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Revision as of 20:10, 27 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
Jab
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -18/-16 | |
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -18/-16 | |
Follow up for Jab 1. Note: Recovery able to be cancelled into Jab 1 after 10 frames |
Dash Attack
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 | 110/361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./110 | slash | -21/-18 | |
A long-ranged, laggy, lunging dash attack with niche applications in neutral and punish. Because Marth lunges forward so far horizontally, the move can be used to catch opponents' landings, and can be used mid-combo to follow-up on opponents who attempt to DI or drift away from Marth. Additionally, it sometimes sees use as an extremely high-risk callout against an opponent's dashback. However, its long recovery essentially makes it death on whiff, on shield, or on crouch cancel, meaning it should really only be used in punish scenarios where it is certain to connect. |
fTilt
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -22/-19 | |
An infrequently-used but situationally-useful tilt. fTilt covers roughly the same amount of space in front of Marth as fSmash while being significantly safer on shield when properly-spaced, making it effective at keeping slower characters cornered. Additionally, the tipper hitbox can kill at higher percents, and the upward sweeping motion of the move allows it to cover ledge during its first few active frames. That being said, the move is still usually quite unsafe to whiff and has little utility in neutral due to its slow IASA. |
uTilt
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: 110/361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./110
clean: 85/361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./85 |
slash | -19 to -14 | |
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. The knockback angle sends the opponent behind Marth, meaning the move will send the opponent straight upward if they attempt to DI away. As such, Marth can mix up the opponent's DI quite easily by simply changing the direction he is facing before performing the move. |
dTilt
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 | -7/-6 | |
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 from grabbing ledge outright. |
fSmash
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -29/-26 | |
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. |
uSmash
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 | -27/-22 | |
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. This move is mainly used as a flashy combo-ender and has little utility otherwise. Note: id0/1 have 100 set kb |
dSmash
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: 75/361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./70
hit 2: 75/361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./75 |
slash | Hit 1:-50/-46
Hit 2: -35/-31 | |
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. Because the tipper hitbox is one of the strongest vertical kill moves in the game, it is often Marth's best rest punish, and also sees occasional use in niche tech chase setups. Otherwise, it is mostly relegated to showing off. |
Aerial Moves
nAir
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: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. |
hit 1: slash/normal
hit 2: slash/normal |
-2 | |
Marth's nAir is an excellent and safe neutral tool due to its large, powerful hitboxes and its early autocancel window. Although it has a slight deadzone in front of Marth above where his sword is, it has excellent horizontal range and is his most active aerial, allowing him to effectively stuff out most aerial approaches and oppress most characters in the mid-range. In addition to leniently covering approaches, it also works as an approach tool with proper fastfall timing and spacing. Can occasionally be used out of shield, though the weak first hit can allow for a savvy opponent to hard punish with a read. |
fAir
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./67 | slash | -3/0 | |
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. Although it is less active than nAir, fAir covers a huge area in front of, somewhat above, and slightly below Marth, and recovers so quickly that Marth can perform two of them in one shorthop. This means that, with proper spacing and timing, it can be used both aggressively to smother and oppress opponents as well as defensively to stuff out aerial approaches. Along with its versatility in neutral, it is also one of the most important moves in Marth's punish game. Both the tipper and non-tipper hitboxes can extend combos, with the non-tipper hitboxes being especially useful for comboing into stronger finishers - it is used to set up Marth's infamous Ken combo, along with being one of his best moves to confirm into tipper fSmash and reverse Dolphin Slash. Additionally, it is one of the main reasons why Marth is among the best edgeguarders in the game, as its long range, speed, and (weak-hit) knockback angle make it extremely effective at securing kills offstage. |
bAir
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -7/-6 | |
Used in edgeguards to guarantee a launch further offstage, often from ledge. Reverse hit is a stylish extender. Interestingly, it is one of two aerials in the game that will turn the user around in the air (the other being Roy's bAir). As such, Marth players sometimes use it to turn around in the air to face the ledge while edgeguarding. |
uAir
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 | -3/0 | |
Stellar move for juggling, low landing recovery can allow for covering multiple options at once if done late and a massive rising hitbox covers more horizontal space than one might expect. Can work for up close shield pressure due to its low landing lag and high shield stun. Additionally, the weak hit serves as one of Marth's best confirms into tipper fSmash at higher percents. Incredible tool when techchasing all but the floatiest characters on platforms, especially past the slide-off percent range, or in combination with uTilt/t.8a to catch slide-off attempts. |
dAir
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./67 | slash | -10 | |
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, but if whiffed it is very unsafe due to its long duration. |
Special Moves
Shield Breaker
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash/burn | -23/-21 | |
Holding B charges the move, increasing damage and changing properties upon a full charge. Charging the move also increases knockback and shield damage depending on how long it has been charged. Although its startup is unremarkable compared to Marth's other moves even when uncharged, its deceptively long range gives it utility as an edgeguarding tool offstage. The charged version also sees occasional use as an option to cover opponents attempting to land onstage while recovering. |
Dancing Blade
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 | -19 | |
First part of Marth's rekka, also used to confirm into t.8a/uTilt for kills on floaties but very punishable if crouch cancelled. It is also an essential component to Marth's recovery, with repeated uses in the air allowing him to slow his descent while moving forward towards the stage. Below is a list of properties important to keep in mind while using Dancing Blade 1 to recover:
An essential component of Marth's recovery is mixing up when and where you use your first and second instances of Dancing Blade 1. Because Marth is vulnerable for 19 frames after using Dancing Blade 1, it is commonly advised to avoid using the move predictably while close to the stage, as this essentially gives your opponent a free edgeguard. The properties of Dancing Blade 1 allow Marth to recover from somewhat far away assuming he has enough height, but mixing up the timing of your double jump, Dancing Blade 1 usage, and up-B are vital to mastering Marth's recovery. 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 | -22 | |
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 | -24 | |
Sometimes can be useful against opponents who crouch cancelled Dancing Blade 1 if they don't expect you to perform a followup, but is still susceptible to crouch cancelling itself. 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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -29 | |
Although relatively unsafe and telegraphed, this variant of Dancing Blade 3 is a surprisingly strong horizontal kill move. It sees niche usage as a finisher against opponents caught by either of the first two hits of Dancing Blade, or as a chump-check at high percents against players who don't respect the range or variable timing of the move. However, its long recovery (as well as the long recovery of all variants of Dancing Blade 4) means that it is extremely unsafe on shield or on whiff. No matter how funny or goofy it is when it works, throwing out Dancing Blade carelessly to fish for this will almost definitely get you killed. 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 | -29 | |
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 | -24 | |
A strong meteor smash with a surprising amount of pushback on shield. Despite this, it is still extremely unsafe on whiff and usually unsafe on shield, and has little utility outside of being occasionally used as a swaggy edgeguard. 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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -19 | |
If your opponent somehow dropped their controller, failed to DI out of any of the preceding hits of Dancing Blade, and gets hit by this, they'll probably explode. A strong horizontal kill move that is way too unsafe to be practical in most scenarios. |
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 | -20 | |
A decently strong vertical kill move that, like the 6 version of Dancing Blade 4, is probable death on whiff or on shield most of the time. However, if your opponent does let you get this off, the surprisingly high vertical range could catch them through platforms or even out of their fullhop. You should never try to do that on purpose, though, because Marth has about a dozen other moves that serve as safer and more practical anti-airs or platform pokes. |
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 | 80,80,80,80,361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | -19 | |
Probably the most practical of the three Dancing Blade 4 variations. If you use any variation of Dancing Blade 3 onstage and your opponent shields it, finishing with Dancing Blade 4-2 results in shield pokes somewhat often depending on their spacing, which may occasionally save you from being punished. Additionally, this variation has the most horizontal range and deals the most damage. If you mix up the timing of your Dancing Blade strikes, the range and high number of active frames may catch your opponent trying to whiff punish too early. Otherwise, you really shouldn't be trying to use this on purpose, as it is still very unsafe. |
Dolphin Slash
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: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./74
Late: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./74/74 |
Clean: slash
Late: slash/slash/normal |
Clean: -82
Late: -53 | |
A very fast and fairly powerful move with full intangibility on frame 5 but struggles to break Amsah techs. Can be angled and reversed, and can grab ledge from frame 22. Its strong horizontal knockback makes it one of Marth's best combo finishers when tipper dAir and tipper fSmash aren't available, and it can kill at disgustingly low percents when used as a DI mixup. It is also Marth's fastest option out-of-shield, and can be somewhat safe even if whiffed if he is able to land on a high platform (such as the top platforms of Battlefield and Dreamland). Otherwise, whiffing it onstage is usually a death sentence as it leaves Marth in lots of lag and with no airjump if he is unable to land. |
Counter
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 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | slash | - | |
Because of its relatively large activation window and filthy knockback angle, Counter serves as a strong edgeguarding tool against spacies and a few other characters with long-lasting hitboxes on their recoveries. It is notoriously difficult to sweetspot around, and the hit of the counter itself is very awkward to tech. However, it is not without faults; the grounded version of Counter has deadzones both in the front and back (the larger being in the front) where Marth can get hit. As a result, some Marth players opt to do a reverse instant aerial counter, which lacks these deadzones and extends the activation hitbox below the ledge. It also sees niche usage as a landing mixup and an option off of the ledge, as these are two areas where Marth is particularly weak. In these scenarios, Counter can catch an overzealous opponent attempting to hit Marth right away. However, if it gets baited out, the move is so laggy that the opponent basically gets whatever punish they want. Use Counter in these scenarios with discretion. Interestingly, if Marth has shielded at any point during the current stock and an opponent activates Counter with a grounded move while Marth is facing left, the Invisible Ceiling Glitch (ICG) will be active until the opponent lands. This allows for an incredibly niche technique known as the Swordsman Spike. If Marth hits the opponent again with any attack while they are in the air after being hit by Counter, they will be sent downward as a result of the ICG. |
Grabs & Throws
Grab
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
7 | 2 | 23 | 23 | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
The best grab in the game due to its massive hitbox and Marth's excellent throws |
Dash Grab
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
10 | 2 | 29 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Not usually worth using due to its inferior speed and recovery when compared to jump cancel Grab. |
Pummel
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
3 | - | - | - | normal | - |
fThrow
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4 | 70 | 45 | 50 | normal | - | |
Excellent throw against FloatiesCharacters that do not fall fast (everyone except Fox, Falco, and Captain Falcon, who are known as the "fastfallers") and sets up reaction tech chases against fastfallers. |
bThrow
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4 | 70 | 60 | 117 | normal | - | |
Sends at a worse angle for setting up an edgeguard, but can combo into a stronger move like fTilt or fSmash if a spacie misses their DI in the corner, or bAir on midfallers at mid-high percents. |
uThrow
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4 | 60 | 130 | 93 | normal | - | |
Invaluable for marth's punish game, especially against spacies where it's used to chaingrab and is an excellent combo starter. Also sets up platform techchases. |
dThrow
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
5 | 65 | 50 | 135 | normal | - | |
Mostly used to throw offstage and set up techchase scenarios in the corner. Usually preferable to bThrow due to its superior framedata and launch angle. |
Universal Mechanics
Spotdodge
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
2 | 17 | 10 | 10 | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Roll Forwards
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
4 | 16 | 17 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Roll Backwards
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
4 | 20 | 13 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Tech-in-Place
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
1 | 20 | 7 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Forwards Tech Roll
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
1 | 20 | 21 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Distance: 15.2 |
Backwards Tech Roll
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
1 | 20 | 21 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Distance: 15.2 |
Neutral Getup (Back)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
1 | 22 | 8 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Getup Attack (back)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
20,30 | 4,2 | 18 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Getup Roll Forwards (back)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
6 | 14 | 18 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Distance: 12.2 |
Getup Roll Backwards (back)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
1 | 19 | 16 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Distance: 10 |
Neutral Getup (stomach)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
1 | 22 | 8 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Getup Attack (stomach)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
22,27 | 2,2 | 21 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
- | - | - | - | - | - |
Getup Roll Forwards (stomach)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
1 | 19 | 16 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Distance: 11.4 |
Getup Roll Backwards (stomach)
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
1 | 19 | 16 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Distance: 11.4 |
Notable Players
Zain
Comfortably the best active Marth and in contention for #1 player in the world currently. Famous for his mastery of the Marth-Fox matchup in which he remained unbeaten from June 2019 until Mang0 finally beat him in July 2021 at Summit 11
KoDoRiN
Marth #2, with a considerably different playstyle to Zain.
Colors
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