Marth (SSB4)
Marth in Super Smash Bros. 4 | |
---|---|
Universe | Fire Emblem |
Other playable appearances | in Melee in Brawl |
Availability | Starter |
Final Smash | Critical Hit |
Tier | C (19) |
Marth (マルス, Marth) is a playable character in Super Smash Bros. 4. He was announced on the official website on November 7th, 2013; years before, four Fire Emblem games were released within a similar time frame; Fire Emblem on November 3rd, 2003 in North America, The Sacred Stones and Path of Radiance on November 4th, 2005 in Europe, and Radiant Dawn on November 11th, 2007 in North America. He was among the first wave of amiibo figures that are compatible with SSB4 and is voiced once again by Hikaru Midorikawa in the international release, albeit using recycled voice clips from Brawl.
Marth currently ranks 19th on the SSB4 tier list in the C tier. This is a moderate fall from his 5th place position out of 38 in Brawl. Marth's upsides include good overall mobility and disjointed range on many attacks. All of his sword-based attacks in particular are quite rewarding if they land only at the tip of his sword, often dealing absurdly high knockback despite their quick startup, most notably his forward smash and Shield Breaker. However, the drop on Marth's tier placement is largely due to his initial transition into the game and the myriad of nerfs he received in the process. The transition had hindered his reach relative to the cast (though he still has a long reach overall, and it was also buffed in its transition), and slightly increased the ending lag on many attacks, making his moveset less safe as a whole. His forward aerial, a staple move in his approaching and combo games, is laggier and less versatile than before. His throws are now ineffective for comboing past extremely low percents, while still unreliable for KOing, worsening his punish game. Marth's linear recovery is still susceptible to edgeguarding even with the new ledge mechanics (though it remains relatively risky to intercept due to it's stage spike potential), and he is vulnerable to combos, juggling, and projectile camping due to his lack of safe methods to relieve pressure.
His current position is a result of his heavy buffs brought by recent updates like 1.1.3 and 1.1.4, particularly in reach, interruptibility and damage for many of his attacks, and all subsequent patches went to further nerf some of his harder matchups. Since the buffs in said update, Marth has achieved some notable results in lower-level tournaments and has also achieved significantly better results in bigger tournaments, with Mr.E having placed 5th at KTAR XVII and 13th at EVO 2016 (and notably defeated ZeRo 2-1), and Pugwest placing 17th at Pound 2016, GOML 2016 and EVO 2016, while such results before the patch were almost unspoken of for him. He has also started gaining results in Japan, one of his driest regions for results, thanks to Fuwa. Lastly, he recently had Leo win Smash Factor 5 while using Marth through a majority of the tournament, notably being able to reset the Grand Finals bracket against Mr. R's Sheik 3-0, using Marth. As a result, Marth has the 2nd largest rise between the first and the second official Smash 4 tier lists (+22), second to Mewtwo. Another result of these buffs resulted in Dabuz and ZeRo claiming that Marth's placement is too low and that he is a top tier character (although this is highly debatable). All in all, his tier placement is considered to be accurate, though he is still overshadowed by his top/high placements in Melee and Brawl.
Attributes
Marth is emblematic of sword characters, making extensive use of disjointed hitboxes and his unique tipper mechanic. His attributes remain present; he has good overall mobility, sporting the fastest walking speed in the game (tied with his clone, Lucina), an above average dashing speed, average air speed, above average air acceleration, moderate falling speed, and low gravity, along with average weight.
Marth's playstyle remains fundamentally intact, being characterized by the properties of his sword, the Falchion. His attacks deal more damage and knockback if struck with the tip of the sword, encouraging and rewarding proper spacing. This is more clearly evident in moves such as his forward smash: when tippered, it is the third strongest forward smash in the game, while it cannot KO until well beyond 100% if landed untippered. Being a sword-user, Marth has the universal benefit of disjointed hitboxes. Many of his moves have good reach, fast startup, and cover wide arcs, such as his up tilt and forward aerial. As such, Marth aims to fight a step away from danger, where he can pressure and poke at the opponent without leaving himself open to punishment.
Marth's neutral game is relatively simple, but surprisingly effective. Marth possesses one of the longest overall reaches in the game, courtesy of his Falchion, usually having an option to cover almost anything. This plays a vital role in his neutral game, as his overall great movement allows him to move around the opponent and space his sword with relative ease, with multiple moves that are safe to throw out at tipper range or further, including forward tilt, down tilt, neutral aerial and forward aerial. His neutral game is mainly ground based this time around, and his Jab 1 is the cornerstone. Said move is fast, disjointed, has high range, low start up and deceptively low cool down, and due to it's hitbox arc, also acts as an anit-air. This means Marth can use Jab 1 with relative ease in tandem with the aforementioned moves to safely space around the opponent, and effectively bait a reaction. Due to Jab 1 possessing low recovery frames, it is actually very tough to punish, and as such, is a rather tough move to contest with. Marth is generally looking to land a Jab 1 in neutral, as landing Jab 1 can lead into many other moves, such as any of his tilts, a grab, or any of his aerials (sans down aerial). Some of these options can even convert into a short combo. While his tipper is considered the best part of his sword in most situations, Marth's sourspot actually benefits him a lot for when he wins neutral, as the lower knockback on his sourspot allows him to combo moves into themselves a lot easier, such as landing multiple up tilts into potentially multiple aerials, landing a sourspot down tilt into tipper forward aerial or Dancing Blade, or landing sourspot up aerial into aerials, for example. Essentially, while Marth's neutral reward is not as rewarding or damaging as characters such as Diddy Kong, Bayonetta, or Fox, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent follow ups. What's more, his neutral reward essentially scales with percent; landing a Jab 1 to tipper forward air at low percents is not overly rewarding for example, but at higher percents, this is very rewarding, because not only is it still a combo due to Jab 1's almost nonexistent knockback growth, but it also has the threat of KO'ing. Marth also benefits from being one of the few characters in the game who can outright KO off of just playing the neutral and spacing game, with characters like Mewtwo also boasting the same benefit. Essentially, how his neutral game is designed, it allows him to play the same good neutral game against almost any character in the game, as opposed to having to adapt his playstyle or neutral to suit the opponent.
Marth's special moveset has good utility. His neutral special, Shield Breaker, as implied by its name, deals high shield damage even when uncharged, and is useful for punishing rolls. Side special Dancing Blade is a four-hit combo that can be used to punish sidesteps, and is an effective damage racker, dealing 15-20% if all hits connect. Marth possesses a Counter as his down special, giving him the capability to shrug off enemy attacks and return them with 1.2x the knockback, and is able to KO if a strong enough attack is countered, making it a good option against overly aggressive foes. Counter can also be used against opponents with easily predictable recoveries, such as Ness and Lucas. But his up special is arguably his most potent: Dolphin Slash has quick startup, and provides intangibility frames during its startup frames, and is relatively strong when it first comes out. These attributes make it an excellent out of shield option and combo-breaker. It is also Marth's primary method of vertical recovery, as it grants a high amount of vertical height along with a bit of horizontal distance, and its speed can make it difficult to intercept, while it can stage spike reckless edgeguarders.
Marth's disjointed range gives him an innately strong edgeguarding capability. His forward and back aerials have fast startup and good range, and are strong when tippered. Down aerial is relatively quick, and if it hits at the center of the arc (directly below Marth), it powerfully meteor smashes opponents. Forward smash's range makes it a good choice against opponents aiming their recoveries towards the ledge, and down tilt's range and speed make it good at 2 framing opponents, as well as it and his forward smash having the ability to hit below the ledge. Also, Marth's low gravity and only average falling speed allow him to maneuver effectively offstage.
However, Marth also exhibits some noticeable flaws. As a result of his heavier reliance on tippers and spacing ability, he has a relatively poor up-close game at higher percents, giving him a tougher time KO'ing and threatening faster, or smaller characters, notably Sonic and Pikachu. Though his attacks have quick startup, many of them have high ending lag, with his aforementioned forward smash being a notable case. His attacks also suffer from short hitbox durations. For example, his forward aerial, despite covering a wide arc in front of him, has a hitbox that lasts for only 3 frames, and comparatively high ending lag and noticeable landing lag, and along with its very strict autocancel window, it is a surprisingly poor approach option.
While Marth's neutral game is overall good, he suffers from it being generally one dimensional; there is not much room for mix up, especially when compared to characters like Sheik or Mario, who have many options or ways to play in neutral. He also suffers from lacking a projectile, which can give him more trouble playing his neutral game against characters such as Mega Man.
Aside from having a fairly fast pummel, his grab game is poor. His throws deal low damage and have high base knockback, making them poor for combos and damage-racking. Except for up throw, they have low knockback scaling, preventing them from KOing at realistic percents, while up throw can KO only starting at 160%. As such, Marth has generally poor options against shields, and Shield Breaker is highly punishable if predicted. Marth's weak throws tie into his inconsistent KO power. Furthermore, his tipper mechanic actually puts him at a disadvantage here, for his normal attacks are weak and do not generate much knockback if not spaced properly. Lastly, his edgeguarding ability, though strong, is flawed, both due to the need for tippers and the high ending lag on his aerials, with his down aerial suffering from roughly 45 frames of ending lag.
Marth himself is vulnerable to edgeguarding. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to it's speed and high stage spike ability, its path is linear and its distance is fixed, making his recovery predictable. Additionally since this move grants little horizontal distance, Marth is vulnerable to semi-spikes. Shield Breaker can aid his horizontal recovery, but it still covers little distance and has to be charged in order to be a reliable recovery tool. As a result, Marth will be in considerable peril if he is forced offstage without his double jump, since he is heavily reliant on it to mix up the timing of his up special recovery. Despite having only average weight and falling speed, Marth is susceptible to combos, and his tall hurtbox makes him easy to hit. Dolphin Slash is his only reliable combo-breaker, but as it leaves him helpless, it can inadvertently put him in an even worse position. While Counter can be used against overly aggressive foes, a cautious opponent will find ways to bait it and punish accordingly. He also has little defense against juggling. His aerials' high ending and landing lag make them ineffective at relieving pressure, and are sometimes unsafe to hit if not tippered.
With customs turned on, Marth gains some options to address some of his drawbacks, at the cost of creating different ones by doing so. Dashing Assault lets him punish landings and rolls, create trap situations, and force opponents off of the stage, but loses its tremendous power and shield breaking capabilities. Crescent Slash gives Marth more horizontal recovery, but with much less vertical recovery. It also grants him a fairly reliable follow-up from his forward throw and aerials at low percents and can punish airdodge landings, but it cannot be used as an out of shield option. Dolphin Jump gives Marth more vertical distance and greater horizontal control, but loses all of its offensive use. Iai Counter has quicker startup (counters from frame 3), increased range and power, and deals electric damage as well, but has much stricter timing.
Overall, Marth's strengths are about on par with his flaws. He has notable advantages in his tipper mechanic, great reach, good mobility, fast startup of his moves, and a sourspot to benefit his combo game. However, his spacing and overall safety is so overly centered on his tipper mechanic that it arguably hinders him as much as it helps, making his punishes unreliable due to their inconsistency. He is essentially a very honest character that does very well if the player has great fundamental skills. Marth does have a dedicated playerbase in competitive play, even in spite of his nerfs, with notable players such as Mr.E, Pugwest, and False achieving good overall results in tournament play on a regular basis, commonly placing within the top 8 or winning smaller tournaments, and placing within (or 1 place out of) the top 16 of majors. As such, while he is noticeably nerfed from Brawl, he has proven to be a solid pick in competitive play from after his buffs in 1.1.4, right through to the current patch of 1.1.6.
Changes from Brawl
Possibly as a result of his dominance in previous appearances, Marth has been noticeably nerfed overall in his transition from Brawl to SSB4, though definitely not to the extent of charcters like Falco and King Dedede. While Marth's disjoint has been slightly increased, he has less reach relative to the cast as a result of many characters getting the same treatment, negating his key advantage from past games (though he still has one of the largest overall reaches in the game). As a result, this makes it much harder for him to control space. His air game, another strength in previous iterations, has been significantly nerfed. His forward and down aerials have increased startup; the former has a shorter hitbox duration, higher ending and landing lag, and autocancels much later, hindering his main approach option from Brawl, while the latter has a much smaller meteor smash sweetspot, hurting its edgeguarding utility. Down tilt has higher ending lag, rendering it less effective as a defensive option.
Marth's damage racking game has also been nerfed. The base knockback on his throws has been significantly increased, making them ineffective for combos past extremely low percents, and removes his ability to tech-chase. However, their knockback scaling is still low, and so, aside from up throw, they cannot KO realistically. This is further compounded by the removal of chain grabbing, as the low damage output of his throws is more pronounced. His aerials are less effective for comboing and juggling due to their increased lag. Despite these nerfs, he has not been compensated in the damage output of his individual moves, as all of his smash attacks and aerials deal less damage. As a result of the weakened power of his non-tippered attacks and increased ending lag, and along with the loss of his tech-chasing ability, these changes now make his KO power inconsistent.
Marth has received buffs in other areas, however. Shield Breaker has improved utility due to the weaker shields and higher shield-stun, and Counter reflects attacks with significantly increased knockback. His moves are significantly stronger when tippered, an example being forward smash, which is now being the third strongest in the game. As Dolphin Slash was relatively susceptible to edge-hogging, it greatly benefits from the new ledge mechanics, improving Marth's recovery. His ground game has also been buffed, with his jab, tilts, and down smash having decreased ending lag allowing for new combo and kill set ups. Many of his tipper hitboxes have grown larger as well, improving his spacing game. These changes give him a better grounded spacing and combo game at the cost of having to more properly space and time his aerials. Overall though, Marth is one of the very few characters to have been truly nerfed in the transition to Smash 4, along with Meta Knight, King Dedede, Falco, Jigglypuff and Olimar, and while he is still a viable character, his viability pales in comparison with his two previous iterations.
Aesthetics
- Marth's design takes elements from his attire seen in Fire Emblem: Shadow Dragon[1][2] as opposed to his design from Fire Emblem: Mystery of the Emblem, which was used in Melee and Brawl. His eyes are also smaller, and he has shorter hair.
- Marth's sword trails are much brighter at the tip; this makes the sweetspot of his attacks more visible than in previous games.
- Marth's sound effects for his sword slashes are less pronounced than in Brawl, overall being quieter. His Dolphin Slash in particular now produces a soft, short slashing sound, compared to the loud and prolonged noise it produced in Brawl.
Attributes
- Marth is slightly heavier than in Brawl (87 → 90), improving his endurance but making him easier to combo at early percentages from the changes to hitstun cancelling.
- Almost all of Marth's attacks have slightly increased range compared to Brawl (apart from forward smash and Shield Breaker), ranging from a 0.25 increase to a 3.5 increase (2.5 before 1.1.4, as certain moves were increased further in said patch).
- Marth dashes faster (1.7 → 1.785).
- Marth's air speed is slightly slower (1.034 → 1.02).
- Marth falls faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos this falling speed increase does more harm than good.
- Marth's fast-falling speed is faster (2.1 → 2.528), making him less susceptible to vertical juggling.
- Marth's gravity is higher (0.06715 → 0.075), hindering his endurance and making him more susceptible to combos, but allowing him to reach his falling speed faster.
- Marth's soft landing is 1 frame faster (3 frames → 2).
- Marth's item throw is weaker (1 → 0.966).
- Marth's rolls have less ending lag (FAF 35 → 31).
- Marth's rolls provide less intangibility frames (frame 4-19 (forward)/4-23 (back) → 4-17).
- Marth's spot dodge has more start-up with a shorter duration (frame 2-20 → 3-17) and has more ending lag (FAF 24 → 26).
- Marth has a new spot dodge animation: he shifts backwards instead of crouching forward.
- Marth's air dodge has less start-up (frame 5 → 3) and much less ending lag (FAF 49 → 32), no longer being considered among the worst air dodges as a result.
- Marth's air dodge's lasts 1 frame shorter (25 frames → 24).
Ground attacks
- Neutral attack has more range, the first hit transitions faster, and the second hit deals more knockback. The first hit also sends opponents at a higher trajectory (361° → 78°/65°/90°) and has less ending lag (FAF 29 → 25), allowing for follow-ups and mix-ups.
- Both hits of neutral attack come out 1 frame later (4/2 → 5/3).
- Forward tilt is stronger (40 base/80 scaling → 55/85), and has slightly more vertical range. It also has noticeably less ending lag (FAF 40 → 34).
- Forward tilt hits 1 frame later (frame 7 → 8).
- Up tilt (8%/9%/12% → 5%/6%/9%), down tilt base (8%/9% → 7%), forward smash (14%/19% → 13%/18%) and up smash sourspots (4%/14% → 3/13%) all deal less damage, though with their knockback compensated.
- Up tilt deals overall more knockback (40/30 base/120/118/116/90 scaling → 65/52 base/100 scaling), has more max reach (6.85u → 8.45u), and has decreased ending lag (FAF 40 → 34). Additionally, all of its hitboxes now produce vertical knockback (110°/361°/85° → 100°/85°).
- Down tilt deals more base knockback (50/40/25/20 → 50/40), resulting in the tipper dealing more knockback, and also has slightly increased max range. The base deals less knockback due to dealing lower damage, and this gives Marth more follow ups from a sourspot down tilt, such as a tipper forward aerial, grab, or Dancing Blade.
- Down tilt has 2 more frames of ending lag (FAF 22 → 24), and has a slightly shorter hitbox duration (3 frames → 2). It also no longer moves Marth forward, removing its ability to pseudo-crawl.
- The tipper hitbox of forward smash is slightly larger (3u → 3.5u) and has more knockback scaling (70 → 80), now being the third strongest forward smash in the game.
- Sourspotted forward smash deals less base knockback, but more knockback scaling (60 base/70 scaling → 55/80). This makes it less effective at lower percents, but the increased scaling means it still KOs at the same percent as in Brawl, and is even more effective as the percent's rise higher due to the higher scaling.
- Forward smash has less reach (10.5u → 9.05u), due to a slight animation change, where Marth doesn't step forward as much as before. It also has slightly increased ending lag (FAF 49 → 51).
- Up smash has a slightly larger hitbox radius overall, giving it slightly more vertical range (8.45u → 10.2u). Tippered up smash also has much more knockback scaling (70 → 95).
- Up smash has slightly slower startup (frame 12 → 13), shorter hitbox duration (6 frames → 5), and increased ending lag (FAF 49 → 58).
- Down smash has less ending lag (FAF 64 → 54), and slightly more max range (7.2u → 9.05u). Back hit of tippered down smash also has more knockback scaling (80 → 88) and deals slightly more damage (16% → 17%).
- Though down smash has more max range, the tipper hitboxes are slightly smaller (3.5u → 3u). Back hit of down smash also deals 1% less damage (13% → 12%) and the front hit deals much less damage (14%/17% → 8%/12%), making it weaker despite its increased scaling on both the sweet and sourspots (70/80 → 88). The hitbox duration on both hits is shorter (3 frames → 2).
Aerial attacks
- Neutral aerial's first hit sourspotted deals 0.5% more damage: 3% → 3.5%.
- Neutral aerial (6% (first hit, tippered), 9%/12% (second hit) → 5% (first hit, tippered), 7%/9.5% (second hit)), forward aerial (10%/13% → 8%/11.5%), back aerial (11%/14% → 9%/12.5%), and up aerial sourspot (10% → 9.5%) all deal less damage than in Brawl. The knockback has been compensated on tipper forward, back and up aerials, along with sourspot up aerial. However, all of neutral aerial, and sourspot forward and back aerials have not had their knockback compensated.
- Except for back aerial, all aerials have worse autocancel windows (neutral aerial: frame 25 → 47, forward aerial: frame 27 → 36, up aerial: frame 27 → 38, down aerial: frame 48 → 55). Neutral aerial no longer autocancels in a short-hop.
- Neutral aerial (9 frames → 12 frames), forward aerial (9 frames → 16), and up aerial (9 frames → 14) have increased landing lag.
- Back aerial (21 frames → 17) and down aerial (32 frames → 24) have less landing lag.
- Neutral aerial has noticeably more range (6u → 9.45u).
- Neutral aerial has 1 more frame of ending lag (FAF 49 → 50).
- Forward aerial now possesses increased startup and reduced duration (frames 4-7 → 6-8). Marth can also no longer perform another aerial after a forward aerial in a single short hop due to increased ending lag (FAF 34 → 38).
- As of patch 1.1.4, forward aerial has more range (7.8u → 9.45u), and the tipper hitbox is slightly larger and significantly stronger, to the point that it can KO at the edge at 110%.
- Back aerial also has more range (7.4u → 9.45u) and much more power.
- Up aerial is stronger overall, due to the move having increased knockback scaling across all hitboxes (70 base/80 tipper → 80/84). It also has slightly more range (7.9u → 8.45u).
- Despite having more reach, up aerial's tipper hitbox is slightly smaller (4.8 → 3.5).
- Down aerial's meteor smash hitbox deals 1% more damage (14% → 15%). The move also has slightly more overall range (7.16u → 8.45u). It now has 2 tipper hitboxes, the meteor one, and another that sends opponents sideways with moderate knockback. The latter hitbox can KO much earlier than any of the move's other hitboxes, K.O.ing under 130% at the edge.
- Down aerial has slightly more startup (frame 7 → 9). Its sweetspot only lasts 1 frame; it no longer meteor smashes unless the sword hits directly below him (which is the middle of the swing arc, frame 11). It has less base knockback (40 → 20), and the move now starts from Marth's back instead of his front, essentially flipping its animation around from Melee and Brawl, taking longer to hit foes in front of him. Combined with its worse autocancel window, these changes hurt his ability to approach with his down aerial, and drastically worsen the move's overall utility.
Throws/other attacks
- Marth's grab comes out 1 frame later (frame 6 → 7), has 1 frame more ending lag, and less range.
- Dash grab comes out 1 frame earlier (frame 9 → 8).
- Forward throw's significant increase in base knockback improves its ability to set-up edgeguards at lower percents, especially on characters with weak recoveries.
- Forward throw has significantly higher knockback (70 base/45 scaling → 100/50). This removes many of his follow-up options after a forward throw unless at extremely low percentages, as he can now only lead into a neutral aerial or forward aerial until around 20%, as opposed to having multiple follow-up options right up until high percents. Due to the aforementioned change, Marth can also no longer chaingrab or tech chase opponents with his forward throw.
- Back throw has much more base knockback (50 → 80). While this harms its follow-up ability, this makes it better at creating space and getting opponents off-stage and setting up for potential edge-guards.
- Up throw has more base knockback (60 → 70), allowing all characters except King Dedede to be KOed under 200%.
- Down throw sends foes at an upwards trajectory (135° → 100°), with more base knockback (65 → 95), which gives some new follow-up options with his aerials at low percents. What's more, this gives Marth a new throw for getting opponents above him without needing to stale his kill throw in Up Throw.
- Down throw's upwards trajectory removes its ability for tech-chases.
Special moves
- Shield Breaker now gives Marth a horizontal boost when used in the air, regardless of whether it is charged or not, aiding Marth's recovery. A fully charged Shield Breaker also deals more shield damage (40 → 50), and a tippered Shield Breaker has more base knockback (50 → 60) and has increased hitlag (1.5x (uncharged)/1x (fully charged) → 1.6x), combined with the aforementioned shield changes, this makes the fully charged variant even more effective at breaking shields. It also has less ending lag (FAF 54 → 50).
- An uncharged Shield Breaker deals less shield damage (42 → 25) and less hitlag when uncharged and sourspotted (1.3x → 1x), making the move worse at breaking shields despite the removal of shield reduction on shields as well as the increase in shieldstun. Marth also no longer steps an extra distance forward when using Shield Breaker, making the move's range shorter. In addition, a sourspotted Shield Breaker deals less knockback (30 (uncharged)/50 (fully charged) base/100 scaling → 30 base/90 scaling). Lastly, Shield Breaker has a shorter duration (4 frames → 2).
- The downward hits of Dancing Blade deal slightly more damage (down hit 3: 4%/5% → 4.5%/5.5%, down hit 4 final hit: 3%/5% → 4%/6%).
- The first hit of Dancing Blade has slightly more startup with a shorter duration (frame 4-7 → 6-8). Additionally, all the strikes have more slightly more ending lag, and the third hit downward no longer meteor smashes. It is also harder to connect each hit together compared to Brawl, due to the fact of each hit having slightly increased base knockback and less interruptibility (though it still connects far better than it did in comparison to Melee). Its hover effect in midair is also much weaker to the point it is almost negligible, hindering Marth's recovery.
- The third upward hit of grounded Dancing Blade has a new animation, where Marth twists around and swings up instead of downwards.
- Dolphin Slash has significantly less landing lag (34 frames → 20).
- Dolphin Slash has less intangibility frames when grounded (frame 1-5 → 4-5), making it less safe as an out of shield option. Sweetspotted Dolphin Slash also deals less damage (13% → 11%), making it slightly weaker despite its increased knockback scaling (68 → 74). Dolphin Slash's sweetspot hitbox is smaller (6.5u → 4u), which makes hitting with a reverse Dolphin Slash harder.
- Sweetspotted Dolphin Slash has more hitlag (0.5x → 0.7x). This makes it safer on shield, but easier to DI.
- Counter has increased base knockback (40 → 60) and has a slightly higher damage multiplier (1.1x → 1.2x), being able to KO reliably off of strong countered attacks at very low percentages.
- Counter has more start-up with a shorter duration (frame 4-27 → 6-27) and more ending lag (FAF 59 → 60).
- Marth now grunts instead of talking when his Counter is triggered.
Update history
Marth has been considerably buffed ever since update 1.0.6, with the multiple buffs giving him more follow-up options and drastically improved frame data on all of his aerials and some special moves. However, it is unclear whether the many changes to shield mechanics in 1.1.0 and 1.1.1 have affected Marth for the better or for the worse. While these changes to shield mechanics make Marth's tippered attacks a lot safer on shield, the same changes make his sourspotted attacks less safe than they already were, due to their lower hitlag, making them overall less safe than those of his moveset clone, Lucina. These changes make precise spacing of his attacks mandatory, as the decreased safety of his sourspotted moves can result in serious punishment, though when properly spaced, they are almost unpunishable. Shield Breaker also deals less shield damage, making it more difficult to wear down shields when partially charged. However, the small landing lag reduction on all of his aerials and ending lag on all of his standard ground attacks have helped mitigate his lag issues with most of his moves and improve his combo game, giving him a more offensive playstyle with fewer flaws in defending. The strengthening of up tilt and Dolphin Slash and the multiple buffs to Dancing Blade so its hits link better together have also noticeably improved three of his moves that were previously considered situational. Marth was significantly buffed in version 1.1.4, with increased damage slightly improving his previously poor damage racking, better frame data, and the increased tipper hitboxes not only address his worsened range, it also improved his aerial game and juggle abilities. Overall, Marth has been significantly buffed and is more viable since the original version, but he still remains rather nerfed compared to Brawl.
- Using Counter after being trumped from the ledge no longer changes momentum.
- Jab 1 FAF: Frame 29 → 26
- Forward tilt FAF: Frame 39 → 35.
- Dancing Blade hit 1 FAF: Frame 45 → 42.
- Dancing Blade combos more consistently.
- Jab improved. Both hits link more reliably as the transition is faster and the first hit now produces vertical-based knockback, while the second deals increased knockback. The first hit also now has follow-up potential outside of transitioning to the second hit.
- Due to the angle change of Jab 1, the move can no longer jab lock.
- All hitboxes of jab 1 deal 1% less damage (4%/6% → 3%/5%).
- All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.
- Neutral aerial has 3 less frames of landing lag.
- Dolphin Slash has slightly improved knockback scaling.
- Dolphin Slash and Crescent Slash deal slightly more hitlag.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 damage | 4%/6% | 3%/5% |
Jab 1 angle | Sakurai angle | 78°/65°/90° |
Jab 1 knockback scaling | 50/70 | 30 |
Jab 1 base knockback | 20/30 | 55 |
Jab 1 hitlag | 1 | 0.7 |
Transition from Jab 1 to Jab 2 | frame 21 | frame 17 |
Jab 1 ending frame increased | 26 | 28 |
Jab 2 angle | Sakurai angle | 100 |
Jab 2 initial base knockback | 50 | 65 |
Jab 2 (late) base knockback | 40 | 52 |
Up tilt angle | Sakurai angle/100° | 100° |
Up tilt base knockback | 50/40 | 65/52 |
Up tilt endlag | 42 frames | 39 frames |
Neutral air landing lag | 15 frames | 12 frames |
Dolphin Slash knockback scaling | 68 | 74 |
Dolphin Slash/Crescent Slash hitlag multiplier | 0.5 | 0.7 |
- All hits of neutral aerial deal 1% more damage.
- Up tilt's ending lag is reduced by 3 frames.
- Forward, up, and back aerials have 2 less frames of landing lag.
- Down aerial has 4 less frames of landing lag.
- All variations of Dolphin Slash have 3 less frames of landing lag.
- All variations of Shield Breaker have 2 less frames of ending lag.
- Dancing Blade's first, second and third strikes have 5 more frames of input window duration. This allows them to connect better, but makes the first hit harder to follow up with attacks other than another hit of Dancing Blade.
Technical changelist 1.1.0
Change | Old value | New value |
---|---|---|
Up tilt ending lag | 39 frames | 36 frames |
Neutral aerial damage (1st hit) | 2%/3% | 3%/4% |
Neutral aerial damage (2nd hit) | 6%/8% | 7%/9% |
Forward aerial landing lag | 18 frames | 16 frames |
Up aerial landing lag | 16 frames | 14 frames |
Back aerial landing lag | 19 frames | 17 frames |
Down aerial landing lag | 28 frames | 24 frames |
All variations of Shield Breaker ending lag | 52 frames | 50 frames |
All variations of Dolphin Slash landing lag | 23 frames | 20 frames |
- Partially charged Shield Breaker's shield damage decreased. (30 → 25).
- Multiple changes to the knockback, hitbox sizes, and damage have made Dancing Blade/Effortless Blade link better.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Dancing Blade/Effortless Blade hit 2 forward knockback growth (hitboxes 0/2) | 70 | 30 |
Dancing Blade/Effortless Blade hit 2 forward knockback growth (hitbox 1) | 50 | 30 |
Dancing Blade/Effortless Blade hit 2 forward base knockback (all 3 hitboxes) | 28 | 30 |
Dancing Blade hit 3 down damage (hitbox 0) | 3% | 4.5% |
Dancing Blade hit 3 down damage (hitbox 1) | 4% | 5.5% |
Dancing Blade hit 3 down knockback growth (hitbox 0) | 60 | 28 |
Dancing Blade hit 3 down knockback growth (hitbox 1) | 40 | 28 |
Dancing Blade hit 3 down angle (both hitboxes) | 20° | 44° |
Dancing Blade hit 3 down base knockback (both hitboxes) | 30 | 50 |
Dancing Blade hit 3 down size (hitbox 1) | 4.3 | 4.6 |
- Neutral attack's first hit has less ending lag (FAF 29 → 26) and the tipper on both hits has been moved further away from Marth (Z offset: 6.5 → 7), improving their range.
- Forward tilt and up tilt have less ending lag (FAF 36 → 34).
- Down tilt has its sourspot (Y/Z offsets : 3.2/15.2 → 2.7/16.7u) and tipper (Z offset: 6.7 → 8.2) moved further away from Marth, improving the move's range.
- Down smash has significantly less ending lag (FAF 65 → 55).
- All aerials deal more damage:
- Neutral aerial (3%/4% (hit 1 near/tipper), 9% (hit 2 tipper) → 3.5%/5%, 9.5%).
- Forward aerial (7%/10% (near/tipper) → 8%/11.5%.
- Back aerial 12% (tipper) → 12.5%).
- Up aerial aerial 9%/12% (near/tipper) → 9.5%/13%).
- Down aerial 11%/13%/14% (near/tipper/meteor) → 12%/14%/15%).
- The knockback values on these aerials were not compensated, improving their KO potential.
- The tipper hitboxes on neutral, forward, and back aerial have been moved further away from Marth: Z offset: 6.7/6.5 (neutral hit 1/hit 2), 6.7 (forward and back) → 7.7/7.5, 7.7), improving their range.
- Back aerial's lower sword hitbox has been mvoed further away from Marth (Z offset: 2 → 2.5). This moves the hitbox closer to the tipper although it does not fully compensate for the tipper's increased range, making the tipper easier to land despite this change.
- Dancing Blade's first hit has less startup lag (frame 7 → 6) with its total duration subsequently reduced (FAF 43 (ground)/33 (aerial) → 42/32.)
- Critical Hit can no longer hit invincible opponents.
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%.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3%/5% | Slashes the Falchion twice in front of himself. If spaced and timed correctly, this move has many follow-up capabilities as it can link into any of his smash attacks or tilts that can link into his other moves when untippered, but some of these followups only work if the opponent is very close to the player. | ||
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, making it a go-to spacing and KO option. Deals much weaker knockback if untippered. | ||
Up tilt | 6% (blade), 5% (body), 9% (tip) | Swings the Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself at low percentages and KO at high percents when tippered. | ||
Down tilt | 7%/10% | A quick crouching sword poke. Marth's fastest tilt attack, which is useful for creating space. Can follow up into a grab, dash attack, or running Dancing Blade if the move is untippered, and the tipper hitbox can hit opponents on and below the ledge , while dealing semi-spike knockback. | ||
Dash attack | 10% (blade), 9% (body), 12% (tip) | A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag and very low hitlag if untippered, making it rather unsafe against shields. | ||
Forward smash | 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 sourspotted, this move has the third highest knockback scaling of any forward smash in the game when tippered, being able to KO opponents at 75% from the stage's center and as low as 37% near the edge. Despite this, the move's low range compared to Marth's previous incarnations makes landing a tipper somewhat difficult and highly susceptible to punishment. | ||
Up smash | Justice Sword | 3% (ground), 13% (blade), 17% (tip) | A quick, direct 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, KOing around 76%, 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 the 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 relatively 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 tipper of the second hit is very strong, being the most powerful neutral aerial in the game, KOing near the edge at 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 but is risky to use in the neutral game unless used immediately out of a short hop, due to its weak damage if untippered, low hitbox duration and its strict autocancel window, only cancelling if used in a few specific frames immediately after a short hop. However, it is powerful when tippered for how quickly the move comes out, KOing near the edge at around 110%. | ||
Back aerial | 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. Another very powerful move when tippered considering its speed it can KO near the edge at around 90%, and around 145% at the stages' center. | ||
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 at low percents 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 ending lag during the first few frames, it can be used for a somewhat reliable KO confirm of a landing up aerial to down aerial meteor smash at around 55-60% near the edge. It can also KO at high percents from a down throw on a handful of the cast when tippered, but only in stages with platforms. | ||
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). Other hitboxes when tippered result in moderate knockback. It also has high ending and landing lag. | ||
Grab | — | Grabs the enemy with his left hand. | ||
Pummel | 2% | Knees the enemy. A fairly fast pummel. | ||
Forward throw | 4% | Throws the opponent forward. Can be used to set up a tippered forward aerial until around 20%, or a Crescent Slash from low to mid-high percentages. Can also be followed up with a neutral or forward aerial at very low percents against heavier characters. | ||
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 | 4% | A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%. It is also rather tricky to DI due to its lauch angle being behind Marth. | ||
Down throw | 5% | 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 the Falchion in a circle. | ||
Floor attack (back) Floor getups (back) |
7% | Swings the 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 |
7% | Backflips onto the stage and slashes. | ||
Neutral special | Default | Shield Breaker | 8%/9% (uncharged), 22%/24% (fully charged) | Marth assumes a readying stance and charges the Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage. If fully charged and used in the air, this move 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. |
Custom 1 | Storm Thrust | 4% (uncharged), 11% (fully charged) | The stab produces a gust of wind from the tip, with pushing strength dependent on the charge level. In exchange, the attack is much weaker than normal. | |
Custom 2 | Dashing Assault | 6%/5%/3% (ground uncharged early/mid/late), 7%/6%/4% (air uncharged early/mid/late), 16%/13%/9% (ground fully charged early/mid/late), 17%/14%/10% (air fully charged early/mid/late) | Marth performs a lunging thrust with the Falchion. Deals less damage and slightly less shield damage, but propels Marth forward, even when used on the ground. | |
Side special | Default | Dancing Blade | Varies (see table 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). The first hit comes out on frame 6 and is arguably Marth's best tool for catching and punishing rolls, airdodges, and landings. |
Custom 1 | Effortless Blade | 2%/3% (parts 1-3), 4%/5% (part 4) | Makes the hits easier to link, but can only use the standard variation. Since Marth swings with less vigor, the attack is also weaker. | |
Custom 2 | Heavy Blade | 7%/9% (part 1), 9%/11% (part 2), 10%/12% (part 3), 13%/15% (part 4 up), 14%/16% (part 4 side), 2.2% (part 4 down hits 1-4), 11%/13% (part 4 down hit 5) | Marth slashes with more force, but the controller input time is much stricter and the hits are harder to link. Each slash also has more startup and ending lag. | |
Up special | Default | 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 located in the first few frames, which can easily cause stage-spikes under the right circumstances. |
Custom 1 | Crescent Slash | 7% (clean), 12% (late blade), 6% (late body) | Marth uses a lower Dolphin Slash that gains more horizontal distance. It gives Marth an access to his only true follow-up from forward throw and grab release combo against some characters. However, it has less vertical distance. Most damage at midpoint, and high landing lag. | |
Custom 2 | Dolphin Jump | 0% | The jump is purely vertical and gains more height. Lots of landing lag and deals no damage. | |
Down special | Default | Counter | 1.2x (min 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 tilts and smash attacks. |
Custom 1 | Easy Counter | 0.7x (min 4%) | Marth holds his stance longer and strikes with less power. Has a decreased multiplier, but has a wider trigger window. Starts up on frame 6 and lasts 29 frames. | |
Custom 2 | Iai Counter | 1.3x (min 6%) | Marth strikes the opponent while moving behind them at lightning speed. Inflicts more damage, knocks foes behind him, and is much quicker, but the trigger window is stricter. Deals electric damage. Starts up on frame 3 and lasts 14 frames. | |
Final Smash | Critical Hit | 60% | Marth raises the 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. Pressing the special button again will cause him to stop mid-dash. |
Hit | Damage | Description |
---|---|---|
First Hit (Neutral) | 3%/4% | A downwards slash towards the left while stepping forwards. At very high percents, this hit launches opponents too far away for the second slash variants to connect, but is generally useful until just under 90%. |
Second Hit (Up) | 3%/4% | Does an upwards lifting slash. Has a larger hitbox than the standard second slash, meaning it can catch opponents in it when the latter would otherwise fail to at high percents. |
Second Hit (Neutral) | 3%/4% | Does a right-to-left swiping stab angled slightly downwards. Can sometimes fail to hit at higher percents on certain floaty characters. |
Third Hit (Up) | 4%/5% | Turns his body and swings upwards. If used after the second upwards hit at high percents, this slash can often miss, although a second neutral hit can lead into this move. |
Third Hit (Neutral) | 4%/5% | Does an upwards swing while stepping forward. May miss if done too fast after any second hit. |
Third Hit (Down) | 4.5%/5.5% | Steps forward and does a backhanded stab towards the ground before twirling. Deals slightly more damage than the other hits before, but has a small hitbox and can fail to link after the second neutral hit at higher percents if both hits are rushed and not timed properly. Can set up an easy tipper fourth neutral finisher from mid to high percents, due to the angle of 40°. Is also the safest 3rd variant on shield, due to hitting two frames later and having the same interuptability, as well as Marth stepping backwards a little after performing this swing. |
Fourth Hit (Up) | 6%/8% | Performs a twirling overhead half-moon slash, with strong KOing potential if tippered (KO's Mario at 130% on Final Destination), although it has a rather small horizontal hitbox which can make it miss quite easily as high percentages. On fast fallers at low percents, this move can whiff, as the opponents will land before the strike and avoid the hit. |
Fourth Hit (Neutral) | 5%/7% | Twirls counterclockwise and produces a strong downward swing that has good knockback if tippered. Can KO early near the edge if tippered (KO's Lucina near the ledge of Final Destination at 90%), although at extremely high percents the first three hits may knock opponents out before the final hit. |
Fourth Hit (Down) | 2% (hit 1-4), 4%/6% (hit 5) | Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away. The weakest finisher in terms of KO power, but deals the most damage, wears down shields well, and can shield poke low shields. The first four hits may be DI'd out of if an opponent is caught right at the tip of each blow and are at a high percentage. |
On-screen appearance
- Warps onto the stage using a warp circle with a twirl and unsheathes his sword.
Taunts
- Up taunt: Points the Falchion skyward with a quick spark of light emitting at the tip. This is similar to his stance before he performed his Critical Hit animation in the Fire Emblem series and identical to his stance while performing his Lodestar technique.
- Side taunt: Swings the Falchion twice before sheathing it. Marth quickly unsheathes it before the taunt ends.
- Down taunt: Swings the Falchion downwards before holding it in front of his face, then going back to his idle pose. Marth says: みんな、見ていてくれ! ("Everyone, watch over me!" or in official Fire Emblem Fates English dub as "My prayers are with you!")
Up taunt | Side taunt | Down taunt |
---|---|---|
while doing so.
Idle poses
- Holds his hand to his chest, closes his eyes, and silently takes a breath.
- Brushes his hair out of his face.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Marth! Marth! Marth! | Ma-ru-su! |
Pitch | Group chant | Group chant |
Victory poses
- Turns with pride, spins the Falchion then poses with it pointed to the ground, and says "今回は僕の勝ちだね?", which translates to "This time it's my victory isn't it?"
- Poses with the Falchion sheathed and his right hand over his face before dramatically moving his arm away from his head while saying "僕は負ける訳には行かないんだ。", which translates to "There's no way for me to lose." or in official Fire Emblem Fates English dub as "I cannot afford to fail." Marth keeps a stern expression before smiling once the victory pose is over on the Nintendo 3DS version, while smiling throughout the entire pose on the Wii U version.
- Sheaths the Falchion and stands facing the camera, while saying "今日も生き延びることが出来た。", which translates to "Today I have risen to survive."
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Marth | 3113 | 3123 | 1123 | 3133 | 1133 |
3121 | 1121 | 3111 | 1131 | 3131 |
Notable players
Active
Inactive
Tier placement and history
In the early lifespan of Smash 4, players instantly recognized changes and nerfs in Marth's moveset; in particular, players picked up on the increased lag on his staple moves (such as forward aerial and tilts), his weaker damage outputs and combo game, the decreased utility of his throws, up tilt and Dolphin Slash becoming noticeably weak, and the fact that his reach, while still good (and even improved in some areas from Brawl), was no where near as big a selling point as before, due to other characters getting much bigger reach increases, weakening one of Marth's former selling points. This culminated in Marth being widely considered a bottom tier character early on. As time went on, however, Marth started to receive small buffs in balance patches. By the time of patches 1.0.8 and 1.1.0, Marth received some notable buffs that helped improve some of the initial problems, such as receiving less lag on his tilts, less landing lag on all aerials, and improved angles and/or knockback on up tilt and Dolphin Slash. These changes helped mitigate some of the problems Marth initially had, which helped him gain a playerbase, with players like Mr.E and Pugwest appearing more in tournament. While Marth's results were still overall poor, the buffs helped improve his perception as a character, now being considered from a relatively high low tier character to a mid tier. This culminated in him being placed 41st out of 56 characters on the first official tier list.
However, Marth continued to improve with time, and gained his most significant buffs in patches 1.1.3 and 1.1.4, with all of the buffs increasing many of his tipper hitbox sizes and the damage output on his aerials, and reduced the lag on some of his moves. This improved his combo game and also made some of his aerials gain fearsome KO power. These buffs, tied in with all previous ones, allowed Marth's game to flow far more consistently than ever before, which allowed his playerbase to gain significantly better and consistent results, such as Mr. E notably defeating ZeRo 2-1 at EVO 2016. His playerbase also continued to grow, with players like Leo and Fuwa gaining more results and showing Marth in a positive light. As a result, Marth has gained between the 12th and 16th best overall tournament results between patches 1.1.4 and the present. Combined, these traits allowed Marth to rise out of the low tier and into the lower high tier by the second official tier list, at 19th place. While Marth's moveset still possesses some problems, they are now counterbalanced by him possessing notable strengths, and his placement on the current tier list is considered to be accurate. However, some top players, such as ZeRo and Dabuz believe Marth is still low, and while debatable, should be placed within the top tier. Overall, Marth has noticeably improved during the lifespan of the game, and arguably one of the characters that has developed the most.
Trophies
- Marth
- The first hero from the Fire Emblem series, Marth is the prince of Altea and descendant of the hero Anri. In Smash Bros., he's known as an exceptional swordfighter, swinging his blade with grace. Striking with the tip will maximize the damage dealt. Teach aggressive foes a lesson with his strong Counter move.
- Marth, the prince of Altea, is the hero of the first ever Fire Emblem game and its remake, Fire Emblem: Shadow Dragon. In this game, his graceful sword skills are what set him apart. Strike with the tip of his blade to deal extra damage, and use his Counter skill to defend yourself, no matter which directions you're being attacked from.
- : Fire Emblem: Shadow Dragon and the Blade of Light (JP)
- : Fire Emblem: Mystery of the Emblem (JP)
- Marth (Alt.)
- Marth's side special, Dancing Blade, is a four-stage attack. Aim and time your strikes carefully! As usual, the tip of his sword does the most damage. For his up smash, Justice Sword, he thrusts his blade into the air. You can use it to block attacks from above, and even to launch nearby enemies off the ground."
- : Fire Emblem: Shadow Dragon and the Blade of Light (JP)
- : Fire Emblem: Mystery of the Emblem (JP)
- Critical Hit (Marth)
- Marth raises his Exalted Falchion to the sky and then rushes forward to deal an incredibly powerful blow, almost certainly KO'ing anyone and everyone who gets hit! When it's used in the air, he'll fly forward a certain distance. On the ground, however, he'll only dash to the edge of the platform he's standing on.
- Marth raises his Exalted Falchion to the sky, then rushes forwards to deal an incredibly powerful blow, almost certainly KOing anyone and everyone who gets hit! When used in the air, he'll fly forwards a set distance, but on the ground, he'll only dash up to the edge of the platform he's standing on.
- MarthTrophy3DS1.png
Classic (3DS)
- MarthTrophy3DS2.png
Alt. (3DS)
In Event Matches
Solo Events
- All-Star Battle: Melee: Marth is one of the opponents fought in this event. All opponents featured had debuted in Melee.
- In the Name of the Hero-King: Marth must defeat Lucina in a stamina battle.
- The Ultimate Swordsman: Marth is one of the seven opponents Ike must defeat.
- Unwavering Chivalry: Meta Knight must defeat Marth without KOing Peach or Zelda.
Co-op Events
- A Royal Errand: Marth and Robin must work together to collect 500G from Wario and Bowser in a coin battle before the stage reaches the Bazaar.
- The Ultimate Battle: Two players must select their characters and defeat the entire roster (prior to DLC).
Alternate costumes
Gallery
Marth's amiibo.
Battling with Link.
Using down smash on Wii Fit Trainer.
Using Dolphin Slash on Mega Man.
Posing with Peach.
Close-up image of Marth and Luigi's faces.
Marth and Samus near a Steel Diver.
In battle with Zelda.
Landing with Ike.
Trivia
- Despite now only grunting instead of talking when doing his Counter, the voice clips of him speaking are still in his Sound Test. Interestingly, Marth can be heard talking while countering in Roy's reveal trailer.
- Dashing Assault makes a "woosh" sound when used, but in Corrin's reveal trailer it makes the "shing" sound when executed, likewise when Marth performs his standard Shield Breaker.
- Marth, Roy and Cloud are the only characters to speak Japanese in every regional version of Super Smash Bros. 4.
- Marth's sword and its sheath are not present in his artwork for the cover of Super Smash Bros. for 3DS.
References
External links
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Fire Emblem universe | |
---|---|
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 |