|“||Marth is an exceptional swordfighter with a long reach. He'll do the most damage with attacks using the tip of his sword, so spacing is an important factor.||”|
|—Description from the Super Smash Blog.|
How to Unlock
- Play VS matches, with Marth being the 23rd character unlocked.
- Clear Classic Mode with Yoshi or any character in his character tree, with Marth being unlocked after Lucario.
- Have Marth join the party in World of Light.
For the first two methods, the player must fight and defeat Marth on Castle Siege.
- Fast mobility.
- Disjointed reach.
- Deals high damage and knockback when connecting with the tip of attacks.
- Possesses combo setups with sourspots.
- High KO potential with tippered attacks.
- Strong ledgetrapping and edgeguarding ability.
- Strong juggling abilities.
- Fast startup on moves.
- Possesses a counter.
- Safe recovery due to Dolphin Slash.
- Polarizing KO potential due to reliance on spacing.
- Struggles with pressure up close.
- Poor grab game.
- High end lag on moves.
- Lacks landing options.
- Easily pressured due to average weight.
- Lacks a projectile, making him susceptible to zoning pressure.
Changes from SSBWU/3DS
Marth received a mixture of buffs and nerfs in the transition to Ultimate, but generally nerfed. The universal ability to dash cancel grants him more options for spacing grounded moves when combined with his fast dashing speed, and the reduction to landing lag make his aerials safer for approaches and extending combos.
However, Marth's most notable nerf is removal of his jab cancel, and his sourspots, while still possessing combo potential, were weakened in terms of knockback, further polarizing Marth's KO potential. The faster pace of Ultimate also makes tippers more difficult to land, in contrast to other sword fighters who aren't so reliant on effective spacing like Lucina, Roy, and Ike, who benefits from the greater change. To conclude, while Marth gained some strengths in the transition, the buffs that other sword fighters greatly outweigh his own, particularly buffs received by sword fighters who were considered inferior to Marth previously.
Aesthetically, Marth maintains the same design from the previous title based off his appearance from Shadow Dragon, albeit with some minor differences that more closely resemble his appearance from Fire Emblem Heroes. Marth's tipper sound effect was changed to be the same as Ragnell's sound effect, presumably to make it more noticeable. For the first time, Marth is localized by Yuri Lowenthal, who reprises the role of Marth since Code Name S.T.E.A.M., while Hikaru Midorikawa reprises his role as Marth through new voice lines.
- Neutral Attack has a shorter duration and different knockback values, removing its ability to jab lock.
- The tipper hitbox of Dash Attack deals more base knockback.
- The sourspot hitbox of Forward Smash deals less knockback.
- Down Smash launches at a more horizontal angle.
Grabs and Throws
- Shield Breaker can be angled, and deals more damage if it connects with an opponent's head, with the exception of Kirby, Meta Knight, Jigglypuff, and Pac-Man.
- Dancing Blade executes faster, but has longer end lag and deals less damage.
- Dolphin Slash produces afterimages of Marth when executed.
- Counter produces the Critical Hit sound when retaliating while Marth shouts, "My turn!", "Nice try!", or "Predictable!"
- Neutral Attack: Marth slashes in an upwards arc in front of himself, and then slashes a second time.
- Forward Tilt: Marth slashes in a wide upwards arc in front of himself.
- Up Tilt: Marth slashes his sword overhead.
- Down Tilt: Marth quickly stabs low to the ground.
- Dash Attack: Marth swings his sword forwards.
- Forward Smash (Dragon Killer): Marth swings his sword forwards in a downwards arc until it impacts with the ground in front of him.
- Up Smash: Marth stabs his sword upwards.
- Down Smash: Marth slashes low to the ground on one side, then the other side.
- Floor Attack (Front):
- Floor Attack (Back):
- Floor Attack (Trip):
- Ledge Attack: Slashes his sword in front of him.
- Neutral aerial: Marth slashes twice in front of him horizontally, then slashes once at his back.
- Forward aerial: Marth slashes quickly in a downwards arc in front of himself.
- Back aerial (About Face): Marth turns and slashes his sword in an upwards arc behind himself.
- Up aerial: Marth slashes his sword above himself.
- Down aerial: Marth swings his sword below himself; spikes when sweetspotted.
Grabs and Throws
- Pummel: Marth throws his knee into the grabbed opponent.
- Forward Throw: Marth does a quick elbow strike to the opponent's chest, launching them forwards.
- Back Throw: Marth tosses the opponent backwards.
- Up Throw: Marth hurls the enemy upwards.
- Down Throw: Marth slams the opponent on the ground.
|Marth's Special Moves|
|Standard Special||Shield Breaker|
|Side Special||Dancing Blade|
|Up Special||Dolphin Slash|
|Final Smash||—||Critical Hit|
- Up Taunt: Points Falchion at the sky and says "this is it!" The tip of his blade shimmers.
- Side Taunt: Sheaths Falchion and says "I won't lose!"
- Down Taunt: Holds Falchion pointed up, then swings it down to his side, saying, "Keep your eyes open!"
- Warps onto the stage before unsheathing his Falchion.
- Places his hand on his chest and breathes deeply.
- Brushes his hair aside
- Swings Falchion to his side before sheathing it saying, "I live to fight again."
- Stabs Falchion forward before holding it out to his side saying, "The day is mine!"
- Jumps forward and slashes twice before landing and holding Falchion in a reverse grip close to him while saying, "I cannot afford to lose!"
In competitive play
To be added
Tips about a character's background and how to use that character can appear at random intervals on the loading screen. The player can also access the full list of tips at any time in the "Vault" section. The following tips are copied verbatim from the in-game text.
- Marth's Origins: Marth debuted in the first Fire Emblem game in 1990, but that game wasn't released in North America until the Nintendo DS remake in 2009.
- In His Series: Marth is the protagonist of the first Fire Emblem series game, Fire Emblem: Shadow Dragon and the Blade of Light. He's the prince of Atlea and was driven from his homeland.
- Shield Breaker (Neutral Special): This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.
- Midair Shield Breaker (Neutral Special): Marth will move forward slightly if the move is used in midair, so it can be used to recover when trying to get back to the stage. He'll move farther when the move is fully charged.
- Shield Breaker Techniques (Neutral Special): By entering up or down the moment the move starts, you can change the direction the blade strikes. You can do just a little bit more damage by hitting an opponent's head.
- Dancing Blade Combo (Side Special): Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike!
- Dancing Blade's Color (Side Special): Marth's sword leaves a trail as he swings it, and the color reflects the attack's height. Blue is high, red is middle, and green is low.
- Dancing Blade's Sideways Swing (Side Special): Hold toward the foe you're attacking on the fourth swing for an attack that launches foes much farther than the up or down versions.
- Dancing Blade Up (Side Special): Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs!
- Dancing Blade Down (Side Special): During Marth's Dancing Blade combo, tilt the control stick down on the fourth swing to finish the combo with a powerful series of blows to your opponent's feet!
- Aerial Dancing Blade (Side Special): Use Dancing Blade midjump to make Marth rise slightly in the air. Even during short hops, you'll be able to use the attack multiple times with this method.
- Dolphin Slash (Up Special): Just before the attack comes out, Marth will be invincible, but it works a little faster in the air than when on land. Once you get used to using it, you can even use it to break up an opponent's combo.
- Counter (Down Special): The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
- Critical Hit (Final Smash): In this Final Smash, Marth rushes forth with blazing speed. If you go too far, you can press the button again to stop on the spot.
- Dragon Killer (Side Smash): The tip of the blade has astounding launching power. It's a bit hard to aim for a hit with it, but that just means the rush you get from landing a clean hit feels even better.
- About Face (Back Air): This is a unique move in that Marth can change his direction while attacking. After the beginning part of the move, he'll change direction in midair.
- Sword Characteristics: For moves that use Marth's sword, the base is weak and the tip is strong. Try to maintain a good distance when fighting so you hit your opponents with the tip.
- The Three Fastest Walkers: Marth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle!