Marth (SSBU): Difference between revisions

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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|tier = C+
|ranking = 54
|ranking = 55
}}
}}
'''Marth''' ({{ja|マルス|Marusu}}, ''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 character|unlockable]], instead of being available from the [[starter character|start]]. Marth is classified as [[Fighter number|Fighter #21]].
'''Marth''' ({{ja|マルス|Marusu}}, ''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 character|unlockable]], instead of being available from the [[starter character|start]]. Marth is classified as [[Fighter number|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 {{s|wikipedia|Yuri Lowenthal}}, who reprises his role from {{uvm|Code Name: S.T.E.A.M.}} onwards. {{s|wikipedia|Hikaru Midorikawa}} reprises his role in the Japanese version, with new voice clips for the first time since ''[[Super Smash Bros. Brawl]]''.
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 {{s|wikipedia|Yuri Lowenthal}}, who reprises his role from {{uvm|Code Name: S.T.E.A.M.}} onwards. {{s|wikipedia|Hikaru Midorikawa}} reprises his role in the Japanese version, with newly recorded voice clips for the first time since ''[[Super Smash Bros. Melee]]''.<ref name="nindsp">Nintendo Dream (February 2019) interview ([https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-his-health-choosing-bosses-and-spirits-new-stages-much-more/ translation])</ref>


Marth is ranked 54th out of 82 on the current [[tier list]], placing him in the B- tier. This is a large drop from his placement of 11th/12th out of 54 in ''SSB4'' where he was tied with {{SSB4|Ryu}}, and is his worst placement in the series to date. This is also a significant drop compared to his [[Echo Fighter]], {{SSBU|Lucina}}, who is currently ranked 22nd out of 82 and is placed in the A+ tier. This drastic difference in tier placement is due to Marth's reliance on landing tipper hits to get KOs. This combined with Marth's tipper hitboxes being smaller than in ''Smash 4'' and ''Ultimate''{{'}}s faster engine making spacing less effective makes him more inconsistent with netting KOs, as his sourspot hits struggle to take stocks even at high percentages (a flaw commonly dubbed "Marthritis"). Lucina's attacks, on the other hand, deal the same amount of damage and knockback regardless of where on her sword the attack lands, making her much more consistent in terms of results.
Marth is ranked 55th out of 82 on the current [[tier list]], placing him in the C+ tier. This is a large drop from his placement of 11th/12th out of 54 in ''SSB4'' where he was tied with {{SSB4|Ryu}}, and is his worst placement in the series to date. This is also a significant drop compared to his [[Echo Fighter]], {{SSBU|Lucina}}, who is currently ranked 28th out of 82 and is placed in the A- tier. This drastic difference in tier placement is due to Marth's reliance on landing tipper hits to get KOs. This combined with ''Ultimate''{{'}}s faster engine and removal of certain microspacing techniques (such as [[perfect pivoting]]) makes it more inconsistent at landing those sweetspots and netting KOs, while his sourspots, though effective for setting up combos and tech-chases, struggle to take stocks even at high percentages. Lucina's attacks, on the other hand, deal the same amount of damage and knockback regardless of where on her sword the attack lands, giving her more consistent KO capabilities.


==How to unlock==
==How to unlock==
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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 [[walk]]ing speed in the game (tied with his [[Echo Fighter]], {{SSBU|Lucina}}), a fast [[dash]]ing speed coupled with the 6th fastest initial dash, average [[air speed]], above-average [[air acceleration]], moderate [[falling speed]], and low [[gravity]].
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 [[walk]]ing speed in the game (tied with his [[Echo Fighter]], {{SSBU|Lucina}}), a fast [[dash]]ing speed coupled with the 6th fastest initial dash, 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's playstyle, as in of his other playable appearances, revolves around effective [[spacing]], due to his aforementioned [[tipper]] mechanic granting most of his sword attacks more [[damage]] and [[knockback]] near the tip of the sword, although he can now utilize his sourspot hitboxes more effectively for setting up combos and tech-chases due to his increased mobility and reduced landing lag on aerials, repurposing his former heavily spacing focused playstyle from ''SSB4'' into a more dynamic one that utilizes sourspots to initiate kill confirms and extend combos at higher percents to complement his efficient spacing game. His above average frame data, paired with his high mobility, grant him an effective although linear approach against characters that outrange him with longer disjoints or projectiles, whereas his multiple attacks with low startup and wide [[range]] all-around allow Marth to space around brawlers with lower range, this combination of traits permit him to adapt to different gameplans and characters.


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 is 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, and 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 {{SSBU|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.
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 is 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, and 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 {{SSBU|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.
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==Changes from ''[[Super Smash Bros. 4]]''==
==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 nerfed overall, although with some compensations.
Marth has been a high-ranking character in all of his appearances in the series, with both ''Melee'' and ''Brawl'' ranking him as one of the best characters, and although ''SSB4'' initially heavily nerfed him, he was significantly buffed by game updates, allowing him to be ranked favorably once again. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to ''Ultimate'', but he has been nerfed overall.


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-trot]]ting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also makes them safer for spacing and approaching, while also enhancing their combo ability, giving the sourspots better safety on hit on landing and more reliable kill confirms into tippered attacks. 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. [[Dancing Blade]] has been sped up greatly, making its hits link into each other much more consistently, and the tippered forward forth hit has significantly higher knockback, being able to kill below 50% at the ledge with no rage. The ability to angle [[Shield Breaker]] vertically benefits him more than his echo fighter since the down angled version will always tipper when doing a two-frame successfully. He got some improved hitboxes as well, [[Counter]] has more range, being larger than Lucina's now, his dash attack and uptilt are easier to tipper and stronger in both damage and knockback, with his dash attack also being safer on shield due to its significantly higher shieldstun multiplier, being safe against some characters when spaced correctly. The tipper hitbox of his down smash deals more knockback, while the tipper hitbox of up aerial and the meteor hitbox of down aerial are easier to hit as well.
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-trot]]ting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also makes them safer for spacing and approaching, while also enhancing their combo ability, giving the sourspots better safety on hit on landing and more reliable kill confirms into [[tipper]]ed attacks. 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 edgeguarding game.


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, removing its powerful [[jab cancel]] from ''SSB4'' that was useful to Marth's gameplan in exchange of more situational jablock capabilities. 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 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 slightly more difficult. This makes it more important for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and score KOs.
When it comes to direct changes, [[Dancing Blade]] has been sped up greatly, making its hits link into each other much more consistently, and the tippered fourth forward hit has significantly higher knockback, being able to KO at much lower percentages than before. The ability to angle [[Shield Breaker]] vertically increases the move's coverage, to the point the down angled version will always tipper in a successful [[edge#2 frame punish|2 frame punish]]. Many of his moves such as dash attack, up tilt, up aerial and down aerial are easier to tipper, while some of them are also stronger in both damage and knockback.
Furthermore, despite benefiting from some of the changes to the gameplay mechanics, Marth is also harmed by them, 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 less effective and 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 lower percentages. Thus, Marth is now generally agreed to be inferior to his Echo Fighter, Lucina, who is widely regarded as much easier and more lenient to play, and superior to him as a result, whereas Marth is more difficult and considered less rewarding to use overall.
However, Marth has received some noteworthy, direct nerfs, most notably to his KO ability and [[neutral attack]]. Some of Marth's sourspotted attacks (most notably forward smash and Dancing Blade's 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 slightly more difficult. Additionally, his up throw, previously an emergency KO option with the aid of [[rage]], is slightly weaker as well. This makes it more important for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and score KOs. 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, removing its powerful [[jab cancel]] from ''SSB4'' that was useful to Marth's gameplan in exchange of more situational jab [[lock]] capabilities.


As a result of his nerfs, Marth's tournament representation is poor, and he has hardly achieved any results in ''Ultimate''{{'}}s early metagame; notably, both {{sm|MkLeo}} and {{sm|Mr. E}}, his two strongest players from ''SSB4'', have dropped him in favor of Lucina, although MkLeo has dropped her as of late as well, occasionally returning to using Marth in low-profile tournaments. {{Sm|Rizeasu}} has recently placed 7th at {{Trn|Kagaribi 6}} and {{Trn|Sumabato SP 22}} with Marth as his most used character, while players like {{Sm|Ignaize}} and {{Sm|Kreeg}} have find success co-maining the character in local circuits.
Marth's specials and grab game have also been weakened. [[Dolphin Slash]] and [[Counter]] are a bit more punishable than before, and Dancing Blade deals less damage in exchange for its improved linking potential. Aside from the nerf to his up throw, forward throw has also lost its combo potential. His less rewarding grab and larger reliance on sweetspotted attacks now weakens Marth's options against shields.
Due to Lucina's dominance and Marth's significantly lower results, his competitive perception has been poor, with many players ranking him noticeably lower than Lucina, often ranking him as a mid tier character ({{Sm|VoiD}}, {{Sm|ESAM}}, and {{Sm|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 {{sm|MkLeo}}, {{Sm|Meru}}, and {{Sm|Leffen}} acknowledging Marth's strengths over Lucina and even Roy still being significant enough to keep him from falling too far behind them, while players such as {{Sm|Nicko}} and {{Sm|Vendetta}} believe he is actually better than Lucina, considering him a high tier character with potential to become top tier. Due to this, Marth's current competitive viability is highly debatable, and it is unknown how he will fare in the long run.
 
Despite benefitting from some of them, Marth has been also hindered by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while improving his approach and further increasing his already fast mobility, has also 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 further magnifies his spacing troubles. 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 edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.
 
Overall, the buffs Marth got and the benefits he 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, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponents while remaining at a safe distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues, making it slightly easier and more rewarding for him to land some of his tipper hitboxes and slightly improving his dash grab range, though these buffs did not raise his standing significantly. As a result, Marth performs worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to his Echo Fighter and semi-clone, {{SSBU|Lucina}} and {{SSBU|Roy}}, who are widely regarded as more rewarding than him and thus superior as a result.


{{SSB4 to SSBU changelist|char=Marth}}
{{SSB4 to SSBU changelist|char=Marth}}


==Update history==
==Update history==
Marth was slightly buffed via game updates. Marth received a small, yet worthwhile buff to his dash grab's vertical range in update {{SSBU|3.0.0}}, which was shared with his three derivatives ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}). This most notably increased the consistency of their grabs against some shielding opponents, such as {{SSBU|R.O.B.}}.
Marth was slightly buffed via game updates. Marth received a small, yet worthwhile buff to his dash grab's vertical range in update {{SSBU|3.0.0}}, which was shared with his three derivatives ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}). This most notably increased the consistency of their grabs against some shielding opponents, such as {{SSBU|R.O.B.}}


After a long absence from patch notes, Marth was given a few worthwhile buffs in update {{SSBU|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.
After a long absence from patch notes, Marth was given a few worthwhile buffs in update {{SSBU|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.
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|neutral1dmg=3%/5%
|neutral1dmg=3%/5%
|neutral2dmg=4%/6%
|neutral2dmg=4%/6%
|neutraldesc=Slashes Exalted Falchion twice in front of himself. The first hit's tipper pulls opponents toward Marth, ensuring that the second hit connects, although connecting it into the tippered second hit can be difficult. The first hit can also [[jab lock]].
|neutraldesc=Slashes Falchion twice in front of himself. The first hit's tipper pulls opponents toward Marth, ensuring that the second hit connects, although connecting it into the tippered second hit can be difficult. The first hit can also [[jab lock]].
|ftiltname=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}})
|ftiltname=Hard Edge ({{ja|ハードエッジ|Hādo Ejji}})
|ftiltdmg=9%/12%
|ftiltdmg=9%/12%
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|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltdmg=6% (blade), 5% (body), 10% (tip)
|utiltdmg=6% (blade), 5% (body), 10% (tip)
|utiltdesc=Swings Exalted Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself or aerials at low percentages and KO at high percents when tippered. Covers platforms very well and is useful for juggling, and as of update 12.0, when tippered it is the 6th strongest up tilt in the game, narrowly beating {{SSBU|Roy}}’s and only losing to {{SSBU|King Dedede}}’s.
|utiltdesc=Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself or aerials at low percentages and KO at high percents when tippered. Covers platforms very well and is useful for juggling, and as of update 12.0, when tippered it is the 6th strongest up tilt in the game, narrowly beating {{SSBU|Roy}}’s and only losing to {{SSBU|King Dedede}}’s.
|dtiltname=Low Thrust ({{ja|ロースラスト|Rō Surasuto}})
|dtiltname=Low Thrust ({{ja|ロースラスト|Rō Surasuto}})
|dtiltdmg=7%/10%
|dtiltdmg=7%/10%
|dtiltdesc=A quick crouching sword poke. Has the lowest ending lag out of Marth's tilts, making it useful for interrupting grounded approaches and creating space. Deals [[semi-spike]] knockback, making it useful for edgeguarding. The tipper knocks opponents into a [[tumble]] around roughly 60%, with the blade hit starting to do so around roughly 125%, which can force opponents into a [[tech chase]] situation.
|dtiltdesc=A quick crouching sword poke. Has the lowest ending lag out of Marth's tilts, making it useful for interrupting grounded approaches and creating space. Deals [[semi-spike]] knockback, making it useful for edgeguarding. The tipper knocks opponents into a [[tumble]] around roughly 60%, with the blade hit starting to do so around roughly 120%, which can force opponents into a [[tech chase]] situation.
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashdmg=9% (body), 10% (blade), 13% (tip)
|dashdmg=9% (body), 10% (blade), 13% (tip)
|dashdesc=A quick, running, upward-sweeping diagonal slash. It is rather slow for a dash attack but deals quite high knockback if tippered; This move sports impressively high base knockback but poor knockback growth, capable of KO'ing lightweights at around 45% at ledge and yet being incapable of KO'ing those same characters from center stage until around 130%, making it very fickle as a KO option. It has notable ending lag and very low hit lag if untippered, making it rather unsafe against shields, especially since the tipper is quite hard to connect with. The ability to use the faster, safer, and more consistent forward tilt out of dash makes this move's use rather niche. Resembles Marth's attack after sprinting toward an enemy in ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|dashdesc=A quick, running, upward-sweeping diagonal slash. It is rather slow for a dash attack but deals quite high knockback if tippered; This move sports impressively high base knockback but poor knockback growth, capable of KO'ing lightweights at around 80% at ledge and yet being incapable of KO'ing those same characters from center stage until around 130%. It has notable ending lag and very low hit lag if untippered, making it rather unsafe against shields, especially since the tipper is quite hard to connect with. The ability to use the faster, safer, and more consistent forward tilt out of dash makes this move's use rather niche. Resembles Marth's attack after sprinting toward an enemy in ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashdmg={{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|18}}
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Very fast startup at frame 10 (tied with several others for the fastest of any forward smash), but high ending lag. Although lackluster when hit with the blade, only beginning to KO starting from 120% at ledge and much later at center stage, the tipper of this attack has incredible knockback, being able to KO middleweights at 75% from the stage's center and as low as 37% near the edge. This makes it incredibly potent compared to other forward smashes with the same damage output, and when the speed difference versus forward smashes of similar KO potential is taken into account, it becomes one of the strongest forward smashes in the game. 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 percentages. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs.  Similar to some of Marth's attacks with the Falchion in ''Shadow Dragon and the Blade of Light''.
|fsmashdesc=Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Very fast startup at frame 10 (tied with several others for the fastest of any forward smash), but high ending lag. Although lackluster when hit with the blade, only beginning to KO starting from 115% at ledge and much later at center stage, the tipper of this attack has incredible knockback, being able to KO middleweights at 70% from the stage's center and as low as 40% near the edge. This makes it incredibly potent compared to other forward smashes with the same damage output, and when the speed difference versus forward smashes of similar KO potential is taken into account, it becomes one of the strongest forward smashes in the game. 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 percentages. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs.  Similar to some of Marth's attacks with the Falchion in ''Shadow Dragon and the Blade of Light''.
|usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}})
|usmashname=Justice Sword ({{ja|ジャスティスソード|Jasutisu Sōdo}})
|usmashdmg={{ChargedSmashDmgSSBU|3}} (ground), {{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|17}} (tip)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (ground), {{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|17}} (tip)
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|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashdmg={{ChargedSmashDmgSSBU|8}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|17}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|8}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|17}} (hit 2)
|dsmashdesc=Sweeps Exalted Falchion on the ground toward the front-outward then toward the back inward. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback. It also has high ending lag.
|dsmashdesc=Sweeps Falchion on the ground toward the front-outward then toward the back inward. The back hit has much stronger power, while the front hit is somewhat weak unless tippered, where it will do considerable knockback. It also has high ending lag.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairdmg={{ShortHopDmgSSBU|3.5}}/{{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|9.5}} (hit 2)
|nairdmg={{ShortHopDmgSSBU|3.5}}/{{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|9.5}} (hit 2)
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|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|11.5}}
|fairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|11.5}}
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat, and its reasonably low landing lag and strong tipper make it very safe when spaced properly. Its tipper is also decently strong, KOing middleweights at the edge around 133%. Around 24% with the tipper, or around 40% with the sour spot, it begins to knock opponents into a tumble, which can force a tech chase situation. Similar to the animation some units have when attacking in ''Shadow Dragon and the Blade of Light''.
|fairdesc=Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat, and its reasonably low landing lag and strong tipper make it very safe when spaced properly. Its tipper is also decently strong, KOing middleweights at the edge around 130%. Around 21% with the tipper, or around 36% with the sour spot, it begins to knock opponents into a tumble, which can force a tech chase situation. Similar to the animation some units have when attacking in ''Shadow Dragon and the Blade of Light''.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|12.5}}
|bairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|12.5}}
|bairdesc=An upward crescent slash behind him in an inward swipe. It has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. It can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Has a rather strong tipper given its speed, KOing middleweights at the edge around 90%.
|bairdesc=An upward crescent slash behind him in an inward swipe. It has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. It can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Has a rather strong tipper given its speed, KOing middleweights at the edge around 100%.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairdmg={{ShortHopDmgSSBU|9.5}}/{{ShortHopDmgSSBU|13}}
|uairdmg={{ShortHopDmgSSBU|9.5}}/{{ShortHopDmgSSBU|13}}
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|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Spins around gracefully and slashes Exalted Falchion in a circle.
|floorfdesc=Spins around gracefully and slashes Falchion in a circle.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings Exalted Falchion behind, then in front of him before getting up.
|floorbdesc=Swings Falchion behind, then in front of him before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
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|nsname=Shield Breaker
|nsname=Shield Breaker
|nsdmg=8%/9% (uncharged), 22%/24% (fully charged)
|nsdmg=8%/9% (uncharged), 22%/24% (fully charged)
|nsdesc=Marth assumes a readying stance and charges Exalted Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[perfect shield]]ed. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with a very high startup. Deals very high knockback when tippered, making it a powerful KOing option, (bring one of the strongest neutral specials in the game) although it is still weaker than his tippered forward smash. It can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head.
|nsdesc=Marth assumes a readying stance and charges Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[perfect shield]]ed. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with a very high startup. Deals very high knockback when tippered, making it a powerful KOing option, (bring one of the strongest neutral specials in the game) although it is still weaker than his tippered forward smash. It can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head.
|ssname=Dancing Blade
|ssname=Dancing Blade
|ssdmg=Varies (see below)
|ssdmg=Varies (see below)
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|fsname=Critical Hit
|fsname=Critical Hit
|fsdmg=60%
|fsdmg=60%
|fsdesc=Marth raises Exalted Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to [[one-hit KO]] any character on any roofless stage. This move is impossible to [[tech]] unless using Final Smash Meter or against Shulk's [[Monado Arts|Shield Monado Art]] at a very low percentage. Pressing the special button again will cause him to stop mid-dash.
|fsdesc=Marth raises Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to [[one-hit KO]] any character on any roofless stage. This move is impossible to [[tech]] unless using Final Smash Meter or against Shulk's [[Monado Arts|Shield Monado Art]] at a very low percentage. Pressing the special button again will cause him to stop mid-dash.
}}
}}


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| Fourth Hit (Down) || 2% (hit 1-4), 4%/5% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers.
| Fourth Hit (Down) || 2% (hit 1-4), 4%/5% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers.
|}
|}
===Stats===
{{Attributes
| cast=89
| weight=90 | rweight=61-63
| dash=2.255 | rdash=6-10
| run=1.964 | rrun=23-24
| walk=1.575 | rwalk=1-2
| trac=0.114 | rtrac=31-33
| airfric=0.00375 | rairfric=87-89
| air=1.071 | rair=42-43
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.075 | rgravity=75-78
| fall=1.58 | rfall=48-51
| ff=2.528 | rff=45-48
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33.66 | rjumpheight=33-35
| shorthop=16.26 | rshorthop=40-42
| djump=33.66 | rdjump=42-44}}


===[[Announcer]] calls===
===[[Announcer]] calls===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Hoists the Exalted Falchion into the air, emitting light from the tip while saying "This is it!" ({{ja|行くぞ!|Iku zo!}}, ''Let's go!'') Resembles his critical hit animation from ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]''.
*'''Up taunt''': Hoists the Falchion into the air, emitting light from the tip while saying "This is it!" ({{ja|行くぞ!|Iku zo!}}, ''Let's go!'') Resembles his critical hit animation from ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]''.
*'''Side taunt''': Swings the Exalted Falchion once before resheathing it, saying "I won't lose!" ({{ja|僕は負けない!|Boku wa makenai!}}, ''I won't lose!'')
*'''Side taunt''': Swings the Falchion once before resheathing it, saying "I won't lose!" ({{ja|僕は負けない!|Boku wa makenai!}}, ''I won't lose!'')
*'''Down taunt''': Swings the Exalted Falchion around and says "Keep your eyes open!" ({{ja|みんな、見ていてくれ!|Minna, miteite kure!}} ''Everyone, watch over me!'')
*'''Down taunt''': Swings the Falchion around and says "Keep your eyes open!" ({{ja|みんな、見ていてくれ!|Minna, miteite kure!}} ''Everyone, watch over me!'')
<gallery>
<gallery>
SSBUMarthTaunt1.gif|Marth's up taunt.
SSBUMarthTaunt1.gif|Marth's up taunt.
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*Brushes his hair out of his face.
*Brushes his hair out of his face.
<gallery>
<gallery>
SSBUMarthIdle1.gif|Marth's first idle pose
SSBUMarthIdle1.gif|Marth's first idle pose.
SSBUMarthIdle2.gif|Marth's second idle pose
SSBUMarthIdle2.gif|Marth's second idle pose.
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Performs Shield Breaker, then poses with Exalted Falchion at his right side, saying "The day is mine!" ("{{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}", ''This time victory is mine.''). His ending pose mirrors his official artwork from '' Smash 4''.
*'''Left:''' Performs Shield Breaker, then poses with Falchion at his right side, saying "The day is mine!" ("{{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}", ''This time victory is mine.''). His ending pose mirrors his official artwork from '' Smash 4''.
*'''Up:''' Performs a flare with his sword before sheathing it, and while still gripping it, says "I live to fight again." ("{{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}", ''I was able to survive again today.'').
*'''Up:''' Performs a flare with his sword before sheathing it, and while still gripping it, says "I live to fight again." ("{{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}", ''I was able to survive again today.'').
*'''Right:''' Jumps in the air swinging his sword twice, then lands in a pose resembling his Counter animation, saying "I cannot afford to lose!" ("{{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}", ''I can't afford to lose.'').
*'''Right:''' Jumps in the air swinging his sword twice, then lands in a pose resembling his Counter animation, saying "I cannot afford to lose!" ("{{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}", ''I can't afford to lose.'').
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
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 {{SSBU|Lucina}}, who is widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from {{Sm|MkLeo}} in 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from [[OrionRank]] co-founder {{Sm|Barnard's Loop}} showing that Marth had the third-worst representation in the game in April 2020.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title=Barnard's Loop's stats}}</ref>
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 and its impact on competitive Smash|COVID-19 pandemic]], Marth has seen steadily improved representation at locals and minor circuits. Nevertheless, Marth is considered to be more viable in the current metagame than in the early metagame, currently ranking 54th on the tier list.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Marth players (SSBU)]]''
''See also: [[:Category:Marth players (SSBU)]]''


*{{Sm|Kreeg|USA}} - The best Marth player in the United States. Placed 13th at {{Trn|LVL UP EXPO 2023}}, 17th at {{Trn|MAJOR UPSET}}, 33rd at {{Trn|Crown the Third}}, and 49th at both {{Trn|Crown 2}} and {{Trn|GENESIS 9}} with wins over players such as {{Sm|Jakal}}, {{Sm|BassMage}}, and {{Sm|Scend}}.  
*{{Sm|Kreeg|USA}} - The best Marth player in North America in 2023, with some of Marth's best American results including 13th at {{Trn|LVL UP EXPO 2023}} defeating {{Sm|Jakal}} and 17th at {{Trn|MAJOR UPSET}}.
*{{Sm|MkLeo|Mexico}} - Has picked up Marth time and time again as a secondary or counterpick and is considered the best Marth player in the world. He used the character to place 1st at {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|Smash Ultimate Summit 2}}, 4th at {{Trn|Let's Make Big Moves 2023}}, 5th at {{Trn|Scuffed World Tour}}, and 7th at {{Trn|2GG: Prime Saga}}. Ranked 1st on the [[Fall 2019 PGRU]] with the character.
*{{Sm|MkLeo|Mexico}} - Although uncommon, uses Marth from time and time as a counterpick and is considered one of the best Marth players in the world, notably ranking 1st on the [[Fall 2019 PGRU]] with Marth. He notably won {{Trn|Ultimate Fighting Arena 2019}} using Marth in most of the sets and placed 4th at {{Trn|Let's Make Big Moves 2023}} and 5th at {{Trn|Scuffed World Tour}}, notably using Marth to counterpick {{Sm|Riddles}}'s {{SSBU|Kazuya}} in the latter.
*{{Sm|Rizeasu|Japan}} -  One of the best Marth players in the world. He used the character to place 1st at {{Trn|Sumabato SP 32}}, 2nd at {{Trn|Maesuma TOP 5}}, 3rd at {{Trn|Kamisuma 13}}, 7th at {{Trn|Sumabato SP 22}}, and 9th at {{Trn|Maesuma TOP 11}} with wins over players such as {{Sm|HIKARU}} and {{Sm|Hero|p=Japan}}.
*{{Sm|Rizeasu|Japan}} -  The best Marth player in the world. Notably won the superregional {{Trn|Sumabato SP 32}} and also placed 2nd at the major {{Trn|Maesuma TOP 14}} using Marth to win several crucial sets. He is also the only globally-ranked player who uses Marth as a main, with his highest being 49th on the [[LumiRank Mid-Year 2023]].
 
===Tier placement and history===
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 this, all of Marth's prominent players from ''Smash 4'' dropped him in favor of other characters, most notably his echo fighter {{SSBU|Lucina}}, who was widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from {{Sm|MkLeo}} in the second half of 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from [[OrionRank]] co-founder {{Sm|Barnard's Loop}} showing that Marth had the third worst representation in the game in April 2020.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title=Barnard's Loop's stats}}</ref>
 
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 and its impact on competitive Smash|COVID-19 pandemic]], Marth has seen steadily improved representation at locals and minor circuits, with success from players such as {{Sm|Kreeg}}, {{Sm|Ignaize}} and {{Sm|Rizeasu}}. Furthermore, MkLeo has brought the character out on occasion, beating players such as {{Sm|Riddles}} and {{Sm|Cosmos}}. This has led to a small improvement in Marth's reputation, while he sits at 54th on the current tier list as a mid-tier character, arguments remain on whether Marth should be ranked higher, due to the positive traits he shares with Lucina and other highly regarded sword-wielding characters, as well as the untapped potential from his tipper mechanic offering him high KO capabilities with safe disjoints, or lower, due to the tipper hitboxes reliability remaining inconsistent and his poor representation in the metagame, which continues to be around the bottom 10 range.


=={{SSBU|Classic Mode}}: A Kingdom of Dragons==
=={{SSBU|Classic Mode}}: A Kingdom of Dragons==
[[File:SSBU Congratulations Marth.png|thumb|Marth's congratulations screen.]]
[[File:SSBU Congratulations Marth.png|thumb|Marth's congratulations screen.]]
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 the dragon [[fireemblem:Medeus|Medeus]] 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 [[fireemblem:Dolhr|Dolhr]], a nation of [[fireemblem:Manakete|Manaketes]] (Dragon shapeshifters).
Marth fights draconic opponents on various medieval-themed stages, referencing the prevalence of dragon enemies in all his games; moreover, his sword, [[Falchion]], was forged to slay dragons. The Mii Fighters sport dragon-themed costumes. As a reference to how Marth fights the dragon [[fireemblem:Medeus|Medeus]] 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 [[fireemblem:Dolhr|Dolhr]], a nation of [[fireemblem:Manakete|Manaketes]] (Dragon shapeshifters).


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|1||Giant {{CharHead|Charizard|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent.
|1||Giant {{CharHead|Charizard|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|2||{{Head|Yoshi|g=SSBU|s=20px}}{{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}} {{SSBU|Yoshi}} (x5)||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Under This Banner}}''||Horde Battle.
|2||{{Head|Yoshi|g=SSBU|s=20px}}{{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}} {{SSBU|Yoshi}} (×5)||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Under This Banner}}''||Horde Battle.
|-
|-
|3||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem: Mystery of the Emblem Medley}}''||King K. Rool represents {{s|fireemblemwiki|Medeus}} in his {{iw|fireemblemwiki|Shadow Dragon|class}} form in ''Mystery of the Emblem''. Bridge of Eldin resembles the map {{s|fireemblemwiki|Light and Shadow}} where Marth fights Medeus.
|3||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem: Mystery of the Emblem Medley}}''||King K. Rool represents {{s|fireemblemwiki|Medeus}} in his {{iw|fireemblemwiki|Shadow Dragon|class}} form in ''Mystery of the Emblem''. Bridge of Eldin resembles the map {{s|fireemblemwiki|Light and Shadow}} where Marth fights Medeus.
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|5||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||Giant Ridley references Medeus, the main antagonist of ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|5||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||Giant Ridley references Medeus, the main antagonist of ''Fire Emblem: Shadow Dragon and the Blade of Light''.
|-
|-
|6||{{Head|Corrin|g=SSBU|s=20px}}{{Head|Corrin|g=SSBU|s=20px|cl=Female}} {{SSBU|Corrin}} (x2)||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)|Lost in Thoughts All Alone (Remix)}}''||
|6||{{Head|Corrin|g=SSBU|s=20px}}{{Head|Corrin|g=SSBU|s=20px|cl=Female}} {{SSBU|Corrin}} (×2)||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)|Lost in Thoughts All Alone (Remix)}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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*''Super Smash Bros. Ultimate'' is the first ''Smash Bros.'' game where Marth points his sword upwards rather than downwards in his official artwork.
*''Super Smash Bros. Ultimate'' is the first ''Smash Bros.'' game where Marth points his sword upwards rather than downwards in his official artwork.
*The images of Marth facing Ridley and Rathalos, as well as Marth's Classic Mode battle sequence, are likely a reference to the common trend of ''Fire Emblem'' games ending with a boss battle against a dragon, specifically Marth's battle with {{s|fireemblem|Medeus}}, the main antagonist of the first ''Fire Emblem'' game.
*The images of Marth facing Ridley and Rathalos, as well as Marth's Classic Mode battle sequence, are likely a reference to the common trend of ''Fire Emblem'' games ending with a boss battle against a dragon, specifically Marth's battle with {{s|fireemblem|Medeus}}, the main antagonist of the first ''Fire Emblem'' game.
*Marth is the only character from the ''Fire Emblem'' series who can be unlocked in the Light Realm in World of Light.
*Marth is the only character from the ''Fire Emblem'' series who can be unlocked in [[The Light Realm]] in World of Light.
**{{SSBU|Roy}} is also found in The Last Battle, imprisoned by [[Galeem]]. This makes Marth and Roy the only ''Fire Emblem'' characters affiliated with Galeem.
**{{SSBU|Roy}} is also found in {{b|The Final Battle|World of Light}}, imprisoned by [[Galeem]]. This makes Marth and Roy the only ''Fire Emblem'' characters affiliated with Galeem.
**Coincidentally, both characters also mark their first ''Smash'' debut in ''Melee'' and have an Echo Fighter, being Lucina and Chrom, respectively.
**Coincidentally, both characters also mark their first ''Smash'' debut in ''Melee'' and have an Echo Fighter, being Lucina and Chrom, respectively.
*Marth, {{SSBU|Lucina}}, {{SSBU|Young Link}}, Roy, {{SSBU|Chrom}}, and {{SSBU|Wolf}} are the only characters that use their crouching animations from a previous ''Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).
*Marth, {{SSBU|Lucina}}, {{SSBU|Young Link}}, Roy, {{SSBU|Chrom}}, and {{SSBU|Wolf}} are the only characters that use their crouching animations from a previous ''Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).