You can also unlock Marth fairly quickly in Smash Mode or World of Light. Most commonly, a sourspotted up tilt sets up into aerial-based juggles if it connects late. In a more advanced application of the move, the first hit of Dancing Blade by itself can be used to extend combos if used in the air, and chains particularly well into the first hit of neutral aerial, although this is more of a mix-up than a true combo. Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. The tipper can hit opponents standing on top of some platforms. Except for up throw, they have low knockback scaling, preventing them from KOing at realistic percents, while up throw can only KO starting at 170% when Marth has no rage. The low shieldstun and hitstun generated by non-tippered moves make it possible for opponents to act out quicker than he can, causing Marth to struggle against shields if his aerials are improperly spaced, and Shield Breaker is highly punishable if predicted. He was officially confirmed as playable on June 12th, 2018. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback. His previously mediocre grab game was further weakened, with his throws losing most of their combo potential and his emergency KO up throw being slightly weaker, which weakens his options against shields. Why arent post miis arent showing up in shared content? Sword dance and up special still have the same hitbox, will be fixed soon. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can stage spike reckless edge guarders. This substantially improved some of Marth's staple moves, and primarily benefits both his air game and his edgeguarding potential. The weak grounded hit can knock nearby opponents into the main attack. The reduced landing lag on his aerials also make them safer for spacing and approaching, while also enhancing their combo ability. Anyone else both respect and despise good Jokers? However, some other players claim that Marth is underrated, with players such as MkLeo, Meru, and Leffen acknowledging Marth's strengths over Lucina and even Roy still being significant enough to keep him from falling too far behind them and considering him a low-high tier character. His forward tilt is one of his most reliable tools on the ground, possessing a good range and a sweetspot that is easy to hit with, especially above Marth. It is good for closing out stocks as it can KO as early as 95% near the edge while remaining relatively safe. While his reliance on spacing and overall safety hinders him in many ways, his high overall mobility, long and disjointed range, above-average frame data and good damage output make up for it, while his punishes are decently strong overall even if the stronger ones are fairly inconsistent. Due to its fast startup and the upwards angle of the initial hitbox, it can be combo'd into for a kill with his sourspot up aerial at certain percents. When KO'd by reaching 0 HP during his final stock in, Marth's line from the World of Light opening has become somewhat memetic among the Japanese fanbase, with fans jokingly referring to his plan as "Marth Theory" (, A possible offshoot of this, Sakurai directly references this line during the. In Smash 4, Marth was functionally better because both characters were forced to play defensive while keeping opponents at max range, so Marth's tipper mechanic got to shine over Lucina's consistency. Super Smash Bros. Marth VOICE Yuri Lowenthal Hikaru Midorikawa. Kirby is just easier to use for beginners. 84; 85; 86; First Prev 86 of 86 Go to page. Marth countering on the Great Plateau Tower. The meteor smash of his down aerial, while requiring exact timing and spacing to connect, can not only gimp recoveries but also bounce opponents off the ground in such a way that it can immediately chain into tippered grounded attacks such as forward smash at medium percentages and up smash at higher percentages. A powerful one-armed upward throw. Marth, Link and Shulk advancing towards Rathalos on Coliseum. An elbow strike with his sword arm. Marth's Final Smash. 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. Lucina, Marth, and Roy all use their Critical Hit Final Smash, but Roy's is slightly different. Throws opponent to the ground with one arm, bouncing them upwards. Swings Exalted Falchion behind, then in front of him before getting up. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to Ultimate, but has been predominantly and significantly nerfed overall, although with some compensations. Marth is another fighter who benefited greatly from the changes to the game engine, as they emphasize speed and long range as must-have qualities. It has a slightly shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. onwards. Video Game: Super Smash Bros. He is a low-middle weight swordfighter boasting high overall mobility, notably sporting the fastest walking speed in the game (tied with his Echo Fighter, Lucina), a fast dashing speed, average air speed, above-average air acceleration, moderate falling speed, and low gravity. Marth been buffed slightly via game updates. Hikaru Midorikawa reprises his role in the Japanese version, with new voice clips for the first time since Super Smash Bros. Brawl. Does a flurry of five lower stabs. what bro I missed. When tippered, his forward smash can KO before 40% next to the ledge while uncharged, making it one of the most deceptively powerful forward smashes in the game. This is also true for his up aerial. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls ; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. The fastest way to unlock Marth in Super Smash Bros Ultimate is to play Classic Mode 2 times, starting as Yoshi. For Super Smash Bros. His specials have also been slightly nerfed, with Dolphin Slash and Counter being a bit more punishable than before, and Dancing Blade dealing less damage. ". After a long absence from patch notes, Marth was given a few worthwhile buffs in update 8.0.0. A quick crouching sword poke. A fast upward swipe while leaning forward. Fire Emblem's Lucina is one of the more interesting characters to use in Super Smash Bros. That probably explains why she’s Marth’s echo fighter — a character with basically all the same moves and some slight statistical differences. Marth and Lucina taunting on Castle Siege. The first hit has very low knockback scaling, which, combined with fast falling and the move's low landing lag, allows it to combo into many of Marth's tilts, and even his forward smash, even up to around 175%. Enemies hit by the sword are launched high in the air. In general, he is usually considered a good character, but is weaker and more difficult to use than his Echo fighter Lucina and his former clone Roy and his Echo Fighter Chrom. Good for aerial protection and chasing down landing opponents. Marth getting hit by R.O.B. It can be useful against. His tippers are not only smaller, but they are also really difficult to land in the faster-paced engine of, Mains: Mario (Melee), Mario/Captain Falcon (Brawl), Mario/Ganondorf/Lucina/Wolf/Falco/Chrom/Mii Brawler (Ultimate). Our Super Smash Bros Ultimate tier list with all fighters, including the latest fighter Sephiroth ranked, alongside a list of the best melee, sword and ranged fighters. Deals very little knockback, even at extremely high percents. Also, while Counter can be used defensively, it leaves Marth extremely vulnerable to punishment should it whiff. The changes to air dodge mechanics also enhance his juggling and edge guarding capabilities, as they provide less leeway for opponents to recover against his wide aerials, further improving his edge guarding game. It starts up on frame 6 and lasts 22 frames. It is rather slow for a dash attack but deals decent knockback if tippered. Marth’s Final Smash in Smash Bros Ultimate is Critical Hit. This article is about Marth's appearance in Super Smash Bros. Oh I got hit. His tipper mechanic can equally disadvantage him when attempting to KO, as his attacks do not generate much knockback if not spaced properly, making his KO potential very inconsistent without proper spacing and understanding of his effect ranges (most notably with forward smash, forward tilt, and aerials). Marth's strongest throw, though it does not start KOing middleweights until around 185%. Additionally, being a solely sword-based character, Marth's neutral game suffers from his complete lack of a projectile, and he can sometimes struggle against projectile-heavy characters and playstyles; however, his combination of high mobility, good range and decent frame data helps to alleviate this issue. Ultimate. Marth was introduced in the first Fire Emblem game, Fire Emblem: Shadow Dragon and the Blade of Light for the Famicom console, which was later remade for Nintendo DS as Fire Emblem: Shadow Dragon. Marth also has little defense against juggling, as his aerials are ineffective at relieving pressure; though his attacks have quick startup and decent range, many of them come with high ending lag, their large sourspots are fairly weak compared to most other aerials, and they also suffer from short hitbox durations. Members of the PGStats team found that among over 3000 PR Ranked players around the world, there are only 5 active Marth mains, making him the 3rd least popular character as of April 2020 [1]. inb4 memoryman s***s all over Lucina while praising Daisy over the whole roster. Dolphin Slash is his only reliable combo breaker, but as it leaves him helpless, it can inadvertently put him in an even worse position. Ineffective against projectiles and attacks with a sufficiently long reach, such as many of, Marth raises Exalted Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Its high base knockback allows him to set up edge guarding, but it cannot combo or KO reliably. I'm not sure how to make marth's effect bigger, so it's the same size as before. Because of this, Marth aims to fight a step away from danger, without leaving himself too open to punishment. Despite his buffs, players still say Marth is still a mid-tier due to how it's still inconsistent to hit these tippers reliably. This makes Marth, Lucina, and Wolf the only characters to have both updated idle and crouching animations, but transition to their previous animations when holding a small item. The first hit can also. Marth's sword is 8 times bigger and he has all tippers ! Smash Ultimate’s latest patch made it easier to land tippers with Marth’s Forward Air, Back Air, and Up Air. In addition, the knockback nerfs he received have made it very difficult for him to consistently KO his opponents. I swear to God I'll be in it. Marth and Lucina's version, however, is incredibly good. Ultimate, and Hikaru Midorikawa is the Japanese voice. A downward, wide crescent slash with large coverage. This makes it much more imperative for Marth to carefully space his attacks in order to land his tippers as often as possible. Lastly, the weakening of rage also weakens Marth's ability to close out stocks at ludicrously low percentages. Launches opponents up, making it useful for starting juggling strings. Marth's biggest direct nerf, however, is to his KO ability; a good number of Marth's sourspotted attacks (most notably forward smash and Dancing Blade's untippered fourth forward hit) and tipper forward aerial now deal less knockback, whereas his neutral, forward and back aerials have had their hitbox positionings worsened, making landing the tippers more difficult. The tipper is notoriously small and hard to connect most of the time, as Marth needs to be in an exact position to land a tipper with the variant.