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|angle=85/96/80/76 | |angle=85/96/80/76 | ||
|effect=slash | |effect=slash | ||
|description=First part of Marth's rekka, also used to confirm into t.8a/uTilt for kills on floaties | |description=First part of Marth's rekka, also used to confirm into t.8a/uTilt for kills on floaties but very punishable if crouch cancelled. | ||
Note: Cancellable into Dancing Blade 2 frames 7-25 | Note: Cancellable into Dancing Blade 2 frames 7-25. | ||
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|effect=Clean: slash | |effect=Clean: slash | ||
Late: slash/slash/normal | Late: slash/slash/normal | ||
|description= | |description= A very fast and fairly powerful move with full intangibility on frame 5 but struggles to break amsah techs and leaves marth extremely vulnerable with no jump on whiff. Can be angled and reversed, can grab ledge from frame 22 | ||
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Revision as of 12:45, 24 July 2022
Introduction
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 Low ProfileA move or action that greatly shrinks a character's hurtbox, to avoid certain moves that would hit a normal stance otherwise. 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, Marth has an extremely oppressive and difficult to escape advantage state. 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 |
---|---|
|
|
Note: Hitbox Priority is especially relevant to Marth, and his framedata heavily features information on specific hitboxes.
Physics | |
---|---|
Weight | 87 (16th) |
Fall Speed | 2.2/Fast 2.5 (6th) |
Gravity | 0.085 (19th) |
Ground Movement | |
Walk Speed | 1.6 (1st) |
Initial Dash Speed | 1.5 (9th) |
Initial Dash Length | 15f (2nd) |
Run Speed | 1.8 (5th) |
Traction | 0.06 (15th) |
Jumping | |
Jumpsquat | 4f (8th) |
Jump Height | Full 35.09/Short 13.995/Air 25.188 (7th/12th/15th) |
Air Speed | 0.9 (12th) |
Air Acceleration | 0.05 (12th) |
Ground Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
4 | 4 | 21 | 19 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4/6 | 20/30 | 50/60 | 361 | slash | 0 | |
Marth's fastest grounded normal, can be very unsafe on hit on a grounded opponent. Mostly used to EdgeguardThe act of preventing the opponent from safely returning to the stage., catching SpaciesA nickname for the Star Fox characters of SSB (Fox, Falco, Wolf). side-b or denying grabbing ledge from above. Note: Recovery able to be cancelled into Jab2 after 11 frames |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
4 | 5 | 20 | 18 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4/6 | 20/30 | 50/60 | 361 | slash | 0 | |
Follow up for Jab 1. Note: Recovery able to be cancelled into Jab 1 after 10 frames |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
12 | 4 | 35 | 25 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
11/9/13 | 70/35/70 | 55/60/55 | 110/361/110 | slash | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
7 | 4 | 26 | 26 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
9/13 | 30/60 | 70 | 361 | slash | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
6 | 7 | 35 | 27 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
early: 9/9/8/12
clean: 10/9/9/13 |
early: 40/40/40/50
clean: 40/30/30/50 |
early: 120/118/116/100
clean: 120/118/116/100 |
early: 110/361/361/110
clean: 85/361/361/85 |
slash | 0 | |
A fast and versatile move with several different useful hitboxes, uTilt can be used as a launcher, a combo move, and a kill move on different characters at different percentages. It can also be used to counteract slideoff DI. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
7 | 3 | 40 | 11 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
9/8/8/10 | 40/25/20/50 | 40 | 30 | slash | 0 | |
One of Marth's most powerful neutral tools, acting as a very safe poke due to its large hitbox and very fast IASA in conjunction with Marth's excellent dashback making it very difficult to punish without a hard callout, even on crouch cancel. Also a useful edgeguarding tool as its low hitbox goes below the stage and can prevent many characters from grabbing ledge without precise movement and can prevent some characters grom grabbing ledge outright. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
10 | 4 | 37 | 35 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
14/20 | 60/80 | 70 | 361 | slash | 0 | |
Tippered fSmash is Marth's most powerful kill move. Fast, massive, excellent killing power, can be comboed into consistently, and creates a massively advantageous edgeguard scenario even if it doesn't kill outright. To compensate, it is very laggy and leaves Marth wide open to being punished on whiff. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
13 | 4 | 39 | 30 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8/15/18 | 0/30/60 | 0/80/80 | 70/90/90 | normal/slash/slash | 0 | |
Slower, laggier, and barely stronger than uTilt with a much worse hitbox, uSmash is almost never used. The hitbox doesn't even reach the end of Marth's sword. Note: id0/1 have 100 set kb |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
hit 1: 5
hit 2: 20 |
hit 1: 3
hit 2: 3 |
43 | 40 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
hit 1: 11/11/11/16
hit 2: 11/11/11/16 |
hit 1: 70/20/16/70
hit 2: 70/30/15/70 |
hit 1: 72/100/100/100
hit 2: 72/100/100/100 |
hit 1: 75/361/361/70
hit 2: 75/361/361/75 |
slash | 0 | |
Very powerful and fast kill move, but difficult to space and very punishable on hit if not tippered or if whiffed due to its extremely long duration. As a result it is largely relegated to use in niche setups and for showing off. |
Aerial Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
hit 1: 6
hit 2: 15 |
hit 1: 2
hit 2: 7 |
29 | 29 | 15
L-cancelled: 7 |
<6 24> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
hit 1: 4/4
hit 2: 10 |
hit 1: 30/30
hit 2: 50/50 |
hit 1: 40/40
hit 2: 80/80 |
hit 1: 100/90
hit 2: 361/361 |
hit 1: slash/normal
hit 2: slash/normal |
0 | |
Marth's nAir is an excellent and safe neutral tool due to its large, powerful hitbox and its early autocancel window. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
4 | 4 | 27 | 23 | 15
L-cancelled: 7 |
<1 26> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
10/9/13 | 30/20/42 | 70 | 361/361/67 | slash | 0 | |
Marth's fAir is arguably his best and most versatile move, being excellent for comboing and edgeguarding and invaluable in neutral due to its good framedata, excellent hitbox, and low landing lag. It is used to set up Marth's infamous Ken combo. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
7 | 5 | 29 | 24 | 24
L-cancelled: 12 |
<1 31> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
10/9/9/13 | 30/25/10/30 | 70 | 361 | slash | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
5 | 4 | 38 | 38 | 15
L-cancelled: 7 |
<5 26> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
10/9/9/13 | 30/20/18/40 | 70 | 80/80/80/90 | slash/slash/slash/normal | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
6 | 4 | 51 | 51 | 15
L-cancelled: 7 |
<6 47> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
10/9/13 | 30/20/42 | 70 | 361/361/67 | slash | 0 | |
dAir is an excellent combo ender, being powerful, fast, and a SpikeAn attack that sends down at an angle outside of the meteor smash range, and thus cannot be meteor cancelled.. It also has niche use as an out of shield option as it is fast and has special knockback properties. |
Special Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
16-137 | 6 | 24 | 24 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
7/12/17/22/27/28 | 30/34/40 | 100 | 361 | slash/burn | 0 | |
Holding b charges the move, increasing damage and changing properties upon a full charge. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
6 | 3 | 22 | 22 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4 | 55 | 25 | 85/96/80/76 | slash | 0 | |
First part of Marth's rekka, also used to confirm into t.8a/uTilt for kills on floaties but very punishable if crouch cancelled. Note: Cancellable into Dancing Blade 2 frames 7-25. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
14 | 3 | 25 | 25 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
5 | 16 | 100 | 105/80/70/50 | slash | 0 | |
Note: Cancellable into Dancing Blade 3 frames 16-32 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
12 | 4 | 26 | 26 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
5 | 20/60/70/85 | 40 | 90/90/85/79 | slash | 0 | |
Note: Cancellable into Dancing Blade 3 frames 16-31 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
11 | 4 | 32 | 32 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
10 | 0 | 160 | 361 | slash | 0 | |
Note: Cancellable into Dancing Blade 4 frames 15-36 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
13 | 5 | 23 | 23 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
6 | 60 | 60 | 80 | slash | 0 | |
Note: Cancellable into Dancing Blade 4 frames 17-37 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
15 | 4 | 32 | 32 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
12 | 50 | 100 | 270 | slash | 0 | |
Note: Cancellable into Dancing Blade 4 frames 18-34 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
23 | 4 | 24 | 24 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
14 | 15 | 120 | 361 | slash | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
20 | 6 | 25 | 25 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
10 | 40 | 140 | 80 | slash | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
13,19,25,31,37 | 3,3,3,3,2 | 22 | 22 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
3,3,3,3,5 | 2,2,2,2,20 | 40,40,40,40,130 | 80,80,80,80,361 | slash | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
5 | 6 | - | - | 32 | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 13/10
Late: 7/7/6 |
Clean: 80/60
Late: 20 |
Clean: 70
Late: 90 |
Clean: 361/74
Late: 361/74/74 |
Clean: slash
Late: slash/slash/normal |
0 | |
A very fast and fairly powerful move with full intangibility on frame 5 but struggles to break amsah techs and leaves marth extremely vulnerable with no jump on whiff. Can be angled and reversed, can grab ledge from frame 22 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
Counter: 5
Hitbox: 3 |
Counter: 25
Hitbox: 7 |
Counter: 31
Hitbox: 27 |
- | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
7 | 90 | 35 | 361 | slash | 0 |
Grabs & Throws
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
7 | 2 | 23 | 23 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
3 | - | - | - | normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
4 | 70 | 45 | 50 | normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
4 | 70 | 60 | 117 | normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
4 | 60 | 130 | 93 | normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
5 | 65 | 50 | 135 | normal | - |
Universal Mechanics
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
2 | 17 | 10 | 10 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
4 | 16 | 17 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
4 | 20 | 13 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
1 | 20 | 7 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
1 | 20 | 21 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
1 | 20 | 21 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |