Marth (SSBU): Difference between revisions
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Fuck this tipping shit | Fuck this tipping shit | ||
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YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELF | |||
==Moveset== | ==Moveset== |
Revision as of 19:42, February 7, 2019
Marth in Super Smash Bros. Ultimate | |
---|---|
Universe | Fire Emblem |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Critical Hit |
“ | 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.
Fuck this tipping shit
FUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 YOURSELFFUCK MARTH IF YOU MAIN HIM ALT F4 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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. |
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.).
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
Gallery
Marth countering on the Great Plateau Tower.
Performing Shield Breaker on Coliseum.
Taunting in his white costume on Mario Galaxy.
Dodging Ridley's Plasma Breath on 3D Land.
Taunting on Skyworld.
Idling with Lyn on The Great Cave Offensive.
With Toon Link, Pit and a giant Jigglypuff on The Great Cave Offensive.
Marth and Lucina taunting on Castle Siege.
Marth getting hit by R.O.B.'s down smash on Tomodachi Life.
With Kirby, Mario, Link, Inkling, Pit, Ridley and Villager on Battlefield.
With all playable Fire Emblem veterans on Coliseum.
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.
Fire Emblem universe | |
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Fighters | Marth (SSBM · SSBB · SSB4 · SSBU) · Roy (SSBM · SSB4 · SSBU) · Ike (SSBB · SSB4 · SSBU) · Lucina (SSB4 · SSBU) · Robin (SSB4 · SSBU) · Corrin (SSB4 · SSBU) · Chrom (SSBU) · Byleth (SSBU) |
Assist Trophies | Lyn · Black Knight · Tiki |
Stages | Castle Siege · Arena Ferox · Coliseum · Garreg Mach Monastery |
Item | Killing Edge |
Other | Sothis |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Fire Emblem: Shadow Dragon and the Blade of Light · Fire Emblem: Mystery of the Emblem |