Super Smash Bros. 4

Marth (SSB4)

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This article is about Marth's appearance in Super Smash Bros. 4. For the character in other contexts, see Marth.
Marth
in Super Smash Bros. 4
Marth
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Melee
in Brawl

Availability Starter
Final Smash Critical Hit
Marth (SSB4)

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 timeframe: Fire Emblem on November 3rd, 2002 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.

Marth is voiced once again by Hikaru Midorikawa, albeit using clips from Melee and Brawl, despite having appeared outside Japan.

Attributes

Marth is a character based around the concept of tippers, gaining the most reward for proper spacing and remaining a specific distance away from his opponent. However, compared to his strong showing in the previous two games, he is weaker overall in SSB4 due to the many nerfs placed upon him, which make this iteration of him in SSB4 inferior to his Melee and Brawl iterations.

The fundamental ideas of Marth remain intact. He has above average movement speed overall and a moveset full of disjointed hitboxes that tend to cover wide arcs with low startup, allowing him to fight a step away from danger most of the time while being able to react quickly. His forward tilt, up tilt, down tilt and forward aerial are good examples of attacks that cover a lot of ground and keep Marth relatively safe when properly spaced. As mentioned before, the tip of Marth's sword deals much higher knockback and damage, and with proper spacing, Marth has some of the strongest punishes of any character, with his sweetspotted forward smash having the third highest knockback in the game and several other moves gaining impressive power if landed. Having the fastest walk speed in the game also lets him move quickly without being forced into his dash attack, up smash or grab. His specials have good utility: his up special, Dolphin Slash lets him recover from below and edge sweetspot very quickly with minimal startup, and the latter allows him to use it as an effective out of shield or as a method to escape combos. Shield Breaker is an effective punish against shields due to its high shield damage, and can improve his recovery by giving him a horizontal boost when used in the air (even more so if fully charged), acting as an alternate recovery option or situational edgeguard tool, although the move is punishable if missed. Dancing Blade is useful for racking up damage or catching bad dodges due to its multiple hits, and his Counter can now KO at moderate percentages upon countering a strong enough move, making it a formidable tool for hard reads.

Marth is also decent with edgeguarding relative to the cast (as edgeguarding is much less effective). The range, startup, and wide arc of his forward and back airs make them reliable for punishing careless recoveries from above the ledge, as well as to the side of it; however, their endlag makes this rather risky. His down tilt sends opponents at a semi-spike angle, making good at edgeguarding as well. His down air is a powerful meteor smash, but it suffers from high endlag and an unreliable sweetspot (the only meteor smash is if it hits on frame 11 and gets tippered), making it extremely situational.

However, Marth has number of weaknesses. One of his biggest weaknesses is the fact that compared to his previous iterations, he has less reach relative to the cast despite him possessing a weapon: he has less range than even some non-disjointed characters, with altered hitboxes and animations resulting in less range for many attacks, undermining his former advantage. Compounding this issue is the increased ending lag on almost all his attacks, resulting in Marth having a less effective and more punishable spacing game, which also affects a recurring issue for him since Melee: while his attacks have fast startup and good reach, they travel in predictable, low duration arcs, making his neutral poor as he must take large risks to win in a neutral position. Even if he does, his punishes can be rather inconsistent: unlike some characters with easy KO confirm set-ups (such as throw combo/KO setups), Marth lacks reliable KO setups excluding very precise hard reads with tipper attacks, making it difficult to KO opponents compared to other fighters. With the removal of chaingrabbing and an increase of base knockback for all his throws, Marth's throws are now impossible to take advantage of, being too weak for reliable KOs (excluding up throw) yet too strong for reliable followups. Finally, his sourspotted attacks now deal much weaker knockback than before, making it more difficult for him to KO opponents if he is unable to land a tipper. He also lacks a projectile, making him heavily susceptible to camping. Overall, these changes combine to hinder both his approach and his punishing abilities, and makes Marth highly dependent on his tipper mechanic to pose a threat to his opponents. These disadvantages give Marth an overall below average representation and poor results in tournaments, despite the work of dedicated mains such as Mr. E and Pugwest.

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 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 followup from his forward throw and aerials at low percents and can punish air dodge 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.

Changes from Brawl

Marth was heavily nerfed overall in his transition from Brawl to SSB4, although he did receive a few positive changes. The smaller units of distance compared to Brawl means he has more disjoint relative to his hurtboxes as well more relative as the cast, but it reduces the reach of those attacks overall. Because of those changes, he now has less reach relative to the rest of the cast, weakening one of his key advantages in previous games. Many of his staple moves, most notably his forward aerial and down tilt, have more ending lag, weakening his ability to control space effectively. His throws are also too strong to combo but too weak to KO, effectively removing most confirmed follow-ups from his grab and hindering his ability to put opponents in unsafe positions. Because of these changes, Marth's moves are more punishable, especially on shield, and less rewarding when landed overall, making his neutral and punish games much more inconsistent than they were in Brawl. As such, Marth is one of the very few characters to have been truly nerfed from Brawl to SSB4, along with Meta Knight. While some changes, like a stronger Counter and better Shield Breaker, serve to aid Marth slightly in tournaments, Marth nonetheless has a middling playerbase with decent to slightly below average low-level results but sparse high-level results.

Aesthetics

Attributes

  • Change Marth is slightly heavier than in Brawl, improving his endurance but making him easier to combo in the new physics (87 → 90).
  • Nerf 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.
  • Nerf Marth's air speed is slightly slower (1.034 → 1.02).
  • Buff Marth's running speed is slightly faster (1.7 → 1.785).
  • Change Marth's falling speed is very slightly faster (1.5 → 1.58).

Ground attacks

  • Nerf Jab now comes out one frame later (4/2 → 5/3) and has slightly more ending lag.
  • Buff Jab now transitions faster and the second hit deals more knockback. It also sends opponents upward, allowing for follow-ups and mix-ups.
  • Nerf Dash attack has a noticeably smaller hitbox.
  • Nerf Up tilt (8%/9%/12% → 5%/6%/9%), down tilt base (8%/9% → 7%), forward smash (14%/19% → 13%/18%), down smash (13%/14% → 8/12%), and up smash sourspot (4%/14% → 3/13%) all deal less damage than in Brawl. Knockback compensated on up tilt, up smash, and forward smash however.
  • Buff Forward tilt has more knockback (40 base/80 growth → 55 base/85 growth) and has more vertical range.
  • Nerf Forward tilt comes out one frame later (7 → 8).
  • Nerf Down tilt has more ending lag. It only lasts 2 frames instead of 3, and has a significantly smaller hitbox. It also can no longer move Marth forward, removing its ability to pseudo crawl.
  • Nerf Forward smash has slightly more ending lag.
  • Buff Up smash has a slightly larger hitbox radius overall.
  • Nerf Up smash comes out one frame later (12 → 13), 1 frame shorter hitbox duration (6 frames → 5), and has slightly more ending lag.
  • Buff Back hit of sweet-spotted down smash has more growth (80 → 88). It also deals slightly more damage (16% → 17%).
  • Nerf Front hit of down smash is weaker despite its increased growth on both the sweet and sourspots (70/80 → 88). Hitbox duration of both hits additionally lasts 1 frame shorter (3 frames → 2).

Aerial attacks

  • Nerf Neutral aerial (6% (first hit tipped), 9%/12% (second hit) → 4% (first hit tipped), 7%/9% (second hit)), forward aerial (10%/13% → 7%/10%), back aerial (11%/14% → 9%/12%), up aerial (10%/13% → 9/12%), and down aerial sourspots (12% → 11%) all deal less damage than in Brawl without much compensation on their knockback.
  • Buff Neutral aerial is 2.5 units larger.
  • Nerf Neutral aerial has more landing lag (9 frames → 12 frames).
  • Nerf Forward aerial now hits 2 frames slower. It only lasts 2 frames instead of 4 and has 7 frames more landing lag (9 frames → 16 frames). It also is no longer interruptible at frame 34, meaning Marth can no longer do another aerial after a forward aerial in a single short hop.
  • Buff Back aerial has slightly less landing lag (21 frames → 17 frames).
  • Nerf Up aerial has more landing lag (9 frames → 14 frames).
  • Buff Down aerial has much less landing lag (32 frames → 24 frames).
  • Nerf Down aerial has 3 more frames of startup lag (6 → 9). Its sweetspot only lasts 1 frame; it no longer meteor smashes unless the tipper hits in the middle of the swing arc, has less base knockback (40 → 20), and the hitboxes that used to meteor now send foes sideways with moderate knockback and deal 1% less damage (14% → 13%). All of this significantly worsens his ability to approach with his down air.
  • Change Marth now instead swipes outward from the back instead of his front, essentially flipping its animation around from Melee and Brawl.

Throws/other attacks

  • Nerf Marth's grab comes out 1 frame later (6 → 7) and has 1 frame more ending lag. It also has less grab range.
  • Nerf Marth can no longer chaingrab or tech chase opponents with his forward throw.
  • Nerf All of his setup throws have significantly higher base knockback, which removes most of his follow-up options after a grab, but all except up throw cannot KO reliably even at 250% due to still having low knockback scaling.
  • Change 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.
  • Buff Up throw has more base knockback (60 → 70), allowing all characters to be KOed under 200%.

Special moves

  • Buff Shield Breaker deals less shield damage (42 → 25), but is heavily compensated with the removal of damage reduction on shields, allowing the move to break shields much more easily. It also now gives Marth a horizontal boost when used in the air, regardless of whether it is charged or not[2], aiding Marth's recovery.
  • Nerf Marth no longer steps an extra distance forward when using Shield Breaker, and because of the general decrease of his range, the move's range is much shorter.
  • Nerf Dancing Blade's first hit aids Marth's recovery much lesser.
  • Buff Downward Dancing Blade deals slightly more damage.
  • Nerf Dancing Blade has 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 less hitstun and less interruptibility.
  • Nerf Dolphin Slash deals less damage (13% → 11%), making it slightly weaker. A Reversed Dolphin Slash is also slightly harder to hit with.
  • Buff Counter has increased knockback growth (40 → 60) and reflects more damage (1.1x multiplier → 1.2x), being able to KO reliably off of strong countered attacks at very low percentages.
  • Change Marth now grunts instead of talking while using Counter.

Update History

Since update 1.0.6, Marth has been receiving multiple buffs, giving him more followup options and lessening lag from all aerials and some special moves. It is also 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 tipped 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. 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. The strengthening of up tilt and Dolphin Slash has also noticeably improved two of his moves that were previously considered situational. Overall, Marth is considered to be buffed since the original version, but he still remains considerably nerfed compared to Brawl.

Super Smash Bros. 4 1.0.6

  • Buff Jab hit 1 IASA: Frame 29 → Frame 26
  • Buff Forward tilt IASA: Frame 39 → Frame 35
  • Buff Dancing Blade hit 1 IASA: Frame 45 → Frame 42
  • Buff Dancing Blade combos more consistently.

Super Smash Bros. 4 1.0.8

  • Buff 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 followup potential outside of transiting to the second hit.
    • Nerf Due to the angle change of Jab 1, the move can no longer jab lock.
  • Nerf Both hits of jab deal 1% less damage.
  • Buff 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.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash has slightly improved knockback scaling.
  • Change Dolphin Slash and Crescent Slash deal slightly more hitlag.

Technical changelist 1.0.8

Super Smash Bros. 4 1.1.0

  • Buff All hits of neutral aerial deal 1% more damage.
  • Buff Up tilt's ending lag is reduced by 3 frames.
  • Buff Forward, up, and back aerials have 2 less frames of landing lag.
  • Buff Down aerial has 4 less frames of landing lag.
  • Buff All variations of Dolphin Slash have 3 less frames of landing lag.
  • Buff All variations of Shield Breaker have 2 less frames of ending lag.
  • Buff Dancing Blade's first, second and third strikes have 5 more frames of input window duration.

Technical changelist 1.1.0

Super Smash Bros. 4 1.1.1

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 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 smashes and tilts which can link into his other moves. (Some of this will only work if the opponent is very close to the player.)
4%/6%
Forward tilt   9%/12% A fast forward leaning Falchion swipe upward. Has a large arc which is useful for spacing, and deals moderately strong knockback when tipped.
Up tilt   6% (blade), 5% (body), 9% (tip) Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Some ending lag.
Down tilt   7%/10% A quick crouching Falchion poke. Marth's fastest tilt, which is useful for creating space. Can link into a grab if the move is un-tipped. Deals semi-spike knockback when tipped.
Dash attack   10% (blade), 9% (body), 12% (tip) A quick upward sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag.
Forward smash   13%/18% Rotates body counter-clockwise with a strong arc-like one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has surprisingly potent knockback when tipped, being able to KO opponents near the edge at as low as 37%. In fact, when tippered it has the 3rd highest knockback of any forward smash, being tied with Ganondorf. Despite this, the move's low range compared to Marth's previous incarnations makes hitting a tipper somewhat difficult.
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.
Down smash   8%/12% (hit 1), 12%/17% (hit 2) Sweeps Falchion on the ground toward the front outward then toward the back inward. Weak for a smash attack unless tipped, where it'll do moderate knockback. High ending lag makes it punishable.
Neutral aerial   3%/4% (hit 1), 7%/9% (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.
Forward aerial   7%/10% Does a forward vertical slash (up to down). This is Marth's best tool for air to air combat but is very risky to use in neutral due to heavy landing lag and poor autocancel windows.
Back aerial   9%/12% Slashes with Falchion from bottom to top behind him in an inward swipe. Has the interesting property of turning Marth around, changing facing direction. Similar use to his forward air, although with slightly more knockback and a smaller hitbox.
Up aerial   9%/12% A forward to back upward Falchion slash in a delayed somersault. Decent juggling tool at low percents thanks to its large arc, making it a good anti-air as well. Weak knockback unless tipped.
Down aerial   11% (blade), 13% (non-meteor tip), 14% (meteor tip) A forward to back downward outward slash with Falchion. If the tipper hits in the middle of the swinging arc, it sends opponents downwards, meteor smashing powerfully; this is easier said than done, as the window for said meteor smash lasts only one frame. Other hitboxes when tipped results in moderate knockback. High ending and landing lag.
Grab   Grabs the enemy with his left hand. Good range.
Pummel   2% Knees the enemy. A fast pummel.
Forward throw   4% Grabs and pushes forward, tripping with his leg. Can be used to set-up a Crescent Slash from low to mid-high percentages.
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, as it can follow up with an up aerial at low percents. Loses combo potential once the opponent is at mid percents.
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) Marth charges up Falchion at chest level before powerfully thrusting it forward. This attack deals high amounts of shield damage. If fully charged and used in the air, this move will thrust Marth in whatever direction he's facing, giving him a somewhat horizontal recovery.
Custom 1 Storm Thrust 4% (uncharged), 11% (fully charged) The stab produces a blast of wind from the tip, with pushing strength dependent on the charge level. In exchange, the attack is 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 Falchion. 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 Falchion slashes 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 stabs that wears down shields. Neutral or side: Produces a strong swing downwards. Low slashes are green, neutral slashes are red, and high slashes are blue.
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 (hence the name), 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 and the hits are harder to link.
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. 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. Lots of landing lag.
Custom 2 Dolphin Jump 0% Jumps higher, deals no damage. Lots of landing lag.
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 the 6th frame and lasts 22 frames.
Custom 1 Easy Counter 0.7x (min 4%) Marth holds his stance longer, and strikes with less power. Has decreased damage scaling, but has a wider trigger window. Starts up on the 6th frame 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. Has an electric effect. Starts up on the 3rd frame and lasts 14 frames.
Final Smash Critical Hit 60% Marth lunges in one direction, attacking the first opponent. Immense knockback, enough to one-hit KO any character. Press the button again to stop.

Taunts

  • Up Taunt: Points the Falchion upwards with light emitting at the tip. This is similar to his stance before he performed a critical hit in Fire Emblem.
  • Side Taunt: Swings the Falchion twice before resheathing it.
  • Down Taunt: Swings the Falchion around and says: みんな、見ていてくれ! ("Everyone, watch me!")

Idle Poses

  • Holds his hand to his chest and then takes a breath.
  • Brushes his hair out of his face.

Cheer

Marth-Marth-Marth!

On Screen Appearance

Warps onto the stage using warp magic with a twirl and unsheathes the Falchion.

Victory Fanfare

This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Ike, Robin, Lucina, and Roy.

Victory Poses

  • Turns with pride, spins the Falchion then clashes it 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 arm out and says "僕は負ける訳には行かないんだ。", which translates to "There's no way I can lose!"
  • Sheaths the Falchion and says "今日も生き延びることが出来た。", which translates to "Today I have survived."

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Marth (SSB4) Marth 3113 3123 1123 3133 1133
3121 1121 3111 1131 3131

Notable players

Alternate costumes

Marth Palette (SSB4).png
Marth (SSB4) Marth (SSB4) Marth (SSB4) Marth (SSB4) Marth (SSB4) Marth (SSB4) Marth (SSB4) Marth (SSB4)

Trophies

Marth
Ntsc 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.
NES: Fire Emblem: Shadow Dragon and the Blade of Light (JP)
SNES: Fire Emblem: Mystery of the Emblem (JP)
Marth (Alt.)
Ntsc 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.
Pal 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."
NES: Fire Emblem: Shadow Dragon and the Blade of Light (JP)
SNES: Fire Emblem: Mystery of the Emblem (JP)
Critical Hit (Marth)
Ntsc 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.
Pal 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.

Gallery

Trivia

  • Despite now grunting instead of talking when doing his Counter, he still has his sound effects in his Sound Test.
    • In Roy's trailer, Marth can be heard talking while using Counter, rather than grunting.

References