Marth (SSBB)

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This article is about Marth's appearance in Super Smash Bros. Brawl. For other uses, see Marth.
Marth
Marth
FireEmblemSymbol.svg
Universe Fire Emblem
Availability Unlockable
Tier A (6)

Marth (マルス, Marusu) is a character in Super Smash Bros. Brawl. Despite being a "hidden" character, Marth appears in the game's opening video, standing back to back with Meta Knight. It is uncertain whether Marth has improved or been nerfed since Super Smash Bros. Melee (in which he was considered 5th best on the tier list), as he has gained the ability to escape from most combos, the tip of his sword is stronger in most attacks, Dolphin Slash improved, and Counter deals more damage. On the downside, his standard attack combo is slower, the tip is harder to land with most attacks, his standard special is harder to hit with, and the range of his sword and grabs is shorter.

He ranks 6th on the current Brawl tier list due to his excellent overall disjointed range, speed in both frame data and mobility, power when he lands an attack on the tip of his sword (in particular his forward smash and down aerial), edge-guard ability, stats, and primarily favorable match-ups. However, as in Melee, he maintains his linear recovery and a lack of a projectiles.

How to unlock Marth

Complete one of the following:

  • Play 10 matches in Brawl, then defeat Marth
  • Finish Classic mode on any difficulty, then defeat Marth
  • Get Marth to join the player's party in The Subspace Emissary

Attributes

Marth in SSBB is basically a reprise from SSBM. He retains status as a quick-footed, high-range lightweight; tall (for his weight class), with stronger aerial attacks. With a great aerial moveset and air defense, Marth is almost unparalleled in the air. Marth also retains certain qualities, such as increased power and hitlag at the tip of his blade, which defines a great part of his game. This tip is the basis for Marth's very potent down air meteor smash and for his down tilt edge guard. His attacks, when not tipped, are weak, and hitting with the sweetspot can be difficult (although some attacks are rather easy to sweetspot like Uair and Dtilt). Most of Marth's attacks have little starting lag and good reach, but his attacks can be easily punished when shielded due to often having noticeable ending lag (though his standard special has Shield damage). Marth himself lacks a projectile, but his high mobility allows him to avoid opponents' projectiles. Dolphin Slash allows Marth to escape from most chain throws due to the invincibility frames it provides, and it can even KO if the opponent is at very high percentages. However, it is easily punished should it miss or be shielded. As a recovery move, it travels fair vertical distance with almost no start-up, but poor horizontal distance, and it is easily edge hogged if timed properly, while the landing lag is high so landing onstage is also punishable. He also suffers from the landing lag glitch, although it is not a major problem. Dancing Blade does high damage and counts as four attacks in the refresh counter, making it great to refresh his other moves as well as inflict high damage on the opponent, and the last hit tilted upwards can KO at higher percents. As such, Marth is arguably one of the characters least effected by Stale-Move Negation and it is also a good out-of-shield option as it has almost no start-up lag. Marth's Counter, the fastest counter in the game, can be used to punish opponent attacks and interrupt combos. Marth has good standing grab reach and a very long reaching pivot grab which is combined with the fact that he can chain grab a number of characters using his forward throw (if only for a couple of throws). He also has a grab release infinite on Lucas and Ness, a chain grab-release to spike (or slight step f-smash) on Squirtle, and grab release to spike, fair, or up special on Meta Knight (although it is still considered a hard matchup for Marth). On the downside, his throws are extremely weak in terms of damage and knockback (usually doing only 4% per throw, with the exception of his down throw, which does 5% and his u-throw is the only throw that KOs in Sudden Death), although their weak knockback also means they are great tech-chasers.

Overall, Marth is a very fast character with good disjointed reach along with great offensive and defensive options who has potential power and what could be considered one of the best aerial games. But Marth is rather easily KOd due to being tall and being the lightest middleweight, which also means he is still vulnerable to King Dedede's d-throw chain throw. Marth also has difficulty KOing the heavier characters, especially those with good Momentum Canceling, due to his tipped attacks having high base knockback but low knockback scaling. Against these characters, he often relies on edgeguarding to gain KOs.

Changes from Melee to Brawl

As aforementioned, it is difficult to tell whether Marth has been buffed or nerfed from Melee to Brawl since he received both buffs and nerfs. His grabs and sword are noticeably shorter. On the upside, his dolphin slash now grants a bit more horizontal distance, and it is stronger as an offensive move when the non-tipped sweetspot hits. It also grants him invincibility frames, which allow him to escape most chain throws and be used as a second counter. His counter now deals 1.1x damage back with a minimum of 8% damage. His tipped aerials are also stronger. On the downside, his standard attack combo is slower, and the tip of Marth's blade is harder to hit with for most attacks. Marth's Dancing Blade is faster, and it is now much easier to connect all four attacks. The hitlag on his tipped forward smash, tipped down smash, and tipped down aerial are much longer. Marth's forward smash is more powerful when tipped and less powerful when non-tipped. Marth's dashing speed has decreased, although only slightly. Marth's tipped down smash has been weakened in terms of knockback. Marth's shield breaker is now a stab (straight angle, not an easier-to-hit-with vertical slash like in Melee). In addition, when it activates in the air, it will move you in mid-air. It charges much faster, but it's no longer an effective edge-guard move and requires full charge and sweetspotting to have high knockback but it also has shield damage without having to be fully charged. Other changes include reduced falling speed, his tipped forward aerial and tipped dash attack have horizontal knockback instead of vertical, and his up smash now has hitboxes to the sides that launch the enemy into the main hitbox (similar to Roy's up smash in Melee).

Moveset

Ground attacks

Normal
  • Neutral attack - Swings upward, back and forth. Can be chained continuously. First two can be faster chained if well timed. Can jab lock. The first hit has a similar animation to his up tilt. The only difference is that his up tilt has a bit more visual range. 4% base. Does 6% tip. First hit on frame 4, second hit on frame 25.
  • Dash attack - A dashing upward diagonal slash with rather slow start-up (13 frames) when compared to Marth's other attacks and it has high ending lag. It does have far reach and good power for a dash attack (though it is still a rather weak attack). Does 10% at the base and 13% when tipped.
  • Strong side - A quick slash forward that has low start-up (7 frames) but some ending lag. It has good horizontal reach and decent vertical reach. Its knockback is low when it is not tipped, but is capable of KOing (above 150%) when it is tipped. Does 9% at the base and 12% when tipped.
  • Strong up - Swings his sword in a large arc above his head, front to back. It has good all around reach and like his other ground attacks, it has low start-up (hitbox out on frame 6-13) but noticeable ending lag. It has an untipped and tipped hitbox but produces different hitboxes throughout its animation, resulting in varying degrees of knockback, though it has strong enough knockback to KO under 150% regardless of where it connects. The strongest hitbox is the tipped hitbox at the end of the animation. It has an similar animation as the first hit of his neutral attack. The only difference is that his up tilt has a bit more visual range. Does 9% at the base and 12% when tipped.
  • Strong down - A quick crouching sword poke, with almost no start-up lag (7 frames) and unlike Marth's other attacks, it has low ending lag. It works well for ground edge guarding because it semi-spikes, has fast start-up, good horizontal reach combined with low vertical reach, and usually it makes the opponent waste their mid-air jump while Marth can then set up a fair WoP. It can also be used to Pseudo Crawl. Does 9% at the base and 10% when tipped.
Smash attack
  • Side smash - Rotates body counter-clockwise with a strong arc-like swing from his head to the ground. Very fast start-up (hits on frame 10), good horizontal and vertical reach, but has noticeable ending lag. The tip can KO light characters and at closer distances to the blast lines at low percents (under 75%) due its very high base knockback (third highest in the game for an uncharged forward smash) but has low knockback scaling for a forward smash (ninth lowest in the game) though it is still rather high. As such, heavier characters can survive a tipped forward smash above 100% if they're not near the edge. Works well for punishing air dodges into the ground with its good air to ground coverage. Although the tip has more shieldstun and pushback, it is actually less safe on shields because the hitlag increases the ending lag. Does 14-19% at the base and 20%-27% when tipped.
  • Up smash - A powerful upward thrust. There is a vacuum effect on the ground around Marth that pulls foes upward (usually into the tip). It has three hitboxes that produce different damage but around the same knockback. When Marth hits someone at low percentages with his running up smash, it sends his opponent on a bizarre horizontal trajectory with very high base knockback. This is very effective at setting up edgeguard situations at low percentages, especially since Marth is arguably one of the best edgeguarders in the game. On a interesting note, Marth's up smash only send opponents at low to mid percentages horizontally. Its Slide smash is very long. Once they approach 70%, it only sends opponents vertically, no matter what part of the up smash connects. This hitbox also has no knockback scaling. Does 17% at the base and tip. Does 21% when hitting an adjacent opponent and 18% to foes on ground. Hits on frame 12.
  • Down smash - Sweeps his sword on the ground towards front then towards back. It is one of the fastest smashes in the game, start-up lag wise, but it has punishable ending lag. One of the strongest down smashes when tipped, but it can also KO at high percentages untipped. At the front, it does 14% at the base and 17% when tipped. At the back, it does 13% at the base and 16% when tipped. First hit on frame 6, second hit on frame 21.
Other
  • Ledge attack - Flips onto ledge with a quick downward diagonal slash from left to right. 6% base. 8% tip.
  • 100% Ledge Attack - Quick, low, horizontal slash with medium lag. Less reach than normal ledge attack. 10% base and tip.
  • Floor attack (Face up) - Quick stab to the left followed by horizontal slash to the right. 6% base and tip.
  • Floor attack (Face down) - Sweeps the tip of his sword on the ground front to back. Less reach than floor attack from back. 6% base and tip.

Aerial attacks

  • Neutral aerial - Two horizontal slashes around himself. Both hits connect easily on an airborne opponent. It has almost no start-up lag (6 frames) and low ending lag as well. The tip of the second strike has rather high knockback and can KO at high percentages. Can be used after a connected fair for edgeguarding. Does 14% when both hits connect but aren't tipped. Does 18% when both hits connect and are tipped.
  • Forward aerial - Forward vertical slash (up to down). Although it has fairly low knockback when not tipped, it is very fast in both start-up (has a start-up of 4 frames and it ends on frame 8) and ending lag, many characters can't punish it when spaced properly even when shielded, and because of the long disjointed range, some characters have a very difficult time dealing with it. Can easily be done twice in a short hop and is useful for edgeguarding as a Wall of Pain. It also has KO power when tipped (though it doesn't reliably KO under 150%). It is considered Marth's best aerial and is arguably the best fair in the game, if not the most versatile. Does 10% at the base and 13% when tipped.
  • Back aerial - Bottom to top sword slash behind him. This is the only back aerial that turns around the character. It has very low start-up (7 frames, it ends on frame 11) but it has more ending lag than his fair. When it is tipped, its Marth's strongest aerial, reliably KOing anyone around 150%. Does 11% at the base and 14% at the tip.
  • Up aerial - A forward to back upward sword slash. Hit from close is as powerful as the tip, being a reliable vertical finisher but from medium distance it is quite weak. Similar to his bair in frame data but weaker. Does 11% at the base, 14% when tipped. This aerial is rather easier to hit with the tip then the others. Hits on frame 6-9.
  • Down aerial - A forward to back downward sword slash. When tipped, it is a meteor smash with high base knockback. However, the sweetspot is noticeably smaller than the sweetspot in Melee. The end of the swing is slightly easier to tip with, so it works well with RAR. Vertical spacing is also a method of getting the sweetspot. Very low start-up (6 frames), its in fact the fastest meteor smash in the game. It is a risky edgeguarder move however, as it has very high ending and landing lag. Does 12% at the base and 14% when tipped.

Grabs & throws

  • Range - It has good reach in standing grab and the pivot grab has even better reach.
  • Pummel - Repeatedly knees the opponent. One of the faster 2% pummels.
  • Forward throw - Grabs and pushes forward, tripping with the leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed Fsmash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%. Considered to be his best throw, due to its combo ability.
  • Down throw - Hooks arm and drags to the floor sending the opponent backwards. Set ups tipper forward smash at low percentages. Otherwise it has extremely low knockback with no KO power at all and is poor for setting up due to high ending lag. Does 5%, being Marth's most damaging throw.
  • Back throw - Pulls and extends leg simultaneously. Similar to down throw, but even weaker knockback wise and easier to follow up on. Does 4%.
  • Up throw - Powerful upward throw with one arm. This is Marth's only powerful throw and it can KO lighter characters under 200% and it is also his only killing throw in Sudden Death. Otherwise, there is not much use for it. Does 4%.

Taunts

Up: Points his sword in the air, where it shines. Similar to his stance before performing a critical hit in Fire Emblem.

Side: Slashes his sword twice in front of himself, then sheathes it.

Down: Twirls his sword, then raises it in front of him saying "みんな、見ていてくれ!" "Minna, miteite kure!" which is Japanese for "Everyone, look at me!" (same in Melee).

Special moves

In competitive play

Role in the Subspace Emissary

Two R.O.B.s activate a Subspace Bomb in a barren battlefield. Marth is seen atop his castle watching helplessly as the robots detonate the bomb. He stands and shines Falchion, prepared to fend off the hundreds of Primids advancing toward the castle. Marth confronts the Primids, descending through the building until he reaches the grounds. There he is ambushed by Meta Knight. During the duel (in the same video sequence), they are attacked from behind by a group of Primids, at which point they simultaneously jump into the air, slicing the Primids in two with their swords. Realizing that they share a common enemy, they join forces to defeat the Primids. After fighting against the Primids, both Meta Knight and Marth aim their attacks at the Ancient Minister, who is carrying another Subspace Bomb. Marth misses with Dolphin Slash, while Meta Knight gets shot in the wing by the Ancient Minister, with his wing caught on fire in the process. Luckily Ike shows up and dismantles the Ancient Minister's Subspace Bomb with his trusted Aether move. With the Subspace Bomb destroyed, the trio storm the castle once more.

Marth in the SSE

In the desert, they see a vehicle driving off in the distance. Ike immediately jumps off the cliff to pursue it, followed by Meta Knight. Marth merely scratches the back of his head in disbelief before following them. When they find the vehicle, it transforms into Galleom, and the three fight it. The defeated Galleom falls through unstable ground, where it encounters Lucas and Pokémon Trainer in the Ruined Hall. Now severely weakened after being fought again, it grabs Lucas and the Trainer in an attempt to detonate an emergency Subspace Bomb, but Lucas manages to free himself and Pokémon Trainer from Galleom using PK Thunder, commencing a headfirst freefall. Meta Knight catches Lucas and the unconscious Trainer right before they hit the ground and meets them up with Marth and Ike. When the Halberd crashes the Great Fox into a mountain, Marth is unable to catchup with Meta Knight, who is climbing the mountain. Later, the Ice Climbers fall down and befriend Marth, Ike, Lucas, and Pokémon Trainer, only to be rained on by Shadow Bugs from the Halberd above. Mario, Pit, Kirby, Link and Yoshi come to aid them in fighting off the Primids that were dropped. After the battle, the Halberd (now under control of Meta Knight, Snake, Lucario, Sheik, Peach, Fox, Mr. Game & Watch, and Falco) and the Falcon Flyer land to pick them up.

Marth and friends destroy the Subspace Gunship (though the Halberd was downed in the process). They enter Subspace and encounter Tabuu, who turns them all into trophies. Fortunately he, and some of the others, are revived by King Dedede, Luigi, and Ness, while the rest are revived by Kirby. Marth helps the heroes in the showdown against Tabuu.

Exclusive Stickers

The following stickers can only be used by Marth or Ike:

  • Ninian: [Arm, Leg] Attack + 6
  • Lilina: [Leg] Attack + 5
  • Mist: [Slash] Attack + 8
  • Deke: [Slash] Attack + 9
  • Eirika: [Slash] Attack +17
  • Ike (Fire Emblem: Radiant Dawn): [Slash] Attack +27
  • Rutoga: [Slash] Resistance +12
  • Ashnard: [Slash] Resistance +34
  • Shiida: [Specials: Direct] Attack + 7
  • Greil: [Throwing] Attack +14
  • Marth: [Weapon] Attack +19
  • Micaiah: [Weapon] Attack +21
  • Ike:(Fire Emblem: Path of Radiance) [Weapon] Attack +23
  • Eliwood: Flame Resistance +33

Trophy

Marth - Brawl Trophy.png
The prince of Altea, in whose veins the blood of heroes runs. He and a small group of stalwarts fought to free Altea after it was invaded by the kingdom of Doluna and the dark dragon, Medeus. With his divine sword, Falchion, he fought and defeated Medeus. However, Altea was then invaded by King Hardin of Akaneia and eventually destroyed.
NES: Fire Emblem (Japan Only)'

Costume Gallery

File:Alt-marth2.jpg
Marth's alternate costumes

Trivia

  • Marth is the only character that uses only recycled voice clips from Melee.
  • Marth uses his sword in all of his attacks except his pummels and throws.
  • Marth is the highest rated character in the Prima Official Game Guide for Brawl, receiving a 9/10.
  • Marth's back air turns his whole body around to face the other way; it is the only aerial in the game to do this.
  • Marth is the first unlockable character to join the player's party in the Subspace Emissary, though he is not the first to be played, as Ness is temporarily available in a previous stage.
  • Marth's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump, when attacking after or before the peak of a jump Marth's sword will simply glow and leave no trail, except on his up aerial. Note this can only happen on a stage in Stage Builder and also happens to Ike (SSBB).

External links