a strong arc-like one-handed swing from his head to the ground. Very fast start-up, good horizontal and vertical reach, but has noticeable ending lag. The tip can KO at closer distances to the blast lines as early as 75% on lightweights and 90% on heavyweights due its very high base knockback.
Up smash Justice Sword 8% (base) 15% (middle) 18% (tip) A quick, direct upward thrust. The move has extremely weak sourspots next to Marth if used on the ground. But tipped on airborne enemies it can KO as early as 80% on lightweights and 105% on heavyweights.
Down smash Whirlwind Blade 11% (base) 16% (tip) front and back swipe Sweeps his sword on the ground toward the front outward then toward the back inward. If tipped it sends opponents upward with high vertical knockback, KOing as early as 100% on heavyweights and even earlier on lightweights if used near the edge. If hit at the base, it sends opponents with low horizontal knockback, which doesn't KO reliably until 150% on lightweights 220% on heavyweights. It is generally not a safe option to use in some situations, as the attack has a fair amount of ending lag and takes longer to fully execute than his other smash attacks.
Neutral aerial Double Slash 4% 1st 10% 2nd hit Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. Both hits connect easily, can follow up into each other, with the second having decent knockback.
Forward aerial Aerial Swipe 9% (base) 10% (base) 13% (tip) Does a forward vertical slash (up to down). It has fairly low knockback when not tipped, but it is very fast in both start-up and ending lag, many characters can't punish it when spaced properly. Can easily be done twice in a short hop and is useful for edgeguarding as a wall of pain. However, it can be risky at times to use randomly during neutral. This move is one of the first parts of the Ken Combo.
Back aerial About Face 9% (base) 10% (base) 13% (tip) Slashes his sword from bottom to top behind him in an inward swipe. Has the interesting property of turning Marth around, changing facing direction.
Up aerial Luna Slash 9% (base) 10% (base) 13% (tip) A forward to back upward sword slash in a delayed somersault. It has low knockback, tipped or not, but it can be used to juggle opponents when combined with forward smash, up tilt, and other aerials.
Down aerial Half Moon 9% (base) 10% (base) 13% (tip) A forward to back downward outward sword slash. When tipped, it is a meteor smash with high base knockback. Vertical spacing (using a footstool to setup the move) is also a method of sweetspotting the attack. Very low start-up. It is also a risky edgeguarding move, as it has very high ending and landing lag, although some of the landing lag can be canceled by pressing the shield button if pressed before touching the ground. It is also the finisher to the famous Ken Combo.
Grab 0% Grabs the enemy with his left hand.
Pummel Knee 3% Knees the enemy.
Forward throw Bounce 4% Grabs and pushes forward, tripping with his leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually around four throws and sets up a guaranteed forward smash at low percents on most characters, on some characters it can hit with the tipper for more damage.
Back throw Throw Away 4% Pulls and throws the enemy and extends his leg simultaneously. Similar to his down throw.
Up throw Emblem Toss 4% Powerful upward throw with one arm. Can chain throw fast fallers at low percentages or can be followed up with an up tilt.
Down throw Slam 5% Hooks his arm and drags the opponent to the floor sending the opponent backwards. Sets up a tipper forward smash at low percentages, and other attacks like Dancing Blade and down aerial at a ledge. Otherwise it has extremely low knockback with little KO potential.
Floor attack (front) 6% Sweeps his sword on the ground back to front.
Floor attack (back) 6% Sweeps his sword on the ground back to front.
Floor attack (trip) 5% Sweeps his sword on the ground back to front.
Edge attack (fast) 6% Flips onto ledge with a quick downward diagonal slash from left to right.
Edge attack (slow) 9% Quick slow horizontal slash downward. Slightly less range than the fast ledge attack.
Neutral special Shield Breaker 8% uncharged 13%, 18%, 23% partially charged 28% fully charged A purple overhead slash similar to the forward smash, but can be charged for longer with more powerful results. Uncharged it doesn't KO until over 200%, however when fully charged it can KO as early as 50% on heavyweights.
Side special Dancing Blade 4% 1st 5% 2nd 9% 3rd 13% 4th, 5% 3rd up 9% 4th up, 11% 3rd down 15% 4th down (5 x 3%) A sequence of sword maneuvers with several variations.
Up special Dolphin Slash 6% (body late) 7% (sword late) 10% (body) 13% (tip) A super fast jumping slash that can be reversed. It is very risky to use on the ground due to the large degree of vulnerability Marth receives if the move doesn't hit. It is also Marth's fastest out of shield option.
Down special Counter 7% Blocks and retaliates against incoming attacks.
Final Smash Critical Hit 60% Marth lunges in one direction, attacking the first opponent. Immense knockback, enough to one-hit KO any character.

In competitive play

Notable players

Palette swaps

He is set to have a costume based on Sigurd's armor.

Marth's palette swaps in PM

External links