Marth (SSB4)

Marth (, Marth) is a playable character in Super Smash Bros. 4. He was announced on the official website on November 7, 2013. He was among the first wave of amiibo figures that are compatible with SSB4, released on the same day as the Wii U version of the game. Hikaru Midorikawa is the voice of Marth in all regions; the voice clips originate from the recording sessions for Melee and were all the same ones previously used in Brawl.

Marth is ranked 11th/12th out of 54 characters on the tier list, tied with in the bottom of A tier. This is a minor fall from his 5th place position out of 38 in Brawl. Marth's positives include good overall mobility and relatively long disjointed range on all of his attacks. As with previous incarnations, all of Marth's sword-based attacks are quite rewarding if they land only at the tip of his sword, with the buffs to his tippered moves now causing them to deal very high knockback despite their quick startup, most notably in the case of forward smash, forward/back aerials, and Shield Breaker. The changes to shield mechanics also indirectly grant his tippers more safety due to them causing higher shieldstun, making it difficult for opponents to punish tippers on shield. In addition, his overall frame data is very good, such as possessing one of the lowest landing lag averages in the game, and as alluded to above, the startup of his moves is also very fast, with most of his moveset coming out before frame 10, and certain moves having little endlag to complement this further (neutral attack, forward, up, and down tilts respectively). All in all, Marth's overall speed in regards to both attacks and mobility give him a dependable neutral game, with optimal spacing being very rewarding due to the danger of his powerful tippers.

Marth's primary flaw is his emphasis on spacing, moreso than in his previous appearances, owing to the reduction in power and efficacy of his sourspotted moves. Furthermore, many of Marth's sourspotted attacks have poor shieldstun, potentially leading to punishes if Marth does not properly space his attacks. Marth is also susceptible to pressure tactics, as he lacks combo breaker attacks and his lack of a projectile prevents him from easily dealing with projectile-based camping. Like in his previous appearances, Marth also suffers from a linear, predictable recovery, and even with ledge trumping and larger ledge sweetspots, Marth is still prone to gimping.

Initially considered a low-tier character in Smash 4 while struggling to make notable tournament impacts, Marth was buffed via updates to the game, particularly in 1.1.4, owing to improvements to his reach, damage, interruptibility, and combo game. Since then, he amassed a large playerbase and above-average tournament representation.

Attributes
Marth is emblematic of sword characters, making extensive use of disjointed hitboxes and his unique tipper mechanic. His attributes remain present: he has high overall mobility, sporting the fastest walking speed in the game (tied with his clone, ), a fast dashing speed, average air speed, above average air acceleration, moderate falling speed, and low gravity, all of which is coupled with slightly below average weight.

Marth's playstyle has remained fundamentally intact from past iterations, being characterized by the properties of his sword, Falchion. His attacks deal significantly more damage and knockback if struck with the tip of the sword, encouraging and rewarding proper spacing. Being a sword-user, Marth also has the benefit of disjointed hitboxes. Many of his moves possess good range, fast startup, and cover wide arcs (e.g, his jab, up tilt, and forward aerial). As such, Marth aims to fight a step away from danger, where he can pressure the opponent without leaving himself open to punishment.

Marth's neutral game relies heavily on effective spacing. As mentioned before, Marth possesses one of the longest overall ranges in the game, which plays a vital role in his neutral, as his mobility allows him to maneuver around opponents and space attacks with relative ease, with multiple moves that are safe to throw out at tipper range or further. In comparison to Melee and Brawl, Marth's neutral game is mainly ground based, with the first hit of his jab being the cornerstone. Said move is fast, disjointed, has high range, low start up, deceptively low cooldown, and due to its hitbox arc, also acts as an anti-air. All of these traits make it exceptionally difficult to challenge. It also has excellent combo potential into many of his moves.

While his tipper is considered the most optimal, Marth's sourspot also provides benefits when he wins in the neutral, as the lower knockback on his sourspot allows him to more easily combo moves into themselves. Marth's neutral game is also unique by scaling with percent, as set-ups and combos become more rewarding at higher percents (e.g, jab 1 to forward tilt serves as a KO set-up at later percents). He also benefits from being one of the few characters in the game who can outright KO through playing his neutral and spacing game; essentially, while Marth's neutral reward is not as rewarding or damaging as other 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 special moveset has high utility. His neutral special, Shield Breaker, deals high shield damage even when uncharged, and is useful for punishing rolls or covering landings. It also grants some horizontal recovery, moreso when fully charged, and a tippered blow deals enough knockback to KO at reasonably low percents. Side special Dancing Blade is a four-hit combo that can be used to punish sidesteps and rolls, is an effective damage racker, dealing 15-20% if all hits connect, has combo and mix-up potential, and at later percents, serves as an effective KO option. It can also be used to stall in the air, giving Marth mix-up opportunities to recover, land, and edgeguard. Counter, his down special, provides him with the capability to reverse attacks with 1.2x the damage, KOing if the attack was strong enough; it can also be used against opponents with easily predictable recoveries. His up special, 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. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can stage spike reckless edgeguarders.

Marth's low gravity and average falling speed allow him to maneuver effectively in the air, and his disjointed range provides him with an innately strong edgeguarding capability. His forward and back aerials have fast startup and good range, and are strong when tippered. Down aerial is relatively quick, and it will powerfully meteor smash opponents if it hits at the center of the arc, though its timing is very strict at one frame. Forward smash's range makes it a good choice against opponents aiming their recoveries towards the ledge, and down tilt's range and speed make it good at 2-framing opponents. Both have the ability to hit below the ledge as well.

Despite his strengths, Marth is not without flaws. Due to both the changes to shield mechanics and further polarization of his sweetspots and sourspots, his heavier reliance on tippers and spacing ability gives him a relatively subpar up-close game at higher percents, which makes it more difficult for Marth to KO and threaten faster/smaller characters. 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. His tipper mechanic can equally disadvantage him when attempting to KO, as his attacks don't generate much knockback if not spaced properly, making his KO potential very inconsistent without proper spacing (most notably with forward smash, forward tilt and aerials). Lastly, his edgeguarding ability, though strong, is flawed, both due to the need for tippers 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, and to KO effectively without setups.

Marth's weak throws tie into his inconsistent 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 160%, if Marth has no rage. His throw game is poor as well; 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 very low percents, such as aerials at 0%. 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.

As a solely sword-based character, Marth's neutral also suffers from a lack of a projectile, and he can struggle against projectile heavy characters and playstyles. This ties in with his vulnerability once he loses the neutral: despite having below average weight and only average falling speed, Marth is susceptible to combos, 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, many of them come with high ending and landing lag, and also suffer from short hitbox durations (e.g, his forward aerial has a hitbox that lasts only 3 frames, comparatively high ending lag and noticeable landing lag, and along with its very strict autocancel window, it is a surprisingly poor approach option).

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 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. Marth's also heavily reliant on his double jump for mix-ups in his recovery, and is in significant danger if offstage without it.

With custom moves enabled, Marth gains options to address some of his drawbacks, at the cost of creating different ones. Dashing Assault allows him to punish landings and rolls, create trap situations, and can force opponents off the stage; but it loses the power and utility of Shield Breaker. Crescent Slash provides more horizontal recovery, but less vertical recovery. Also, while it grants him a fairly reliable follow-up from his forward throw and aerials at low percents, and can punish airdodge landings, it loses out of shield functionality. Dolphin Jump provides Marth more vertical distance and greater horizontal control, but loses all of its offensive use. Iai Counter has quicker startup (active from frame 3), increased utility, and deals electric damage as well; however it requires significantly stricter timing.

Overall, Marth's strengths considerably outweigh his flaws. He possesses notable advantages in his tipper mechanic, effective disjoint, fast mobility, above-average frame data, and a sourspot to benefit his combo game; however, his spacing and overall safety is so overly centered on his tipper mechanic that it hinders him in many ways, making his punishes unreliable due to their inconsistency. At his purest, Marth is most rewarding for players with good fundamentals, with many playstyles applicable to him due to his flaws being easily worked around with careful play. Marth has a dedicated playerbase in competitive play, with notable players such as, , , and achieving strong results at results at top-level play. As such, while he is noticeably nerfed from Brawl, he has proven to be a solid pick in competitive play after his buffs.

Changes from Super Smash Bros. Brawl
Possibly as a result of his strengths in previous appearances, Marth was severely nerfed overall in his transition from Brawl to Smash 4 (though this was partially reversed through balance updates). In general, Marth deals less damage and has worse frame data. Marth's hitboxes on most moves are now slightly more disjointed, but smaller and with less absolute range. His tipper hitboxes are generally smaller and more difficult to land, and non-tipper hits are weaker, making KOs less consistent. Although Marth's range is still very good, buffs to other veterans as well as high-tier newcomers with excellent range (e.g. Cloud, Corrin and Bayonetta) render his key advantage over other characters much less pronounced.

Marth's aerial game has been significantly nerfed. Forward aerial, a key tool in Melee and Brawl, now has more startup, cooldown, and landing lag, and auto-cancels much later. (Notably, it is no longer possible to perform two forward aerials in a short hop.) Down aerial, previously a very threatening edgeguarding tool, has a new animation with less effective reach and more startup lag, and only meteor smashes directly below Marth instead of throughout the move. Up aerial and neutral aerial have more landing lag, now being less effective for combos and juggling. Back aerial, though, has less landing lag and better knockback.

The base knockback on his throws has been significantly increased. This makes them mostly ineffective for combos and tech chases except at very low percents, but more effective at launching opponents away from centre-stage into edgeguard or juggle states. Up throw remains his only moderately effective KO throw. Chain grabbing and aerial grab release follow-ups have been removed wholesale, notably weakening Marth's grab game.

Marth has also seen a couple of nerfs to his specials: Dancing Blade's first hit is much laggier, and the full move connects less reliably as each hit is stronger and transitions more slowly. Dolphin Slash is weaker and has less intangibility when used on the ground.

However, Marth has received noticeable buffs in other areas. Shield Breaker has improved utility due to Smash 4's weaker shields and higher shieldstun, and Counter reflects attacks with significantly increased knockback. Some of his moves are stronger when tippered, an example being forward smash, which is now the third strongest in the game. As Dolphin Slash was relatively susceptible to edge-hogging and suffered from the landing lag glitch, it greatly benefits from the new ledge mechanics, improving Marth's recovery. His ground game has also been buffed in some ways, with his neutral attack, forward tilt, up tilt and down smash all having decreased ending lag. The first hit of jab now launches opponents vertically upwards, allowing many new combos into different moves (although removing its ability to jab lock). Many of his tipper hitboxes have moved further along his sword, and largely benefit both from the increased shieldstun and shield damage and the fact that moves with high hitlag multipliers are now more advantageous on shield. His grounded mobility options are also improved: his dash speed is higher, making his extended dash-dance and perfect pivot very effective. These changes give him a better grounded spacing and combo game. Marth also benefits from rage when facing characters who are lighter than him.

In the end, while Marth was previously considered to be one of the characters to have been the most severely nerfed in the transition to Smash 4 (alongside, , , , , and ), game updates brought useful buffs that significantly increased his effectiveness, while his key strengths remain from his previous two iterations were retained albeit to a lesser extent. While he is still nerfed from Brawl overall, the changes to the game's mechanics benefit him (despite receiving some noticeable nerfs from them) and most other returning veterans who were in Brawls higher tiers saw a similar treatment which has lead him to being similarly effective relative to the cast and he is still be considered as a viable character in Smash 4s metagame.

Ground attacks

 * Neutral attack:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:

Aerial attacks

 * Neutral aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:

Throws/other attacks

 * Grabs:
 * Pummel:
 * Forward throw:
 * Back throw:
 * Up throw:
 * Down throw:
 * Pummel:
 * Forward throw:
 * Back throw:
 * Up throw:
 * Down throw:
 * Forward throw:
 * Back throw:
 * Up throw:
 * Down throw:
 * Up throw:
 * Down throw:
 * Down throw:
 * Down throw:

Special moves

 * Shield Breaker:
 * Dancing Blade:
 * Hit 1:
 * Hit 2:
 * Hit 3:
 * Hit 4:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Dancing Blade:
 * Hit 1:
 * Hit 2:
 * Hit 3:
 * Hit 4:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Hit 3:
 * Hit 4:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Hit 4:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Hit 4:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Dolphin Slash:
 * Counter:
 * Critical Hit:
 * Counter:
 * Critical Hit:
 * Counter:
 * Critical Hit:
 * Counter:
 * Critical Hit:
 * Counter:
 * Critical Hit:
 * Critical Hit:
 * Critical Hit:
 * Critical Hit:
 * Critical Hit:
 * Critical Hit:
 * Critical Hit:

Update history
Marth has been considerably buffed ever since patch 1.0.6, giving him more follow-up options, and drastically improved frame data on all of his aerials and some special moves; however, it is 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 tippered attacks much safer on shield, the same changes reduce his sourspotted attacks safety even further, due to their lower hitlag, making them overall less safe than those of his moveset clone,. These changes make precise spacing of his attacks mandatory, as the decreased safety of his sourspotted moves can result in heavy punishment; though when properly spaced, they are almost unpunishable. Shield Breaker also deals less shield damage, making it more difficult to wear down shields when partially charged, though the increased shield damage of tippered aerials can mitigate this. The small landing lag reduction on all of his aerials and ending lag on all of his ground attacks have helped mitigate the lag issues with most of his moves and improved his combo game, giving him a more offensive playstyle with fewer flaws in defending. The strengthening of up tilt and Dolphin Slash, and the multiple buffs to Dancing Blade so its hits link better together have also noticeably improved three of his moves that were previously considered situational. Marth was significantly buffed in patch 1.1.4, with increased damage improving his previously poor damage racking, better frame data, and the increased tipper hitboxes that not only address his worsened range, but also improved his aerial game and juggle abilities. Overall, Marth has been significantly buffed and is more viable since the original version, but he still remains rather nerfed compared to Brawl.

 1.0.4

 1.0.6

 1.0.8

 1.1.0

Technical changelist 1.1.0

 1.1.1

 1.1.3

 1.1.4

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%.

For a gallery of Marth's hitboxes, see here.

Tier placement and history
In the early lifespan of Smash 4, players quickly recognized the changes and nerfs to Marth's moveset, with players mostly criticizing on his range; while still notable, and even improved in some aspects from Brawl, it was nowhere near as impressive due to other characters receiving significant range increases. This culminated in Marth being widely regarded poorly early on; however, Marth received small buffs in balance patches, and by the time of updates 1.0.8 and 1.1.0, Marth received some notable buffs that helped mitigate some of his initial issues, which contributed to the growth of his playerbase, thanks to dedicated players such as, and. While Marth's results were still poor overall, the buffs improved his perception as a character, culminating in him being ranked 41st on the first 4BR tier list.

Marth would continue to improve with time, and gained his most significant buffs in updates 1.1.3 and 1.1.4. These buffs, supplemented with previous ones, allowed Marth's game to flow far more consistently, and allowed his playerbase to gain significantly better and more consistent results. As an example, was able to achieve strong placings in Japan, a region considered to be difficult for him to earn high results. In the USA and Canada, Mr E was able to place 5th at KTAR XVII, 17th at GOML 2016 and 13th at EVO 2016 (defeating 2-1 in the latter tournament), while Pugwest placed 17th at Pound 2016 and EVO 2016, and False placed 17th at GOML 2016, with such finishes prior to the patch being almost unspoken of for him. Most notably, begun bringing in his share of highlights: this included 1st place at Smash Factor 5 while using Marth through a majority of the tournament, and notably resetting the Grand Finals bracket against 's Sheik 3-0. Overall, Marth gained between the 12th and 16th best overall tournament results from patch 1.1.4 to present time, and all of these traits allowed Marth to rise to 19th on the second official tier list, gaining the second largest rise between the first and second tier lists.

While his placement on the second tier list was considered to be fairly accurate, some top players (e.g, ZeRo and ) believed Marth to be too low, and his increasing tournament success further called his placement into question: Leo won Canada Cup 2016 after beating in very close sets of Grand Finals with Marth, he beat ZeRo 3-0 at 2GGT: ZeRo Saga in Losers Semi-finals and turned around a harsh deficit in Grand Finals against Larry Lurr using only Marth, and he won GENESIS 4 using Marth for the entirety of Top 8 (although he used  exclusively prior to this). These even stronger results have helped Marth rise further in the third tier list, at 10th place, this tier rise being the third highest between the second and third tier lists.

However, while Marth has continued to perform well in the current metagame and has achieved strong results, his current placement has been recently disputed due to some smashers viewing Leo as the only Marth player to place very high at major tournaments, while Leo himself has used his other main, Cloud, more frequently over Marth. Mr E had also began to use Lucina more often in tournament. In addition, characters ranked below him on the tier list such as have placed higher than Marth in tournaments as of late. As a result of this, Marth dropped one spot to 11th/12th place, now sharing the spot with. In spite of these slight downturns, he has tremendously improved throughout the competitive lifespan of the game, and is one of the characters that had its meta developed the most, alongside.

Notable players
Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.
 * - Ranked 9th on the Arizona Smash 4 Power Rankings; 7th at MVG Sandstorm.
 * - The best Marth in MD/VA. Ranked 4th on the MD/VA Power Rankings. Has set wins over, and.
 * (#73) - One of the best Marth players in the United States. Ranked 41st on the Panda Global Rankings v2, and 5th on the New Jersey Smash 4 Power Rankings; 1st at Midwest Mayhem 3, 7th at CEO 2016, 13th at 2GGT: KTAR Saga, and 17th at Pound 2016 and Get On My Level 2016.
 * - One of Japan's best Marth players. Ranked 110th on the JAPAN Power Rankings; 2nd at Sumabato 13, 3rd at Karisuma 11, 5th at Waseda Festival 2016, and 9th at Umebura BenQ ZOWIE Cup. An excellent Doubles player with ; 1st at Karisuma 10, 2nd at Sumabato 14.
 * (#3)- Widely considered to be the best Marth player in the world. Ranked 1st on the Panda Global Rankings v5, and 1st on the Mexican Smash 4 Power Rankings; placed 1st at Smash Factor 5, 2GGT: ZeRo Saga, GENESIS 4 and GENESIS 5, GameTyrant Expo 2017, 2GG Championship, EVO Japan 2018,, and Super Smash Con 2018.
 * (#37)- The second best Marth player in the world prior to solo maining . Formerly ranked 28th on the Panda Global Rankings v4, and 2nd on the New York City Smash 4 Power Rankings; 1st at Glitch 2, 5th at Endgame and UGC Smash Open, 9th at The Big House 6, and 13th at EVO 2016.
 * (#91) - One of the best Marth players in the United States. Ranked 39th on the Panda Global Rankings v2, 2nd on the New England Smash 4 Power Rankings and 1st on the Rhode Island Smash 4 Power Rankings; 1st at GUMS 9, 9th at Showdown: Battle Royale, and 17th at EVO 2016. He and comprise one of the best Doubles teams in the world; 3rd at The Big House 6, 4th at UGC Smash Open, 5th at GENESIS 3 and CEO 2016, and 9th at GENESIS 4.
 * (#68) - A master of diversity. Currently the best Marth player in Japan, though he also plays other characters in tournament. 4th at Karisuma 10 and Sumabato 15, 5th at Hirosuma 5, 9th at Sumabato 9 Sumabato 12, Karisuma Tokaigi Qualifiers and Sumabato 17. Ranked 20th on the JAPAN Power Rankings.

Solo Events

 * All-Star Battle: Melee: Marth is one of the opponents fought in this event. All opponents featured had debuted in Melee.
 * In the Name of the Hero-King: Marth must defeat in a stamina battle.
 * The Ultimate Swordsman: Marth is one of the seven opponents must defeat.
 * Unwavering Chivalry: must defeat Marth without KOing  or.

Co-op Events

 * A Royal Errand: Marth and must work together to collect 500G from  and  in a coin battle before the stage reaches the Bazaar.
 * The Ultimate Battle: Two players must select their characters and defeat the entire roster (prior to DLC).

Trivia

 * Despite now only grunting instead of talking when doing his Counter, the voice clips of him speaking are still in his Sound Test. Interestingly, Marth can be heard talking while countering in Roy's reveal trailer.
 * Dashing Assault makes a "woosh" sound when used, but in 's reveal trailer it makes the "shing" sound when executed, likewise when Marth performs his standard Shield Breaker.
 * Marth, Roy and are the only characters to speak Japanese in every regional version of Super Smash Bros. 4.
 * Marth's sword and its sheath are not present in his artwork for the cover of Super Smash Bros. for 3DS.
 * Super Smash Bros. 4 marks the only appearance of Marth as a starter character.