SSBM/Marth/Introduction: Difference between revisions

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Marth is a mid range monster. Being rewarded for proper spacing like no other character with his tipper mechanic (where he deals increased damage and knockback when hitting his opponent with the tip of his massive sword), an obscenely large grab range which can convert into touch of death combos, and the best grounded movement option in the game by far in his dash, there's a reason Marth has been a consistent sight at the highest levels of play throughout Melee's history.
Marth is a mid range monster. Being rewarded for proper spacing like no other character with his tipper mechanic (where he deals increased damage and knockback when hitting his opponent with the tip of his massive sword), an obscenely large grab range which can convert into touch of death combos, and the best grounded movement option in the game by far in his dash, there's a reason Marth has been a consistent sight at the highest levels of play throughout Melee's history.



Revision as of 12:38, 24 July 2022

Marth is a mid range monster. Being rewarded for proper spacing like no other character with his tipper mechanic (where he deals increased damage and knockback when hitting his opponent with the tip of his massive sword), an obscenely large grab range which can convert into touch of death combos, and the best grounded movement option in the game by far in his dash, there's a reason Marth has been a consistent sight at the highest levels of play throughout Melee's history.

When Marth dashes, he leans forward dramatically. This causes a pseudo-teleportation effect wherein everything besides his ankles instantly move out of the way of any attack or grab that might be coming his way. This along with by far the best disjoint and grab of any top tier, and the ability to instantly threaten these all in conjunction with each other mid dash, combine to make him feel almost impossible to open up in neutral.

Furthermore, due to his gigantic sword, there are few character that can hope to contest Marth when he's at the advantage. Being below the other character, or juggling them, is always good in Melee. For Marth, it's checkmate.

However, Marth is nearly as easily juggled as he is potent at keeping you above him. Think of Marth as a porcupine, if you're under him there are no spikes protecting him. There is also the infamous "Marthritis", where if a Marth player misses an edge guard or drops a combo, finishing their opponent's stock will be much harder than you might initially suspect. This is because he doesn't have great stray hit kill moves to throw out to minimize his losses. Finally, tricky movement from his opponents can cause him to misspace, a potential death sentence for a Marth.

In summary, Marth elegantly dances around his opponents, striking from far outside of their range and seeming to remain virtually untouchable in neutral. However, once he's hit or grabbed things can go from bad to worse very quickly.


Strengths Weaknesses
  • A Big Sword
  • Strong Advantage State: Marth can keep someone in the air or in the corner and is able to edgeguard most of the cast very effectively
  • Movement: A low dashdance that makes Marth very hard to hit
  • Grab: Probably the best one in the game. High range and reward, excellent out of asdi down. What more could you want?
  • Difficulty At Ledge: A max 4 Galint ledgedash and few invincible options out of it lets characters challenge Marth safely and keep him in the corner.
  • Moderate Weakness To CC: Even spaced Marth’s main neutral tools can be favourably called out with fast movement out of CC or by moving inside of sourspot range.