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Marth (SSBM): Difference between revisions

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===Pros===
===Pros===
*Great for beginners due to range, strength, and controlled speed
*Lethal combo game resulting from his throws, his up tilt and his forward aerial, all of which can combo into themselves and forward smash
*Huge range
*Huge range
*Broken [[Spike]]
*Effective [[Spike]]
*Quick and agile
*Very fast aerial attacks
*Sweetspot on tip of blade
*Sweetspot on tip of blade, at a range many characters normally try to maneuver at
*Wonderful wavedash
*Long wave-dash
*Insane priority allows Marth to cut through most attacks
*Can combo all characters fairly easily
*Can combo all characters fairly easily
*Fantastic dashdance
*A fast, long-distance [[dash-dance]]
*Huge range with his Grab (underneath Y. Link's chain)
*Easy for beginners to use due to his fast and powerful smashes and B attacks
*Horrible horizontal recovery distance is aided by his dancing blade recovery.
*Great vertical recovery
*Cannot be shine-comboed in PAL


===Cons===
===Cons===

Revision as of 12:51, September 12, 2006

Template:Character Marth is from the series, and debuted in the first Fire Emblem game "Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi" which translates to "Dragon of Darkness and the Sword of Light". Like Roy, Marth was a relatively obscure character, as the games he was in never reached outside Japan. He was then placed in SSBM by popular demand.

There are three ways to unlock him:

  • Play 400 vs. matches.
  • Clear Classic mode with all 14 starter characters.
  • Use all 14 starter characters as a human player in VS. Mode.

Strategies

Marth is known for his comboing, grab-game, good match-ups, priority, excellent wavedash (fourth longest), and edgeguarding abilities, as well as his powerful Side Smash, known to be the best side smash in the game. He also has a disjointed hitbox, which allows him to attack characters from a pretty good range while not having to fear being hit very easily. His fair is used a lot in advanced play, for it has very good comboing ability. You may want to chain his fairs to any of his other aerial attacks, such as his spike, for a dangerous combo. You may also want to watch videos of Ken, arguably the best player in the world, to capture Marth's comboing ability and advantages/disadvantages.


Marth's sword, Falchion, has a sweetspot at the very tip. Meaning it might take some practice to get used to, but a Marth tipper (term for attacking with the tip) does do more damage than Roy's sweetspot.

Reverse Dolphin Slash

By starting Marth's up-B attack, Dolphin Slash, and immediately pressing the opposite direction to which you are currently facing, Marth will begin the first frame of his attack but change directions to finish the attack as if you were facing the other way. This variation has significantly increased knockback, but must be done at close range.

Pros & Cons

Pros

  • Lethal combo game resulting from his throws, his up tilt and his forward aerial, all of which can combo into themselves and forward smash
  • Huge range
  • Effective Spike
  • Very fast aerial attacks
  • Sweetspot on tip of blade, at a range many characters normally try to maneuver at
  • Long wave-dash
  • Can combo all characters fairly easily
  • A fast, long-distance dash-dance
  • Easy for beginners to use due to his fast and powerful smashes and B attacks

Cons

  • Easy target in the air
  • Falls a little too slow
  • Up B and down B can leave you open attacks
  • Has a fairly large amount of lag
  • Easily juggled/comboed
  • Recovery is very predictable
  • No projectile