Marth (マルス, Marth) is a playable character in Super Smash Bros. Ultimate. Like all veterans, he was officially confirmed as a playable character on June 12th, 2018. As in his appearances prior to Super Smash Bros. 4, he is unlockable, instead of being available from the start. Marth is classified as Fighter #21.
This is the first time in the Super Smash Bros. series where Marth is not solely voiced in Japanese. In international releases, Marth is voiced in English by Yuri Lowenthal, who reprises his role from Code Name: S.T.E.A.M. onwards. Hikaru Midorikawa reprises his role in the Japanese version, with new voice clips for the first time since Super Smash Bros. Brawl.
How to unlock
Complete one of the following:
With the exception of the third method, Marth must then be defeated on Castle Siege.
Marth is considered to be emblematic of swordfighters; his playstyle revolves around spacing utilizing his unique signature tipper mechanic to deal high damage and knockback at a distance from his opponent. 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's playstyle, as in all of his other playable appearances, revolves around effective spacing, due to his aforementioned tipper mechanic; his sword attacks do the most damage and knockback near the tip of the sword. His frame data is overall above-average, with many attacks having a low startup and wide range all-around, allowing him to space efficiently. Because of this, Marth aims to fight a step away from danger, without leaving himself too open to punishment.
Marth maintains well above-average KO potential in addition to his speed and maneuverability, with his sweet spotted attacks boasting impressive damage and knockback. 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. His down tilt is a safe poking tool when spaced and sets up a tech chase situation starting at 60%, and his up tilt covers a relatively wide area around Marth himself and of among the strongest of its kind in the game. Dash attack possesses extraordinarily high base knockback, KO'ing most fighters when landed at the very edge at roughly 65%, even if forward tilt surpasses it in most other scenarios. His aerials also possess high damage and knockback when sweetspotted, combined with his aerial maneuverability, grant him a respectable air game. 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, while his up smash can KO as early as 60%, earlier if Marth is standing on a platform. 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 attacks such as forward and up smash at medium percentages, and aerials at higher percentages. His tipper mechanic benefits greatly from stages with low platforms such as Battlefield, allowing Marth to tipper with much more ease against opponents using forward tilt, up tilt, and especially his forward smash by covering said platforms with mostly the tipper areas of said attacks. Higher platforms follow a similar pattern except with his aerials, most notably up aerial. In essence, Marth can make a single correct move at the correct time to cut an opponent's stock short suddenly and very early, especially when playing close to the edge.
While Marth's tipper has great KO power, the larger hitboxes of his sourspots provide benefits as well; thanks to their lower damage and knockback, they allow him to effectively combo into attacks one after another at a wider range of percentages. Most commonly, sourspotted neutral aerial when short hopped repeatedly allows Marth to carry an opponent across the stage at low percentages and rack up damage, and up tilt sets up into aerial-based combos and juggles if it connects late. His neutral aerial's first hit also acts as an effective combo starter and extender when sourspotted and landed as close to the ground as possible, as well as his up aerial. He also benefits from being one of the few characters in the game who can outright KO through effective play of his neutral and spacing game; essentially, while Marth's neutral reward is not as rewarding or damaging as some characters, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent set-ups and follow-ups.
Marth's advantage state as a whole is considerably strong. His combination of good speed and range give him powerful juggling capabilities, as he can easily dash to where a falling opponent might land and catch them with his wide attacks, especially his up tilt and up aerial. His fast and disjointed hitboxes also allow him to challenge the opponent's falling attacks safely, and his tipper only further complements this. Because of this, Marth has an easy time keeping opponents in the air and racking up damage with his up tilt and powerful up aerial. These traits also grant him strong edgeguarding abilities, as his wide aerials can cover enemy movement well, and when tippered can outright KO offstage opponents thanks to their power. Moreover, his general floatiness also allows him to recover back to the stage after edgeguarding attempts fairly safely.
Marth's special moveset provides interesting options as well; his neutral special, the aptly named Shield Breaker, deals very high shield damage, even when uncharged, and is useful for covering rolls and landings. Its best used while descending from the air when the opponent is most likely to expect a simple aerial and shield accordingly, and can even be used off-stage to challenge opponents that shield next to the edge intending to cover Marth's ledge recovery options. Dancing Blade is a four-hit combo that can be used to punish sidesteps and rolls, as well as effectively rack up damage. The final upward hit immediately puts the opponent into a disadvantaged state, and the final downward hits deal high damage. The final neutral hit can serve as an effective KOing option at higher percents, but if it successfully tippers, it can KO as early as 70% at the edge with no rage. More situationally, the first hit of Dancing Blade by itself can be used as a knowledge check on opponents: although it cannot truly combo into anything other than the rest of the move, if an opponent is not prepared to escape after getting hit by the near-instant strike, it can be used extend strings in the air, be followed up with the first hit of neutral aerial, and assist in gimping recoveries by interrupting unprepared opponents off-stage. However, those who are aware of the gap after the hit can escape with relative ease, so its use is not recommended at higher level. Dolphin Slash has quick startup, provides slight intangibility during its startup frames, is relatively strong when it first comes out and has high knockback scaling. These attributes make it an excellent out-of-shield option and combo breaker, whilst also giving him an easy and reliable combo finisher and KO option. 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. Lastly, Counter provides him with the capability to reverse attacks with 1.2× the damage, KOing if the attack was strong enough; it can also be used against opponents with slow and easily predictable recoveries.
Despite his strengths, Marth has some notable weaknesses. The most severe of these is his extreme reliance on tippers and spacing ability, which gives him a subpar up-close game at higher percents, and makes it more difficult for Marth to KO and threaten faster characters such as Pikachu, Fox, and Sonic, who rapidly pass in and out of Marth's 'Goldilocks zone' of tippers when engaging him at close range. 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 attacks are improperly spaced, and Shield Breaker is highly punishable if predicted. 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). Lastly, his edgeguarding ability, though strong, is flawed, both due to the need for tippers to definitively gimp recoveries and the moderately high ending lag on his aerials. As a result, Marth is reliant on being in a certain distance for his moves to be safe while retaining the neutral. Additionally, unlike in past iterations, Marth can have a fairly difficult time consistently landing his tipper sweetspots to begin with as a result of the faster engine and alterations to his hitboxes that made his tipper smaller. His ability to KO effectively other than a raw tippered move in neutral exists in rare and difficult setups that are heavily affected by individual character hurtboxes, player DI, and Marth's own rage, that eventually disappear once his opponent reaches an especially high percentage, leaving him very little choice but to 'fish' for an aforementioned tipper, a sourspotted smash attack, any of his specials, or an edgeguard scenario; this phenomenon is referred to by the community as "Marthritis".
Compounding the difficulty Marth experiences trying to land his tipper, the increased knockback granted by tippered attacks can actually conflict with moves that consist of multiple hits, causing them to fail to correctly sweetspot or even connect on all hits unless at very specific percentages and ranges. These include his neutral attack, neutral aerial, and most notoriously Dancing Blade; Due to the changes to Dancing Blade, it is much harder for an opponent to fall or DI out of the sequence but it is also harder for Marth specifically to land more than one tipper in any use of the move. Should he tipper any earlier hits of these aforementioned attacks, it is highly likely that the opponent will be knocked too far away for the later ones to even connect. This means that Marth must initiate each of those moves from the sourspotted areas in order for them to function correctly, and carefully time the strikes of Dancing Blade to tipper the finishers. As a result, Dancing Blade's high KO potential is offset by not only the difficulty of landing the tippered finisher, but also by it intrinsically having lower damage output than other characters' version of the move.
Marth's weak throws tie into his polarized KO power. 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. His other throws are somewhat lackluster; aside from having a fairly fast pummel, Marth's throws deal low damage and have high base knockback, making them poor for combos and damage-racking outside of down throw leading into an aerial until high percents. However, it should be noted that the high base knockback of his throws allow Marth to take advantage of his good edgeguarding capability, especially at the edge.
Anothet notable weakness is Marth's difficulty in escaping from juggles, despite being good at juggling opponents himself; his air speed is average at best, his gravity is fairly low, his weight is slightly below-average and his tall hurtbox provides an easy target. Dolphin Slash is his only reliable combo breaker, but as it leaves him helpless, it can inadvertently put him in an even worse position. Also, while Counter can be used defensively, it leaves Marth extremely vulnerable to punishment should it whiff. 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. 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.
Marth himself is somewhat vulnerable to edgeguarding, though he has options for mix-ups with his recovery. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally, since this move grants little horizontal distance, Marth is vulnerable to semi-spikes. While Shield Breaker can aid his horizontal recovery, it covers little distance without charging and does not halt his existing vertical momentum either. Marth is also heavily reliant on his double jump and directional air dodge for mix-ups in his recovery, and is in significant danger if offstage without either of them.
Overall, Marth's strengths outweigh his weaknesses. 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. In general, while he is usually considered a good character, he is also seen as weaker and more difficult to use than his Echo Fighter Lucina. Marth has received among the worst results and representation in the metagame of Ultimate; even if he is not weak, he is considered to be outclassed by Lucina competitively, who shares many of Marth's strengths with lesser weaknesses. However, starting from updates 8.0.0 and 12.0.0, players have started to have a more positive outlook on Marth as a number of his tipper hitboxes were buffed, making them easier to land and overall making him a more consistent character. This has led to the gap between him and Lucina becoming somewhat less polarizing, with some players noting his potential to rise up in the metagame.
Changes from Super Smash Bros. 4
Marth has been a high-ranking character in all of his appearances in the series, with both Melee and Brawl ranking him as a top tier character, and although SSB4 initially heavily nerfed him, he was significantly buffed by game updates, allowing him to be ranked as top tier once again. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to Ultimate, but has been predominantly nerfed overall, although with some compensations.
Marth benefits from some of the changes to the game's engine. The ability to dash cancel into any attack improves his grounded spacing ability (especially for his tilt attacks), and allow him to bait attacks with fox-trotting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also make them safer for spacing and approaching, while also enhancing their combo ability. 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. Additionally, Dancing Blade has been sped up greatly, making its hits link into each other much more consistently.
However, Marth has received some noteworthy, direct nerfs. His neutral attack, previously an excellent combo starter and neutral tool due to its first hit, has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, completely removing its powerful jab cancel from SSB4 that was useful to Marth's gameplan. 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. 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. Marth's biggest direct nerf, however, is to his KO ability; some 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. This makes it more imperative for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and to score KOs. Furthermore, despite benefiting from some of the changes to the gameplay mechanics, Marth is overall harmed by gameplay mechanics, due to his defensive playstyle. Particularly, Marth is harmed by the universal increase in mobility; while it further improves his already fast mobility, it has made landing his tippers more difficult, as the game's faster pace fosters more aggressive playstyles than in SSB4. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options only further magnifies his spacing troubles. All of this is further exacerbated by both the weakening of some of Marth's front-hitting attacks and his weakened grab game, as both make his defensive playstyle much less effective and significantly harder to properly execute. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in edge sweet spot size, making him easier to edge guard and thus worsening his survivability. Lastly, the weakening of rage also weakens Marth's ability to close out stocks at ludicrously low percentages.
Overall, the benefits Marth gained from the engine do not compensate the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots. The spacing nerfs he received were significantly detrimental, as he relies on spacing in order to knock out opponents below high percentages. In addition, the knockback nerfs to sourspotted forward smash and tipper forward aerial he received have made it more difficult for him to consistently KO his opponents at low percentages. Thus, Marth is now generally agreed to be inferior to all three of his derivatives; particularly, his Echo Fighter, Lucina, is widely regarded as much easier and lenient to play, and superior to him on top of being considered as the best swordfighter in the game, whereas Marth is more difficult and overall less rewarding to use as a result.
As a result of his nerfs, Marth's tournament representation is very poor, and he has hardly achieved any results in Ultimate's early metagame; notably, both MkLeo and Mr. E, his two strongest players from SSB4, have dropped him in favor of Lucina, though MkLeo has since occasionally returned to using Marth in low-profile tournaments. Due to Lucina's dominance and Marth's almost non-existent results, his competitive perception has been poor, with many players ranking him noticeably lower than Lucina, often ranking him as a mid tier character (VoiD, ESAM, and Mew2King in particular put him as a low tier), whereas Lucina is consistently regarded as a high- or top-tier. 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. Due to this, Marth's current competitive viability is highly debatable, and it is unknown how he will fare in the long run.
Throws and other attacks
Marth has been slightly buffed via game updates. Marth received a small, yet worthwhile buff to his dash grab's vertical range in update 3.0.0, which was shared with his three derivatives (Lucina, Roy, and Chrom). This most notably increased the consistency of their grabs against some shielding opponents, such as R.O.B.. After a long absence from patch notes, Marth was given a few worthwhile buffs in update 8.0.0. Most notably, the update repositioned the non-tipper hitboxes of his forward, back, and up aerials, thus making their respective tippers easier to hit. This substantially improved some of Marth's staple moves, and primarily benefits both his air game and his edgeguarding potential. His down smash's tipper also gained more knockback, which improved its KO potential.
In 12.0.0, Marth was once again buffed, all related to some of his tippers. The tipper of his dash attack deals 1% more damage, deals overall more knockback, and the blade hitbox was moved back slightly, making it easier to land to tipper. His up tilt also received a 1% damage increase to the tipper, allowing it to KO roughly 10% earlier, and the middle hitbox was moved to have more coverage. And finally, the tipper hitbox of down tilt was slightly enlarged and extended, and the sourspot was slightly shrunken, making it easier to land the tipper.
For a gallery of Marth's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
In stark contrast to pre-release Ultimate, where it was speculated that Marth could be the best character in the game, Marth initially saw a near-nonexistent playerbase due to nerfs such as smaller tipper hitboxes and the removal of perfect pivoting to space tippers consistently. As a result of the nerfs, all of Marth's prominent players from Smash 4 dropped him in favor of other characters, most notably his echo Lucina, who is widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from MkLeo in 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from OrionRank co-founder Barnard's Loop showing that Marth had the third-worst representation in the game in April 2020.
Subsequent patches buffed several of Marth's tipper hitboxes, making it easier to connect tippers reliably. Furthermore, since the end of the COVID-19 pandemic, Marth has saw steadily improved representation at locals and minor circuits. While this could mean that his buffs have impacted him for the better, no one is certain of his current viability yet. Nevertheless, Marth is considered to be more viable in the current metagame than in the early metagame.
Most historically significant players
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. Ultimate from July 13th, 2019 to December 15th, 2019.
See also: Category:Marth professionals (SSBU)
Classic Mode: A Kingdom of Dragons
Marth fights draconic opponents on various medieval-themed stages, referencing the prevalence of dragon enemies in all his games. The Mii Fighters sport dragon-themed costumes. As a reference to how Marth fights a dragon as the final boss in his own games, he fights Rathalos, a wyvern (clearly labeled as a dragon in the original Japanese), as the boss of his route. The name is also likely a reference to Dohlr, a former Kingdom of Manaketes (Dragon shapeshifters).
Note: All stages Marth travels to are Fire Emblem and The Legend of Zelda stages.
Role in World of Light
Marth was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Marth took notice of the massive number of Master Hands, telling the other fighters that they would "need to take down about ten [Master Hands each]." ("一人で十体ぐらい倒せばいけるか?", Maybe we can win this by taking about ten each?) He was present on the cliffside when Galeem unleashed his beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters (excluding Kirby).
During the mode itself, Marth can be unlocked early on shortly after rescuing Mario, where the player arrives at a crossroads and has the choice to rescue him, Sheik, or Villager. If one of the others is rescued first, Marth's path will be blocked by a force field created by Master Hand, which will disappear upon defeating a boss or can be circumvented by looping back to the other side.
Marth's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Marth has been unlocked. Unlocking Marth in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Fighter Showcase Video