Marth (SSBB): Difference between revisions

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'''I like Marth!'''
:''This article is about Marth's appearance in [[Super Smash Bros. Brawl]].  For other uses, see [[Marth]].''
:''This article is about Marth's appearance in [[Super Smash Bros. Brawl]].  For other uses, see [[Marth]].''



Revision as of 07:51, July 13, 2009

I like Marth!

This article is about Marth's appearance in Super Smash Bros. Brawl. For other uses, see Marth.
Marth
Marth
FireEmblemSymbol.svg
Universe Fire Emblem
Appears in SSBM
SSBB
Availability Unlockable
Tier A (7)


Marth (マルス, Marusu) is a character in Super Smash Bros. Brawl. Marth appears in the game's opening video, standing back to back with Meta Knight. It is uncertain whether Marth has improved or been nerfed since Super Smash Bros. Melee (in which he was considered 2nd best on the tier list, and is 2nd best on Brawl's list excluding newcomers), as he has gained the ability to escape from most combos, Dolphin Slash improved, and Counter deals more damage, but his standard attack combo is slower, his standard special is harder to hit with, and the range of his sword and grabs is shorter. He ranks 7th on the current Brawl tier list due to great matchups, priority, range, speed, and power when he lands an attack on the tip of his sword.

Unlocking

Complete one of the following:

  • Play 10 matches in Brawl, then defeat Marth
  • Finish Classic mode on any difficulty, then defeat Marth
  • Get Marth to join your party in The Subspace Emissary

Attributes

Marth in SSBB is basically a reprise from SSBM. He retains status as a quick-footed, high priority (due to sword) character, with strong aerial moves. Marth also retains certain qualities, such as more power at the tip of his blade, which changes many parts of his game. This tip is the basis for Marth's very potent down air spike, the basis for his down tilt edge guard, and also for the famous Ken combo. Thus, all of Marth's smashes, tilts, and aerials are even more powerful when landed on the tip. Most of Marth's attacks attacks have little starting lag and great range. Also among Marth's assets are the fastest counter in the game, the ability to escape from most chain grabs by using his Dolphin Slash that can even KO if the opponent is at high percentages, grabs that complement his smashes, and the best air defense. Dancing Blade does high damage and counts as four attacks in the refresh counter, making it great to refresh his other moves as well as high damage in the opponent. With great aerial moveset and air defense, Marth is almost unparalleled in the air. Marth can also chain grab a number of characters using his forward and down throw and after a tipped forward smash for 40% damage and has a grab release infinite on Lucas and Ness.

Things that work to Marth's disadvantage are few, but potent. He is somewhat light for his play-style (and height), his throws are weak in terms of damage (doing usually only 4% per throw, with the exception of his down throw, which does 5%), his horizontal recovery is poor, his attacks when not tipped are somewhat ineffective and harder to hit with (although some attacks are easy to sweetspot like Uair and Dtilt), he lacks a projectile, and, when shielded, his attacks can be easily punished (though his standard special has the ability to break shields that still allow shield pressure) due to their hitlag.

Still, Marth can use his range, priority and speed to overcome his weaknesses.

Changes from Melee to Brawl

As aforementioned, it is difficult to tell whether Marth has been buffed or nerfed from Melee to Brawl. His grabs and sword are shorter. On the upside, his dolphin slash now goes a bit more horizontal distance, and it is stronger as an offensive move when the non-tipped sweetspot hits. It also grants him invincibility frames, which allow him to escape most chaingrabs and be used as a second counter. His counter now deals 1.1x damage back with a minimum of 8% damage. On the downside, his standard attack combo is slower, and the tip of Marth's blade is harder to hit with. Marth's Dancing Blade is faster, and it is now easier to connect all four attacks. It also makes colors depending on which direction is chosen. The hitlag on his tipped forward smash, tipped down smash, and tipped down aerial are much longer. Marth's side smash is more powerful when tipped and less powerful when non-tipped. Marth's dash speed has decreased, although only slightly. Marth's tipped down smash has decreased in knockback. Marth's shield breaker is now a stab (straight angle, not an easier-to-hit-with vertical slash like in Melee). It charges much faster, but it's no longer an effective edge-guard move and requires full charge to have high knockback. Other changes include drasticlly reduced falling speed, his tipped forward aerial and tipped dash attack have horizontal knockback instead of vertical, and his up smash has hitboxes to the sides that launch the enemy into the main hitbox (similar to Roy's up smash in melee).

Moveset

Ground Attacks

Normal

  • Neutral Attack - Swings upward, back and forth. Can be chained continuously. First two can be faster chained if well timed. Can jab lock. 4% base. 6% tip.
  • Dash Attack - A quick upward diagonal slash with medium lag. Extremely high priority. 10% base. 13% tip
  • Strong Side - Much like the dash attack with less lag and higher angle. 9% base. 12% tip
  • Strong Up - Swings his sword in a large arc above his head, front to back. Non-tipped is a good KO move. Can also spike if hit at the back of Marth. 9% base. 12% tip
  • Strong Down - A quick crouching sword poke. Good for ground edge guard because it semi-spike and usually it makes the opponent waste it's mid-air jump while Marth can then edge guard. 9% base. 10% tip

Smash

  • Side Smash - Rotates body counter-clockwise with a strong arc-like swing from his head to the ground, similar to the animation of his neutral special from Melee. Very fast and long ranged. The tip is on top knockback. 14-19% base. 19-27% tip.
  • Up Smash - A powerful upward thrust. 17% base and tip. 21% when done to adjacent opponent. 18% to foes on ground.
  • Down Smash - Sweeps his sword on the ground towards front then towards back. Front: 14% base, 17% tip. Back: 13% base, 16% tip.

Other

  • Ledge Attack - Flips onto ledge with a quick downward diagonal slash from left to right. 6% base. 8% tip.
  • 100% Ledge Attack - Quick, low, horizontal slash with medium lag. Less range than normal ledge attack. 10% base and tip.
  • Floor Attack(From back) - Quick stab to the left followed by horizontal slash to the right. 6% base and tip.
  • Floor Attack(From stomach) - Sweeps the tip of his sword on the ground front to back. Less range than floor attack from back. 6% base and tip.

Aerial Attacks

  • Neutral Aerial - Two horizontal slashes around himself. Both hits connect easily. 14% damage. Tipped 18%
  • Forward Aerial - Forward vertical slash (up to down). 10% damage base, 13% damage tip
  • Back Aerial - Bottom to top sword slash behind him. Causes him to turn around after use. 11% damage base, 14% damage tip.
  • Up Aerial - A forward to back upward sword slash. Hit from close is as powerful as the tip but from medium distance is still weak. 14% damage.
  • Down Aerial - A forward to back downward sword slash. Very fast. When it's tipper spaced, it meteor smashes. 12% standard, 14% damage tipped.

Grabs & Throws

  • Pummel - repeatedly knees opponent 1% damage.
  • Forward Throw - Grabs and pushes forward, tripping with the leg. 4% damage.
  • Down Throw - Hooks arm and drags to the floor sending the opponent backwards. Set ups tipper forward smash at low percentages. 5% damage.
  • Back Throw - Pulls and extends leg simultaneously. 4% damage.
  • Up Throw - Powerful upward throw with one arm. 4% damage.

Special Moves

Template:Specialmoves

Role in the Subspace Emissary

Two R.O.B.s are seen activating a Subspace Bomb in a barren battlefield. Marth is seen at the top of a castle watching helplessly as the robots detonate the bomb. He stands and shines his sword, then hundreds of Primids are shown going to the castle. The gameplay starts with him confronting the Primids and descending through the building until he reaches the grounds. A video sequence starts again and he is ambushed by Meta Knight. During the duel (in the same video sequence), they are attacked from behind by the Primids, but they both manage to repel them. Realizing that the other is not an enemy, they join forces to defeat the Primids. After fighting against the Primids, both Meta Knight and Marth aim their attacks at the Ancient Minister, who is carrying another Subspace Bomb. It would appear that Marth uses his Dolphin Slash, and misses, while Meta Knight simply gets shot in the wing by the Ancient Minister. Luckily Ike shows up and attacks the Ancient Minister with his trusted Aether move. With the Subspace Bomb destroyed, the trio storm the castle once more.

Marth in the SSE

In the desert, they see a vehicle driving off in the distance. Ike immediately jumps off the cliff to pursue it, followed by Meta Knight. Marth merely scratches the back of his head in disbelief before following them. When they find the vehicle, it transforms into Galleom, and the three fight it. After battling Galleom, it jumps off the cliff and falls through the ground, where it encounters Lucas and Pokémon Trainer. When it gets defeated again, it grabs Lucas and the Trainer, and tries to detonate a Subspace Bomb, but Lucas manages to free them from Galleom, and Meta Knight grabs them as they fall. When the Halberd duels with the Great Fox, Meta Knight leaves the group in order to board the Halberd. After the Ice Climbers are knocked off the mountain by the Halberd, and join Marth's group, Mario's group comes to aid them in fighting off the Primids that were dropped. After the battle, the Halberd (now under Meta Knight's control) and the Falcon Flyer land to pick them up. After an assault on the Subspace Gunship, they enter Subspace and encounter Tabuu, who turns them all into trophies. Fortunately, he, and some of the others, are revived by King Dedede, Luigi, and Ness, while the rest are revived by Kirby, and Marth helps the heroes face Tabuu.

Exclusive Stickers

The following stickers can only be used by Marth or Ike:

  • Ninian: [Arm, Leg] Attack + 6
  • Lilina: [Leg] Attack + 5
  • Mist: [Slash] Attack + 8
  • Deke: [Slash] Attack + 9
  • Eirika: [Slash] Attack +17
  • Ike (Fire Emblem: Radiant Dawn): [Slash] Attack +27
  • Rutoga: [Slash] Resistance +12
  • Ashnard: [Slash] Resistance +34
  • Shiida: [Specials: Direct] Attack + 7
  • Greil: [Throwing] Attack +14
  • Marth: [Weapon] Attack +19
  • Micaiah: [Weapon] Attack +21
  • Ike:(Fire Emblem: Path of Radiance) [Weapon] Attack +23
  • Eliwood: Flame Resistance +33

Taunts

Up: Raises his sword in the air, and it shines. Similar to his critical hit animation from the games.

Side: Slashes his sword twice in front of himself, then sheaths it.**

Down: Twirls his sword once, and raises it in front of him saying "みんな、見ていてくれ!" "Minna, miteite kure!" which is Japanese for "Everyone, look at me!" (same as in Melee).

Costume Gallery

File:Alt-marth2.jpg
Marth's alternate costumes

Trivia

  • Despite being a "hidden" character, Marth can be seen in the opening cinematic of Brawl. The same concept is shared by Ness, Snake, and Sonic.
  • Marth is the only speaking character to only speak in Japanese in both English and Japanese versions. This is probably because when Brawl came out, he had not been released in a Fire Emblem title outside of Japan. However, since Brawl's release, Marth has appeared in the Nintendo DS remake of the first Fire Emblem, Fire Emblem: Shadow Dragon, available in North America. As such, the Japanese voice acting for Marth in (possible) future Super Smash Bros. games is left into question.
  • Marth's Back aerial turns him around, unlike all others (this also happens to Zelda).
  • In polls and the Prima's Offical Guide, Marth is considered one of the strongest characters in the game.
  • The appearance and animation for Marth's up tilt and the first hit of his neutral attack combo are the same. The only difference in appearance is that his up tilt has a bit more visual range.
  • The white costume resembles Leaf from Fire Emblem: Thracia 776, and his last costume is from Fire Emblem: Monshō no Nazo
  • His blue costume is the only one where his hair changes color.
  • Marth uses his sword in every attack except his pummels and throws.
  • Marth's neutral B move can move Marth if used in the air.
  • With the release of Fire Emblem: Shadow Dragon, Marth's red costume resembles a Wi-Fi match of the game when the person controls a team of red characters.

External links