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Marth (PM): Difference between revisions

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(→‎Moveset: Added some things to the move set. Will add the rest later. Editing will be needed anyway.)
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!Neutral attack
!Neutral attack
| Slash, Counter Slash || 4% (base) 6% (tip) ||
| Slash, Counter Slash || 4% (base) 6% (tip) || Does two slashes in front of himself. Both slashes have weak knockback even when tipped. Both hits can combo into themselves at low percent's.
|-
|-
!Forward tilt
!Forward tilt
| Sharp Edge || 9% (base) 13% (tip) ||
| Sharp Edge || 9% (base) 13% (tip) || A fast forward sword swipe upward. Has a hitboxes that can send the enemy both vertically and horizontally. Has decent knockback when tipped.
|-
|-
!Up tilt
!Up tilt
| Anti-Air Slash ||  9% (base) 10% (base) 12% (tip) 13% (tip) ||
| Anti-Air Slash ||  9% (base) 10% (base) 12% (tip) 13% (tip) || Swings his sword in a large arc above his head, with a large hitbox that can hit enemies behind him. Can be used to juggle and can be followed up by a forward smash, an up smash, a neutral air, or an up air. It can also set up aerial combos. Kills reliably at 135% and above when tipped on lightweights and 150% and above on heavyweights.
|-
|-
!Down tilt
!Down tilt
| Low Stab ||  9% (base) 10% (tip) ||
| Low Stab ||  9% (base) 10% (tip) || A quick crouching sword poke. It is very useful for edgeguarding, and it can safely be used to interrupt approaches or follow-ups. It can combo into a grab or dash attack below 100%.
|-
|-
!Dash attack
!Dash attack
| Raid Chop || 9% (base) 11% (base) 12% (tip) ||
| Raid Chop || 9% (base) 11% (base) 12% (tip) || A quick upward diagonal slash with medium lag, high range, and relatively high damage. Sends opponents above him when tipped and behind him when not tipped.
|-
|-
!Forward smash
!Forward smash
| Dragon Killer || {{ChargedSmashDmgSSBM|14}} (base) {{ChargedSmashDmgSSBM|20}} (tip)  ||
| Dragon Killer || {{ChargedSmashDmgSSBM|14}} (base) {{ChargedSmashDmgSSBM|20}} (tip)  || Rotates body counter-clockwise with a strong arc-like swing from his head to the ground. Very fast start-up, good horizontal and vertical reach, but has noticeable ending lag. The tip can KO  at closer distances to the blast lines as early as 75% on lightweights and 90% on heavyweights due its very high base knockback.
|-
|-
!Up smash
!Up smash
| Justice Sword || {{ChargedSmashDmgSSBM|8}} (base) {{ChargedSmashDmgSSBM|15}} (base) {{ChargedSmashDmgSSBM|18}} (tip) ||
| Justice Sword || {{ChargedSmashDmgSSBM|8}} (base) {{ChargedSmashDmgSSBM|15}} (base) {{ChargedSmashDmgSSBM|18}} (tip) || A quick, direct upward thrust. The move has extremely weak sourspots next to Marth if used on the ground. But tipped on airborne enemies it can KO as early as 80% on lightweights and 105% on heavyweights.
|-
|-
!Down smash
!Down smash
| Whirlwind Blade || {{ChargedSmashDmgSSBM|11}} (base) {{ChargedSmashDmgSSBM|16}} (tip) front and back swipe    ||
| Whirlwind Blade || {{ChargedSmashDmgSSBM|11}} (base) {{ChargedSmashDmgSSBM|16}} (tip) front and back swipe    || Sweeps his sword on the ground toward the front then toward the back. If tipped it sends opponents upward with high vertical knockback, KOing as early as 100% on heavyweights and even earlier on lightweights if used near the edge. If hit at the base, it sends opponents with low horizontal knockback, which doesn't KO reliably until 150% on lightweights 220% on heavyweights. It is generally not a safe option to use in some situations, as the attack has a fair amount of ending lag and takes longer to fully execute than his other smash attacks.
|-
|-
!Neutral aerial
!Neutral aerial
| Double Slash || 4% 1st 10% 2nd hit  ||
| Double Slash || 4% 1st 10% 2nd hit  || Two horizontal slashes around himself. Both hits connect easily, can follow up into each other, with the second having decent knockback.
|-
|-
!Forward aerial
!Forward aerial
| Aerial Swipe || 9% (base) 10% (base) 13% (tip) ||
| Aerial Swipe || 9% (base) 10% (base) 13% (tip) || Does a forward vertical slash (up to down). It has fairly low knockback when not tipped, but it is very fast in both start-up and ending lag, many characters can't punish it when spaced properly. Can easily be done twice in a short hop and is useful for edgeguarding as a wall of pain.
|-
|-
!Back aerial
!Back aerial
| About Face || 10% (base) 13% (tip) ||
| About Face || 10% (base) 13% (tip) || Slashes his sword from bottom to top behind him.
|-
|-
!Up aerial
!Up aerial
| Luna Slash || 9% (base) 10% (base) 13% (tip) ||
| Luna Slash || 9% (base) 10% (base) 13% (tip) || A forward to back upward sword slash. It has low knockback, tipped or not, but it can be used to juggle opponents when combined with forward smash, up tilt, and other aerials.
|-
|-
!Down aerial
!Down aerial
| Half Moon || 10% (base) 13% (tip) ||
| Half Moon || 10% (base) 13% (tip) || A forward to back downward sword slash. When tipped, it is a meteor smash with high base knockback. Vertical spacing (using a footstool to setup the move) is also a method of sweetspotting the attack. Very low start-up. It is also a risky edgeguarding move, as it has very high ending and landing lag, although some of the landing lag can be canceled by pressing the shield button if pressed before touching the ground
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
!Grab
| || ||
| ||0% || Grabs the enemy with his left hand.
|-
|-
!Pummel
!Pummel
| Knee || 3% ||
| Knee || 3% || Knees the enemy.
|-
|-
!Forward throw
!Forward throw
| Bounce || 4% ||
| Bounce || 4% || Grabs and pushes forward, tripping with his leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage.
|-
|-
!Back throw
!Back throw
| Throw Away || 4% ||
| Throw Away || 4% ||   Pulls and throws the enemy and extends his leg simultaneously. Similar to his down throw.
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!Up throw
!Up throw
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|-
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!Down throw
!Down throw
| Slam || 5% ||
| Slam || 5% || Hooks his arm and drags the opponent to the floor sending the opponent backwards. Sets up a tipper forward smash at low percentages, and other attacks like Dancing Blade and down aerial at a ledge. Otherwise it has extremely low knockback with little KO potential.
|-
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!Floor attack (front)
!Floor attack (front)

Revision as of 02:09, April 5, 2014

Marth
in Project M and Project+
Marth SSBB.jpg
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Brawl
Moveset inspiration Marth (SSBM)
MarthHeadSSBB.png
Stub.png

Marth is a playable character in the Brawl mod Project M. He was remade to be nearly identical to his Melee counterpart in terms of attack hitboxes and animations.

Attributes

Changes from Melee to PM

Marth was very slightly buffed from Melee to Project M, but otherwise remains almost the same character.

  • Buff Dash attack can now be cancelled, allowing Marth to DACUS and improving his mobility.
  • Buff Down aerial has less ending lag.
  • Buff Dancing Blade's speed altered to be between that of Melee and Brawl, possessing overall more utility.

In terms of cosmetics, Marth now has a purple costume as opposed to a light blue one (from Brawl). He once again uses his default costume when fighting on the blue team.

Revisions

2.5b

  • Change Marth's Walk animations adjusted to match Melee.
  • Change Marth's Dash and Run animations adjusted to match Melee.
  • Change Marth's sword trails match Melee.
  • Change Marth's Up Smash hitboxes properly cover the sword like his other moves.
  • Change Marth's Forward Air animation slightly adjusted to better match Melee.
  • Change Marth's Down Air animation slightly adjusted to better match Melee.
  • Change Marth's Side B has added overlayed color effects.

2.6b

  • Change Fixed polygonal bugs that could occur when angling his shield.
  • Change Up Tilt hitlag adjusted to match Melee.
  • Change Standing Grab animation adjusted to match Melee more closely.
  • Change Turn Grab animation adjusted to better match its range.
  • Change Side B does not continue by using the c-stick unless set to special.

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack Slash, Counter Slash 4% (base) 6% (tip) Does two slashes in front of himself. Both slashes have weak knockback even when tipped. Both hits can combo into themselves at low percent's.
Forward tilt Sharp Edge 9% (base) 13% (tip) A fast forward sword swipe upward. Has a hitboxes that can send the enemy both vertically and horizontally. Has decent knockback when tipped.
Up tilt Anti-Air Slash 9% (base) 10% (base) 12% (tip) 13% (tip) Swings his sword in a large arc above his head, with a large hitbox that can hit enemies behind him. Can be used to juggle and can be followed up by a forward smash, an up smash, a neutral air, or an up air. It can also set up aerial combos. Kills reliably at 135% and above when tipped on lightweights and 150% and above on heavyweights.
Down tilt Low Stab 9% (base) 10% (tip) A quick crouching sword poke. It is very useful for edgeguarding, and it can safely be used to interrupt approaches or follow-ups. It can combo into a grab or dash attack below 100%.
Dash attack Raid Chop 9% (base) 11% (base) 12% (tip) A quick upward diagonal slash with medium lag, high range, and relatively high damage. Sends opponents above him when tipped and behind him when not tipped.
Forward smash Dragon Killer 14% (base) 20% (tip) Rotates body counter-clockwise with a strong arc-like swing from his head to the ground. Very fast start-up, good horizontal and vertical reach, but has noticeable ending lag. The tip can KO at closer distances to the blast lines as early as 75% on lightweights and 90% on heavyweights due its very high base knockback.
Up smash Justice Sword 8% (base) 15% (base) 18% (tip) A quick, direct upward thrust. The move has extremely weak sourspots next to Marth if used on the ground. But tipped on airborne enemies it can KO as early as 80% on lightweights and 105% on heavyweights.
Down smash Whirlwind Blade 11% (base) 16% (tip) front and back swipe Sweeps his sword on the ground toward the front then toward the back. If tipped it sends opponents upward with high vertical knockback, KOing as early as 100% on heavyweights and even earlier on lightweights if used near the edge. If hit at the base, it sends opponents with low horizontal knockback, which doesn't KO reliably until 150% on lightweights 220% on heavyweights. It is generally not a safe option to use in some situations, as the attack has a fair amount of ending lag and takes longer to fully execute than his other smash attacks.
Neutral aerial Double Slash 4% 1st 10% 2nd hit Two horizontal slashes around himself. Both hits connect easily, can follow up into each other, with the second having decent knockback.
Forward aerial Aerial Swipe 9% (base) 10% (base) 13% (tip) Does a forward vertical slash (up to down). It has fairly low knockback when not tipped, but it is very fast in both start-up and ending lag, many characters can't punish it when spaced properly. Can easily be done twice in a short hop and is useful for edgeguarding as a wall of pain.
Back aerial About Face 10% (base) 13% (tip) Slashes his sword from bottom to top behind him.
Up aerial Luna Slash 9% (base) 10% (base) 13% (tip) A forward to back upward sword slash. It has low knockback, tipped or not, but it can be used to juggle opponents when combined with forward smash, up tilt, and other aerials.
Down aerial Half Moon 10% (base) 13% (tip) A forward to back downward sword slash. When tipped, it is a meteor smash with high base knockback. Vertical spacing (using a footstool to setup the move) is also a method of sweetspotting the attack. Very low start-up. It is also a risky edgeguarding move, as it has very high ending and landing lag, although some of the landing lag can be canceled by pressing the shield button if pressed before touching the ground
Grab 0% Grabs the enemy with his left hand.
Pummel Knee 3% Knees the enemy.
Forward throw Bounce 4% Grabs and pushes forward, tripping with his leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage.
Back throw Throw Away 4% Pulls and throws the enemy and extends his leg simultaneously. Similar to his down throw.
Up throw Emblem Toss 4%
Down throw Slam 5% Hooks his arm and drags the opponent to the floor sending the opponent backwards. Sets up a tipper forward smash at low percentages, and other attacks like Dancing Blade and down aerial at a ledge. Otherwise it has extremely low knockback with little KO potential.
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast) 6%
Edge attack (slow) 9%
Neutral special Shield Breaker 8% uncharged 13%, 18%, 23% partially charged 28% fully charged
Side special Dancing Blade 4% 1st 5% 2nd 9% 3rd 13% 4th

4% 2nd up 5% 3rd up 9% 4th up

11% 3rd down 15% 4th down (5 x 3%)

Up special Dolphin Slash 7% (tip) 10% (body) 13% (body)
Down special Counter 7%
Final Smash Critical Hit 60% Marth lunges in one direction, attacking the first opponent. Immense knockback, enough to one-hit KO any character.

In competitive play

Notable players

Palette swaps

Marth's palette swaps in PM

External links