Project M

Marth (PM): Difference between revisions

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*{{buff|[[Dolphin Slash]] at the height of the jump can grab edges when Marth is facing away from it, similar to Falcon Dive and Dark Dive.}}
*{{buff|[[Dolphin Slash]] at the height of the jump can grab edges when Marth is facing away from it, similar to Falcon Dive and Dark Dive.}}
*{{buff|[[Shield Breaker]] deals 1% more damage (7% → 8%)}}
*{{buff|[[Shield Breaker]] deals 1% more damage (7% → 8%)}}
*{{buff|[[Counter]]'s hitbox is active frames 5-9 and Marth is invincible frames 1-8 from hitbox active frames 14-20 and invincible 1-18.}}
*{{buff|[[Counter]]'s hitbox is active frames 5-9 and Marth is invincible frames 1-8 from hitbox active frames 14-20 and invincible 1-16.}}


==Revisions==
==Revisions==

Revision as of 09:58, August 11, 2015

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)
Marth's Sigurd Costume in Project M 3.5

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 given slightly more options from Melee to Project M due to physics changes, but otherwise remains almost unchanged. He is overall though less effective as a character due to the increase of floatier characters who have been given options to counter the effectiveness of his tools.

Ground Attacks

  • Buff Down smash had the initial start up animation sped up and all hitboxes now appear and end 3 frames earlier.
  • Buff Dash attack can now be cancelled, allowing Marth to DACUS.

Aerial Attacks

  • Buff Down air has less landing lag when L-cancelled (16 frames in Melee down to 12 frames).
  • Nerf Down air has lost the hitboxes on his left arm.

Grabs and Throws

  • Nerf Dash grab range reduced.

Special Moves

  • Buff Dolphin Slash at the height of the jump can grab edges when Marth is facing away from it, similar to Falcon Dive and Dark Dive.
  • Buff Shield Breaker deals 1% more damage (7% → 8%)
  • Buff Counter's hitbox is active frames 5-9 and Marth is invincible frames 1-8 from hitbox active frames 14-20 and invincible 1-16.

Revisions

v2.5b

  • 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.

v2.6b

  • 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.

v3.5

  • Nerf Dash grab range reduced.
  • Buff Hitbox for 2nd jab comes out earlier.
  • Change Dolphin Slash and sword swing sound effects changed to match Melee.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 4% (base), 6% (tip) (both hits) 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 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 Clean: 8% (body), 9% (arm/sword) 12% (tip); Late: 9% (body/arm), 10% (sword), 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 8% (base), 9% (mid), 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 9% (base), 11% (mid), 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 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 8% (sides), 15% (sword), 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 11% (base), 16% (tip) (both hits) 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 4% (hit 1), 10% (hit 2) (14% total) 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 9% (base), 10% (mid), 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 9% (base), 10% (mid), 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 9% (base), 10% (mid), 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 9% (base), 10% (mid), 13% (tip) A forward to back downward outward sword slash. When tipped, it is a spike 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. It is also the finisher to the famous Ken Combo.
Grab Grabs the enemy with his left hand.
Pummel 3% Knees opponent.
Forward throw 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 4% Pulls and throws the enemy and extends his leg simultaneously. Similar to his down throw.
Up throw 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 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% (body), 8% (sword) Flips onto ledge with a quick downward diagonal slash from left to right.
Edge attack (slow) 8% (body), 9% (sword) Quick slow horizontal slash downward. Slightly less range than the fast ledge attack.
Neutral special Shield Breaker 8% uncharged to 28% fully charged A purple overhead slash similar to the forward smash (only two-handed and does not lean forward as far), 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 hit), 5% (2nd hit), 5%/9%/11% (3rd hit high/mid/low), 9%/13%/3%(x5) (4th hit high/mid/low) A sequence of sword maneuvers with several variations, and each input must have a smooth timing or otherwise the other attacks will not execute.
Up special Dolphin Slash 10%/13% (clean base/tip), 6%/7% (late body/sword) 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 with a strong outward piercing slash. Immense knockback, enough to one-hit KO any character, and can hit other characters near his initial target.

In competitive play

Notable players

Alternate costumes

Marth once again uses his default costume when fighting on the blue team, so his blue costume was changed to purple. 3.5 included a set of alternate costumes based off Sigurd from Fire Emblem: Genealogy of the Holy War, which includes recolors for team battle.

Marth's alternate costumes in PM
MarthHeadSSBB.png MarthHeadRedSSBB.png MarthHeadGreenSSBB.png MarthHeadBlackSSBB.png MarthHeadWhiteSSBB.png MarthHeadPurplePM.png
MarthHeadSigurdPM.png MarthHeadSigurdRedPM.png MarthHeadSigurdGreenPM.png MarthHeadSigurdBluePM.png

The recolors of the Sigurd costume resemble other characters from Genealogy of the Holy War, specifically characters closely related to Sigurd:

  • The red costume is based on Eldigan, one of Sigurd's closest friends.
  • The green costume is based on Quan, Sigurd's other close friend.
  • The blue costume is loosely based on either Seliph, Sigurd's son, or Byron, his father.

Trivia

  • Marth's alternate outfit contains a locket with a picture of Caeda, Marth's significant other in the Fire Emblem series.

External links