Marth (Life & Death)

Marth (マルス, Marth) is a playable character in Super Smash Bros. Life or Death.
Marth is the main protagonist of four games in the Fire Emblem series of tactical role-playing games. He debuted in the first and third games, Fire Emblem: Shadow Dragon and the Blade of Light and Fire Emblem: Mystery of the Emblem, and later reprised his role in the Nintendo DS remakes of these two games. He made his first appearance in the Super Smash Bros. series as a playable character in Super Smash Bros. Melee and has appeared in every proceeding game since. At the time, no Fire Emblem games had ever been released outside Japan, but his popularity in Melee (along with that of his counterpart Roy) is believed to have influenced Nintendo's decision to release almost all subsequent Fire Emblem games internationally.
Marth is voiced by Yuri Lowenthal in the Western versions of Life or Death while Hikaru Midorikawa voices him in the Japanese version, a role he has done since Melee. 
==How to Unlock==
Marth is available from the start of a new game and doesn't need to be unlocked.
==Moveset==
* For simplicity if, for example, Marth's blade does 4% damage while the tip does 6%, and the attack has no other hitboxes, it is written as 4%/6%.
 	Name 	Description
Neutral Attack 	N/A 	Slashes Exalted Falchion twice in front of himself. The first hit's tipper pulls opponents toward Marth, ensuring that the second hit connects, although connecting it into the tippered second hit can be difficult.
Forward Tilt 	N/A 	A fast upward swipe while leaning forward. Based on Marth's attack from Fire Emblem: Shadow Dragon and the Blade of Light.
Up Tilt 	N/A 	Swings Exalted Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him.
Down Tilt 	N/A 	A quick crouching sword poke.
Dash Attack 	N/A 	A quick, running, upward-sweeping diagonal slash. Resembles Marth's attack after sprinting toward an enemy in Fire Emblem: Shadow Dragon and the Blade of Light.
Forward Smash 	N/A 	Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Similar to some of Marth's attacks with the Falchion in Shadow Dragon and the Blade of Light.
Up Smash 	N/A 	A quick, upward thrust based on a pose Marth does many times in his games. The weak grounded hit can knock nearby opponents into the main attack.
Down Smash 	N/A 	Sweeps Exalted Falchion on the ground toward the front-outward then toward the back inward. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback.
Neutral Aerial 	N/A 	Two horizontal slashes around himself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Marth.
Forward Aerial 	N/A 	Does a descending crescent slash in front of him with great coverage. Similar to the animation some units have when attacking in Shadow Dragon and the Blade of Light.
Back Aerial 	N/A 	An upward crescent slash behind him in an inward swipe. It has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox.
Up Aerial 	N/A 	An overhead crescent slash with good coverage, ending in a delayed somersault.
Down Aerial 	N/A 	A downward, wide crescent slash with large coverage.
Grab 	N/A 	Reaches out with his free hand.
Pummel 	N/A 	A knee strike.
Forward Throw 	N/A 	An elbow strike with his sword arm.
Back Throw 	N/A 	Tosses the opponent over his leg, sending them behind him.
Up Throw 	N/A 	A powerful one-armed upward throw.
Down Throw 	N/A 	Throws opponent to the ground with one arm, bouncing them upwards.
Neutral Special	Shield Breaker	Marth assumes a readying stance and charges Exalted Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage even when uncharged, and will instantly break shields at full charge, although it can be safely perfect shielded. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with a very high startup. Deals very high knockback when tippered, making it a powerful KOing option, (bring one of the strongest neutral specials in the game) although it is still weaker than his tippered forward smash. It can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head, though this appears to be out-prioritized by any hitbox striking a non-head hurt box.
Side Special 	Dancing Blade 	A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green (see table below for details and limits of the move). The first hitbox comes out on frame 9.
Up Special 	Dolphin Slash 	Marth performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful clean hit and grants very slight intangibility in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance. It does not snap to the edge until after its hitbox is gone.
Down Special 	Counter 	Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked. It starts up on frame 6 and lasts 22 frames. Ineffective against projectiles and attacks with a sufficiently long reach, such as many of Shulk's or Simon's tilts and smash attacks.
Final Smash 	Critical Hit 	Marth raises Exalted Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to one-hit KO any character on any roofless stage. This move is impossible to tech unless using Final Smash Meter or against Shulk's Shield Monado Art at a very low percentage. Pressing the special button again will cause him to stop mid-dash.
=== Dancing Blade ===
Hit 	Damage 	Description
First Hit (Neutral) 	2.5%/3%	Does an outward slash. Deals very little knockback even at extremely high percents. Can jab lock. The tipper lifts opponents off the ground slightly, making it combo into the second hit more consistently.
Second Hit (Up) 	2.5%/3%	An upwards lifting slash. It has greater vertical reach, but shorter horizontal reach than the first hit or the second neutral hit. Lifts opponents slightly off the ground, with the tipper hit pulling them in slightly. At high percents and when at a distance from the opponent, its shorter reach can be used to intentionally miss so that the last two hits can connect properly.
Second Hit (Neutral)	2.5%/3%	Does an inward slash. It has a slightly shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. Deals very little knockback, even at extremely high percents. Can jab lock.
Third Hit (Up) 	3%/4% 	Does an upwards slash while turning clockwise. Launches opponents slightly up and away, leading into the upward finisher's tipper fairly consistently if delayed a bit.
Third Hit (Neutral) 	3%/4% 	Takes a step forward and does a leaning outward slash. At close range, this can be used to combo into the neutral finisher's tipper by delaying it, although otherwise, this hit may push opponents too far away for the fourth hit to connect at all at high percents.
Third Hit (Down) 	3%/4% 	Leans in and does a horizontal slash low to the ground. Deals less knockback than the other third hits, which can make it useful for connecting with the neutral finisher at higher percents, when the third neutral hit may send too far away.
Fourth Hit (Up) 	5%/7% 	Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback even when tippered. Has greater vertical reach than any other hit of the move.
Fourth Hit (Neutral)	4%/6% 	Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback. The tipper by itself will KO middleweights at the edge as low as 50%, but the hit is much weaker when not tippered, only beginning to KO around 130%. The tipper is notoriously small and hard to connect most of the time, as Marth needs to be in an exact position to land a tipper with the variant.
Fourth Hit (Down) 	2% (Hit 1-4),
4%/5% (hit 5)	Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers.
==Other Animations==
Animation 	Description 	Notes
On-Screen Appearance 	Warps onto the stage using a warp circle with a twirl and unsheathes his sword. 	
Taunt 1 	Holds up his sword, emitting light from the tip while saying "This is it!" (行くぞ！, Let's go!) 	
Taunt 2 	Swings his sword once before resheathing it, saying "I won't lose!" (僕は負けない！, I won't lose!) 	
Taunt 3 	Swings his sword around and says "Keep your eyes open!" (みんな、見ていてくれ！ Everyone, watch over me!) 	
Star KO 	 	
Screen KO 	 	
Character Selection Screen	 	
Crowd Chant 	Marth Marth Marth! 	
Victory Pose 1 	Performs Shield Breaker, then poses with Exalted Falchion at his right side, saying "The day is mine!" ("今回は僕の勝ちだね。", This time victory is mine.). His ending pose mirrors his official artwork from Smash 4. 	
Victory Pose 2 	Performs a flare with his sword before sheathing it, and while still gripping it, says "I live to fight again." ("今日も生き延びることが出来た。", I was able to survive again today.). 	
Victory Pose 3 	Jumps in the air swinging his sword twice, then lands in a pose resembling his Counter animation, saying "I cannot afford to lose!" ("僕は負ける訳には行かないんだ。", I can't afford to lose.). 	
==Role in Classic Mode==
Like all other fighters, Marth appears in Classic Mode. Marth's Mini-Boss is unknown. 
===Marth Ending===
==Role in The Kiss of Death==
==Alternate Costumes==
Image	Number	Color 	Notes 	Unlockable?
 	01 	Navy 	Based on his appearance as a Lord in Fire Emblem: Shadow Dragon and New Mystery of the Emblem: Heroes of Light and Shadow. Falchion retains its design from Mystery of the Emblem.	Default
 	02 	Red 	Resembles the overworld sprites of enemy units in the Fire Emblem games. Also resembles Minerva’s design in the Fire Emblem The Complete Art Book. 	Default
 	03 	Green 	Resembles the overworld sprites of allied units in the Fire Emblem games. 	Default
 	04 	Black 	Resembles Camus, one of Marth's allies, as he appears starting with Fire Emblem: Mystery of the Emblem. 	Default
 	05 	White 	Based on Leif, the protagonist of Fire Emblem: Thracia 776, though the palette has become more monochromatic since Smash 4. 	Default
 	06 	Blue 	Resembles his appearance in Mystery of the Emblem. 	Default
 	07 	Yellow	Resembles Roy's yellow costume in Melee. 	Default
 	08 	Purple	Resembles his appearance in Shadow Dragon and the Blade of Light. 	Default
 	09 	 	 	Unlockable
 	10 	 	 	Unlockable
 	11 	 	 	Unlockable
 	12 	 	 	Unlockable
 	13 	 	 	Unlockable
 	14 	 	 	Unlockable
==Smash Taunts==
===Palutena's Guidance===
===Snake's Codecs===
==Fighter Spirits==
Marth's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Marth in The Kiss of Death allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Life & Death.
File:Marth Heroes.png
==Trivia==
Category:Fighters in Super Smash Bros. Life or Death