Marth in Super Smash Bros. 4 | |
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Universe | Fire Emblem |
Other playable appearances | in Melee in Brawl |
Availability | Starter |
Final Smash | Critical Hit |
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 on November 3, November 4, and November 11.
He has been significantly nerfed between Brawl and Smash 4, having much less reliable finishing options and slower moves. Visually, Marth's appearance has been updated to closely match his attire from Fire Emblem: New Mystery of the Emblem, Heroes of Light and Shadow[1] as opposed to his design from Fire Emblem: Mystery of the Emblem, which was used in Melee and Brawl. Marth is voiced once again by Hikaru Midorikawa, albeit using clips from Melee and Brawl, despite having appeared outside Japan.
Changes from Brawl
Marth was overwhelmingly nerfed in his transition from Brawl to SSB4, likely due to his previous dominance in Melee and Brawl. He has less reach relative to the rest of the cast, obsoleting one of his key advantages in the previous titles. Many of his staple moves, most notably his forward aerial and down tilt, have more endlag, weakening his ability to control space effectively. Due to his slower movement and the aforementioned nerfs to his reach and endlag, his neutral game, particularly his approaches, is considerably worse than in his previous appearances. Additionally, Marth's attacks are overall less rewarding on hit, as he lost many guaranteed setups into KO moves; this has drastically decreased his comboing and KOing potential. His grabs also launch enemies farther but were not given KOing ability at reasonable percentages to compensate, severely limiting direct grab follow-ups, as well as hindering his ability to put opponents in unsafe positions. [2]
Due to his nerfing Marth players now have to rely more on his improvements. However the few buffs Marth has gained have improved him in minor ways, as some kill moves that have been weakened are compensated for he has gained a few more with his up throw and counter both of which have been rarely used in competitive play in previous smash titles. Shield breaker now being much safer and can now benefit his recovery giving him more a few options off stage as a result. However He is still less viable than he has ever been before. Despite this some good Marth players have shown what Marth is capable off, such as Mr. E and TKbreezy [3]
Aesthetics
- Marth's attack trails are much brighter at the tip, making the sweetspot of his attacks more visible than in previous games.
- Marth no longer talks when he uses Counter; instead he grunts.
Attributes
- Marth is slightly heavier than in Brawl.
- The change in units of distance grants Marth more disjoint relative to his hurtboxes but since the change affects the entire cast, Marth ends up having less reach overall relative to the reach of other characters. Additionally, the sizes of his hitboxes have been reduced. Overall, Marth's moves are less safe than they were in previous games.
- Marth's air speed is slightly slower.
Ground attacks
- Up tilt, down tilt (base hitbox), dash attack (except base hitbox), forward smash, down smash (except tipped back hit), and up smash (except tipped) all deal less damage than in Brawl.
- Down tilt has more ending lag.
- Back hit of sweet-spotted down smash is stronger. It also deals slightly more damage.
- Front hit of down smash is weaker, especially the sweetspot. Uncharged tipped down smash can no longer KOing until around 150%, while non-tipped can no longer KO reliably.
Aerial attacks
- All aerials (except down aerial's meteor hitbox) deal less damage than in Brawl.
- Neutral aerial now has 15 frames of endlag instead of 8.
- Forward aerial now hits 2 frames slower and only lasts 3 frames instead of 4. Additionally it now has 18 frames of landing lag instead of 9. It is no longer interuptable at frame 34, meaning Marth can no longer do another aerial after a short hop forward air.
- Back aerial has slightly less ending lag.
- Down aerial has less landing lag.
- Down aerial's sweetspot only lasts 1 frame; it no longer meteor smashes unless the tipper hits in the middle of the swing arc, making it even harder to hit confirm into the meteor smash. The hitboxes that used to meteor now send foes sideways with moderate knockback and deal slightly less damage (13%, down from 14%). Also, its animation from both Melee and Brawl is different, as Marth instead swipes outward from the back instead of his front, essentially flipping its animation around from the previous two games. This harms his ability to approach with his down air.
Throws/other attacks
- Marth's grab range has been reduced. Combined with the removal of grab armor, it is much harder to land grabs. Opponents can trade hits with his grab, resulting Marth taking the knockback instead of grabbing the opponent.
- All throws have significantly higher base knockback, which lessens Marth's follow-up options after a grab.
- Down throw sends foes at an upwards trajectory, which can give some new follow-up options at low percents, but it removes Marth's ability to tech-chase.
- Up throw has more KO power.
Special moves
- Shield Breaker deals more shield damage. It also now gives Marth a horizontal boost when used in the air, regardless of whether it is charged or not[4], aiding Marth's recovery.
- Downward Dancing Blade deals slightly more damage.
- Dancing Blade has more ending lag.
- Dolphin Slash is significantly weaker, especially the sweetspot, no longer reliably KOing until around 150%.
- Counter is strengthened, being able to KO reliably off of strong countered attacks at very low percentages.
- Marth now grunts instead of talking while using Counter.
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 | 4%/6% | Does two slashes in front of himself. | ||
4%/6% | ||||
Forward tilt | 9%/12% | A fast forward leaning sword swipe upward. | ||
Up tilt | 6% (blade), 5% (body), 9% (tip) | Swings his sword in a large arc above his head, with a large hitbox that can hit enemies behind him. | ||
Down tilt | 7%/10% | A quick crouching sword poke. | ||
Dash attack | 10% (blade), 9% (body), 12% (tip) | A quick upward sweeping diagonal slash. | ||
Forward smash | 13%/18% | Rotates body counter-clockwise with a strong arc-like one-handed swing from his head to the ground. | ||
Up smash | Justice Sword | 3% (ground), 13% (blade), 18% (tip) | A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. | |
Down smash | 8%/12% (hit 1), 12%/17% (hit 2) | Sweeps his sword on the ground toward the front outward then toward the back inward. | ||
Neutral aerial | 2%/3% (hit 1), 6%/8% (hit 2) | Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. | ||
Forward aerial | 7%/10% | Does a forward vertical slash (up to down). | ||
Back aerial | 9%/12% | Slashes his sword from bottom to top behind him in an inward swipe. Has the interesting property of turning Marth around, changing facing direction. | ||
Up aerial | 9%/12% | A forward to back upward sword slash in a delayed somersault. | ||
Down aerial | 11% (blade), 13% (non-meteor tip), 14% (meteor tip) | A forward to back downward outward sword slash. If the tipper hits in the middle of the swinging arc, it sends opponents downwards, meteor smashing powerfully. Other hitboxes when tipped results in moderate knockback. High ending and landing lag. | ||
Grab | — | Grabs the enemy with his left hand. | ||
Pummel | 2% | Knees the enemy. | ||
Forward throw | 4% | Grabs and pushes forward, tripping with his leg. | ||
Back throw | 4% | Turns around and pulls the enemy over his outstretched leg, tripping them. | ||
Up throw | 4% | Powerful upward throw with one arm. Can KO at very high percentages. | ||
Down throw | 5% | Throws opponent to the ground with one arm, bouncing them upwards. Primary follow-up throw. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | |||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | |||
Neutral special | Default | Shield Breaker | 8%/9% (uncharged), 22%/24% (fully charged) | A sword stab that deals high amounts of shield damage. |
Custom 1 | Storm Thrust | 4% (uncharged), 11% (fully charged) | Produces a blast of wind from the tip, with pushing strength dependent on the charge level. | |
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) | Deals less damage, but propels Marth forwards. | |
Side special | Default | Dancing Blade | 3%/4% (parts 1-2), 4%/5% (part 3 up/side), 3%/4% (part 3 down), 6%/8% (part 4 up), 5%/7% (part 4 side), 2% (part 4 down hits 1-4), 4%/6% (part 4 hit 5) | A sequence of sword maneuvers with several variations based on control stick tilts; If it is tilted up on the final blow, Marth will perform an uppercut with good KO'ing potential. Tilted down: A flurry of sword stabs. Neutral: Produces a strong swing downwards. |
Custom 1 | Effortless Blade | 2%/3% (parts 1-3), 4%/5% (part 4) | Makes the hits easier to link, but can only use the side/neutral option. 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 stricter. | |
Up special | Default | Dolphin Slash | 11% (clean), 7% (late blade), 6% (late body) | Marth performs a rapid jumping slash that can be reversed. Has a powerful sweetspot located in the first few frames. |
Custom 1 | Crescent Slash | 7% (clean), 12% (late blade), 6% (late body) | Marth uses a lower Dolphin Slash that gains more horizontal distance, but less vertical distance. | |
Custom 2 | Dolphin Jump | 0% | Jumps higher, 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. |
Custom 1 | Easy Counter | 0.7x (min 4%) | Deals less damage, but has a wider trigger window. | |
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. | |
Final Smash | Critical Hit | 60% | Marth lunges in one direction, attacking the first opponent. Immense knockback, enough to one-hit KO any character. |
Alternate costumes
Trophy
In Super Smash Bros. for Nintendo 3DS, Marth's regular trophy is obtained by using him to clear Classic Mode, and his alternate trophy is obtained by using him to clear All-Star mode. In Super Smash Bros. for Wii U, his regular trophy is obtained by using him to clear Classic Mode, his Final Smash trophy is obtained by using him to clear All-Star mode, and his alternate trophy can be purchased from the trophy shop after obtaining either of the other two.
- Marth
- NA: 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.
- PAL: 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.
- Marth (Alt.)
- Marth's side special Dancing Blade is a four-stage attack. Aim and time your strikes carefully! 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 launch nearby foes.
- MarthTrophy3DS1.png
Classic (3DS)
- MarthTrophy3DS2.png
Alt. (3DS)
Trivia
- Despite now grunting instead of talking when doing his Counter, he still has his sound effects in his Sound Test.
Gallery
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.
References
Fighters in Super Smash Bros. 4 | |
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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 | |
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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 |