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::''Marth's side smash is a powerful two-handed sword strMarth. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Marth, so be careful!''
::''Marth's side smash is a powerful two-handed sword strMarth. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Marth, so be careful!''


=Message to Brian==
==Message to Brian==
*You better be shocked.
*You better be shocked.



Revision as of 11:54, April 1, 2015

This article is about Marth's appearance in Super Smash Bros. 4. For the character in other contexts, see Marth.
Marth
in Super Smash Bros. 4
Marth
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Brawl


Availability Starter
Final Smash Critical Hit
Marth's stock icon in Super Smash Bros. for Wii U.

Marth (アイク, Marth) returns as a playable character in Super Smash Bros. 4. He was announced on May 23rd, 2014, in a Director's Room Miiverse post, which was the same day that Fire Emblem: The Sacred Stones was released in North America back in 2005.

Marth is once again voiced by Michihiko Hagi in the Japanese version, and by Jason Adkins in non-Japanese versions, using the same voice clips from Brawl.

Changes from Brawl

Marth has received a mix of buffs and nerfs in the transition from Brawl to SSB4. While he retains his raw power, it has been weakened. To further compound this, his attacks now have shorter range. However, the significant buffs to his mobility on the ground and in the air compensate for the aforementioned nerfs and now enable him additional follow-up options from his throws and aerials. Another buff he received was an improved combo game. Overall, Marth has become a bit better since his appearance in Brawl.

Aesthetics

  • Change Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design is now based on his appearance in Path of Radiance's sequel, Radiant Dawn.
  • Change Moves that involve the use of flames have changed to be a blue color, which match his title as the "Radiant Hero".

Attributes

  • Change Marth is slightly heavier.
  • Buff Marth dashes faster.
  • Nerf Marth walks slightly slower.
  • Buff Marth has improved air speed.
  • Buff Double jump has greater vertical height.
  • Nerf The majority of Marth's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Nerf Neutral attack hits 1 frame later, deals 5% less damage and has lost all KO power.
  • Nerf The initial hits of neutral attack have fewer interruptibility frames, taking away his effective jab cancel.
  • Buff Dash attack deals 3% more damage and is stronger at the tip, and does 1% damage at the base.
  • Buff Forward tilt has reduced start-up and less cool down.
  • Nerf Forward tilt deals less damage and knockback.
  • Buff Up tilt has reduced start-up, deals 2% more damage and is stronger.
  • Buff Down tilt is significantly faster with less cool down.
  • Nerf Down tilt deals 6% less damage and can no longer meteor smash opponents, knocking upwards or horizontally depending upon hit.
  • Buff Forward smash has a more active hitbox, increasing its reliability against aerial opponents.
  • Nerf Forward smash is much weaker.
  • Buff Down smash deals 1% more damage and is stronger.
  • Buff Up smash is slightly stronger.

Aerial attacks

  • Buff Neutral aerial has reduced start-up.
  • Nerf Neutral aerial has slightly more landing lag and now has a sourspot at the end dealing 6% damage.
  • Buff Forward aerial has reduced start-up and can now auto-cancel in a short hop. It also has less landing lag.
  • Nerf Forward aerial has a less active hitbox, less reach below Marth and deals 1% less damage.
  • Buff Back aerial has less landing lag.
  • Buff Up aerial is slightly faster and has less landing lag.
  • Nerf Up aerial deals 3% less damage and is weaker.
  • Nerf Down aerial deals 1% less damage, has an added sour-spot and has lost its lingering hitbox.

Throws/other attacks

  • Buff All throws deal 1% more damage.

Special moves

  • Nerf Eruption deals less damage and is weaker.
  • Nerf An uncharged Eruption has lost its super armor frames.
  • Buff Quick Draw no longer leaves Marth in a helpless state when it hits an opponent, has less landing lag overall, and covers a greater distance.
  • Nerf Quick Draw is weaker and its ending lag without hitting anyone is significantly increased, no longer allowing Marth to follow up with an attack immediately after dashing.
  • Buff Counter comes out faster.
  • Nerf Aether deals 5% less damage and can no longer grab edges from behind. It can now only meteor at the start of the descent.
  • Nerf Great Aether's total damage has been lowered from 78% to 60%.

Moveset

  Name Damage Description
Neutral attack   3% Marth jabs, kicks, and then executes an overhead slash. The slash has moderate knockback.
3%
5%
Forward tilt   14% (blade), 12% (hilt) Marth swings Falchion horizontally. Can be angled.
Up tilt   14% (clean), 10% (late) An upward slash, which starts from the ground. Has good vertical range.
Down tilt   8% A low, sweeping slash.
Dash attack   10% (clean tip), 8% (clean blade), 5% (late) Marth swings Falchion upward after charging forward. This attack has some delay before coming out.
Forward smash   19% (early), 22% (clean blade), 17% (clean tip) Marth preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages.
Up smash   17% (clean), 10% (late) Marth swings Falchion in an arc above his head.
Down smash   14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) Marth slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising.
Neutral aerial   9% (clean), 6% (late) Marth swings in a circular motion around himself.
Forward aerial   12% A powerful, overhead swing. Has a somewhat short delay, but a long ending lag.
Back aerial   14% Marth quickly swings Falchion backward. Has a narrow hitbox, but comes out very fast.
Up aerial   11% Marth swings Falchion in a helicopter motion above his head. Hitbox stays out for some time.
Down aerial   15% A downward swing. Unless the hit lands on near the hilt, this attack is a meteor smash.
Grab   An average grab.
Pummel   3% Headbutts opponent.
Forward throw   3% (hit 1), 4% (throw) Marth tosses his opponent forward.
Back throw   3% (hit 1), 4% (throw) Kicks foe backward.
Up throw   3% (hit 1), 4% (throw) Marth throws foe upward. Knockback is not very dependent on damage.
Down throw   3% (hit 1), 4% (throw) After throwing foe on the ground, Marth jumps on victim. At low percentages, this can be followed by Aether.
Floor attack (front)   7% Marth does a rising spin slash.
Floor attack (back)   7% Marth swings Falchion around his body.
Floor attack (trip)   5% Marth does circular swing while getting up.
Edge attack   8%
Neutral special Default Eruption 9% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) Marth charges Falchion before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Marth receives 10% recoil damage.
Custom 1 Tempest 1% (uncharged), 8% (ground fully charged), 14% (air fully charged) Instead of fire, Marth generates a vortex of air around him, generating a windbox that pushes enemies away.
Custom 2 Furious Eruption 7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top) The vertical hitbox of the pillar of fire is larger, especially when charged, but Marth takes 10% recoil damage when charged halfway, and 15% recoil damage when it's fully charged.
Side special Default Quick Draw 6% uncharged, 13% charged Marth charges, and rushes forward upon releasing. If Marth comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Marth does not hit, the move has long ending lag. Failing to hit while airborne causes Marth to become helpless.
Custom 1 Close Combat Marth hits and dashes through fighters rather than slashing the first object he comes in contact with. Deals less damage and damaged fighters are launched upwards.
Custom 2 Unyielding Blade Marth has super armor for the duration of the charge and the lunge but both range and the speed are shorter.
Up special Default Aether 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing) Marth throws Falchion upward, launching nearby fighters in the air. Falchion spins in place, dealing several hits and trapping foes. Then Marth jumps up and grabs Falchion, followed by a downward slam. Marth has super armor for most of the move's duration. It offers poor horizontal recovery.
Custom 1 Aether Dive 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) Marth can throw his sword much further, but not as high. This moves offers much greater horizontal recovery at the cost of some vertical recovery.
Custom 2 Aether Wave 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing) Releases a wave when Marth slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential.
Down special Default Counter 1.2x damage of countered attacks, 10% minimum Marth holds up Falchion. If Marth is hit shortly after the move begins, he strMarths back.
Custom 1 Paralyzing Counter 1% (base) Marth's counter stuns the opponent, allowing for a follow up attack.
Custom 2 Smash Counter 9% (base) When the Counter is triggered, Marth will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox.
Final Smash Great Aether 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) Marth performs a fiery uppercut with Falchion. If he catches anyone, Marth throws his blade into the air along with the opponents, jumps after them, catches Falchion, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.

Alternate costumes

Marth Palette (SSB4).png
MarthHeadSSB4-3.png MarthHeadYellowSSB4-3.png MarthHeadRedSSB4-3.png MarthHeadBlueSSB4-3.png MarthHeadGreenSSB4-3.png File:MarthHeadBrownSSB4-3.png MarthHeadBlackSSB4-3.png MarthHeadWhiteSSB4-3.png

Trophies

Trophy Descriptions

Marth's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him (3DS version) or purchasing it at the Trophy shop (Wii U version).

Marth
NA: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Marth is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
PAL: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Marth is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
Marth (Alt.)
Marth's side smash is a powerful two-handed sword strMarth. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Marth, so be careful!

Message to Brian

  • You better be shocked.


Gallery