Super Smash Bros. Galaxy Deluxe/Marth Moveset

Marth (マルス, Marth) is a playable character in Super Smash Bros. Ultimate. Like all veterans, he was officially confirmed as a playable character on June 12th, 2018. As in his appearances prior to Super Smash Bros. 4, he is unlockable, instead of being available from the start. Marth is classified as Fighter #21.
This is the first time in the Super Smash Bros. series where Marth is not solely voiced in Japanese. In international releases, Marth is voiced in English by Yuri Lowenthal, who reprises his role from Code Name: S.T.E.A.M. onwards. Hikaru Midorikawa reprises his role in the Japanese version, with newly recorded voice clips for the first time since Super Smash Bros. Melee. 
Marth is ranked 54th out of 82 on the current tier list, placing him in the B- tier. This is a large drop from his placement of 11th/12th out of 54 in SSB4 where he was tied with Ryu, and is his worst placement in the series to date. This is also a significant drop compared to his Echo Fighter, Lucina, who is currently ranked 22nd out of 82 and is placed in the A+ tier. This drastic difference in tier placement is due to Marth's reliance on landing tipper hits to get KOs. This combined with Marth's tipper hitboxes being smaller than in Smash 4 and Ultimate's faster engine making spacing less effective makes him more inconsistent with netting KOs, as his sourspot hits struggle to take stocks even at high percentages (a flaw commonly dubbed "Marthritis"). Lucina's attacks, on the other hand, deal the same amount of damage and knockback regardless of where on her sword the attack lands, making her much more consistent in terms of results.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Slash (スラッシュ) / Combination Slash (コンビネーションスラッシュ) 	3%/5% 	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. The first hit can also jab lock.
Neutral attack 	Neutral attack 	Slash (スラッシュ) / Combination Slash (コンビネーションスラッシュ) 	4%/6% 	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. The first hit can also jab lock.
Forward tilt 	Forward tilt 	Hard Edge (ハードエッジ) 	9%/12% 	A fast upward swipe while leaning forward. It has a large arc that is useful for spacing and deals quite strong knockback when tippered, KOing middleweights at the edge around 100%. On the other hand, it deals much weaker knockback if untippered, being incapable of sending foes into a tumble until mid percents, making it very unsafe if spaced improperly. The tipper can hit opponents standing on top of some platforms. Based on Marth's attack from Fire Emblem: Shadow Dragon and the Blade of Light.
Up tilt 	Up tilt 	Anti-air Slash (アンチエアスラッシュ) 	6% (blade), 5% (body), 10% (tip) 	Swings Exalted Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself or aerials at low percentages and KO at high percents when tippered. Covers platforms very well and is useful for juggling, and as of update 12.0, when tippered it is the 6th strongest up tilt in the game, narrowly beating Roy’s and only losing to King Dedede’s.
Down tilt 	Down tilt 	Low Thrust (ロースラスト) 	7%/10% 	A quick crouching sword poke. Has the lowest ending lag out of Marth's tilts, making it useful for interrupting grounded approaches and creating space. Deals semi-spike knockback, making it useful for edgeguarding. The tipper knocks opponents into a tumble around roughly 60%, with the blade hit starting to do so around roughly 125%, which can force opponents into a tech chase situation.
Dash attack 	Dash attack 	Raid Chop (レイドチョップ) 	9% (body), 10% (blade), 13% (tip) 	A quick, running, upward-sweeping diagonal slash. It is rather slow for a dash attack but deals quite high knockback if tippered; This move sports impressively high base knockback but poor knockback growth, capable of KO'ing lightweights at around 45% at ledge and yet being incapable of KO'ing those same characters from center stage until around 130%, making it very fickle as a KO option. It has notable ending lag and very low hit lag if untippered, making it rather unsafe against shields, especially since the tipper is quite hard to connect with. The ability to use the faster, safer, and more consistent forward tilt out of dash makes this move's use rather niche. Resembles Marth's attack after sprinting toward an enemy in Fire Emblem: Shadow Dragon and the Blade of Light.
Forward smash 	Forward smash 	Dragon Killer (ドラゴンキラー) 	13%/18% 	Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Very fast startup at frame 10 (tied with several others for the fastest of any forward smash), but high ending lag. Although lackluster when hit with the blade, only beginning to KO starting from 120% at ledge and much later at center stage, the tipper of this attack has incredible knockback, being able to KO middleweights at 75% from the stage's center and as low as 37% near the edge. This makes it incredibly potent compared to other forward smashes with the same damage output, and when the speed difference versus forward smashes of similar KO potential is taken into account, it becomes one of the strongest forward smashes in the game. Due to its fast startup and the upwards angle of the initial hitbox, it can be combo'd into for a kill with his sourspot up aerial at certain percentages. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs. Similar to some of Marth's attacks with the Falchion in Shadow Dragon and the Blade of Light.
Up smash 	Up smash 	Justice Sword (ジャスティスソード) 	3% (ground), 13% (blade), 17% (tip) 	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. Good for aerial protection and chasing down landing opponents. If tippered, it deals extremely high knockback to the point where it becomes one of the strongest up smashes in the game, although this is difficult to do unless an opponent falls directly on top of Marth from a considerable height. However, to make up, it is one of Marth’s few untippered attacks that can reliably K.O. The grounded hit may occasionally fail to connect to the main attack if their percent is high enough.
Down smash 	Down smash 	Whirlwind (ワールウインド) 	8%/12% (hit 1), 12%/17% (hit 2) 	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. It also has high ending lag.
Neutral aerial 	Neutral aerial 	Double Slash (ダブルスラッシュ) 	3.5%/5% (hit 1), 7%/9.5% (hit 2) 	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 and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has very low knockback scaling, which, combined with fast falling and the move's low landing lag, allows it to combo into many of Marth's tilts, and even his forward smash, even up to around 175%. The second hit's tipper has strong knockback, KOing middleweights at the edge around 100%, making it one of the strongest neutral airs in the game.
Forward aerial 	Forward aerial 	Flag Cut (フラッグカット) 	8%/11.5% 	Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat, and its reasonably low landing lag and strong tipper make it very safe when spaced properly. Its tipper is also decently strong, KOing middleweights at the edge around 133%. Around 24% with the tipper, or around 40% with the sour spot, it begins to knock opponents into a tumble, which can force a tech chase situation. Similar to the animation some units have when attacking in Shadow Dragon and the Blade of Light.
Back aerial 	Back aerial 	About Face (アッパースイング, Upper Swing) 	9%/12.5% 	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. It can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Has a rather strong tipper given its speed, KOing middleweights at the edge around 90%.
Up aerial 	Up aerial 	Luna Slash (ルナスラッシュ) 	9.5%/13% 	An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling thanks to its large arc, making it a good anti-air as well, but it has weak knockback unless tippered. Due to its angle and low landing lag, it makes a reliable combo starter when hit with the blade, comboing into aerials even around 100%.
Down aerial 	Down aerial 	Halfmoon (ハーフムーン) 	12% (blade), 14% (non-meteor tip), 15% (meteor)	A downward, wide crescent slash with large coverage. If the attack connects in the middle of the swinging arc (directly below Marth), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11) and is weak compared to other meteor smashes with the same damage output, and even weaker than some with a lower damage output, like Mario’s forward aerial (which does 14%). However, its lack of power compared to others can make it great for kill setups, such as the grounded meteor smash combined with a tippered up smash or forward smash. It can also be useful against cross-ups and as an out of shield option as it starts behind Marth and covers a wide area below him.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out with his free hand.
Pummel 	Pummel 	Grab Kneebutt (つかみニーバット) 	1.3% 	A knee strike.
Forward throw 	Forward throw 	Elbowbutt (エルボーバット) 	4% 	An elbow strike with his sword arm. While it has little to no use onstage, its medium launch angle makes it great for setting up edgeguards.
Back throw 	Back throw 	Leg Hooker (レッグフッカー) 	4% 	Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edge guarding, but it cannot combo or KO reliably.
Up throw 	Up throw 	Casting (キャスティング) 	5% 	A powerful one-armed upward throw. Marth's strongest throw, though it does not start KOing middleweights until around 185%.
Down throw 	Down throw 	Grab Drop (グラブドロップ) 	4% 	Throws opponent to the ground with one arm, bouncing them upwards. At low to mid percents, its angle and high base knockback allow it to follow up into an up or back aerial depending on DI, or only an up aerial at higher percents. Despite having low knockback scaling, it still loses its combo potential around roughly 80%-90%.
Floor attack (front)	Floor attack (front)	 	7% 	Spins around gracefully and slashes Exalted Falchion in a circle.
Floor attack (back) 	Floor attack (back) 	 	7% 	Swings Exalted Falchion behind, then in front of him before getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Stabs behind him then slashes in front of himself before getting up.
Edge attack 	Edge attack 	 	9% 	Backflips onto the stage and slashes.
Neutral special 	Neutral special 	Shield Breaker 	8%/9% (uncharged), 22%/24% (fully charged) 	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.
Side special 	Side special 	Dancing Blade 	Varies (see below) 	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 	Up special 	Dolphin Slash 	11% (clean), 7% (late blade), 6% (late body) 	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 	Down special 	Counter 	1.2× (minimum 8%) 	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 	Final Smash 	Critical Hit 	60% 	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.
== Appearing ==
Warps onto the stage using a warp circle with a twirl and unsheathes his sword.
== Taunt ==
Up taunt: Hoists the Exalted Falchion into the air, emitting light from the tip while saying "This is it!" (行くぞ！, Let's go!) Resembles his critical hit animation from Fire Emblem: Shadow Dragon and the Blade of Light.
Side taunt: Swings the Exalted Falchion once before resheathing it, saying "I won't lose!" (僕は負けない！, I won't lose!)
Down taunt: Swings the Exalted Falchion around and says "Keep your eyes open!" (みんな、見ていてくれ！ Everyone, watch over me!)
== Idle ==
Holds his hand to his chest, closes his eyes, and silently takes a breath.
Brushes his hair out of his face.
== Victory Pose ==
Left: 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.
* If Pit was present in the match, there's a chance he will say "The game is over!" ("あなたのゲームは終わりました", Your Game Is Over.) instead.
* If Zelda was present in the match, there's a chance he will say "We Will Meet Again." ("また会いましょう。", We Will Meet Again.) instead.
Up: 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.).
* If Lucina was present in the match, there's a chance he will say "You Have To Remember Me." ("私を覚えておいてくれ", You Need To Remember Me.) instead.
Right: 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.).
* If Chrom was present in the match, there's a chance he will say "You Have No Chance." ("あなたにはチャンスがありません。", You Have No Chance.) instead.
== Victory Theme ==
Marth: Fire Emblem Victory Theme
== Classic Mode: A Kingdom of Dragons ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Giant  Charizard 	Castle Siege 	Story 5 Meeting 	Giant Charizard's Pokémon Trainer is absent. Zelda And Pit Is a CPU Alley.
2 	Yoshi (x5) 	Arena Ferox 	Under This Banner 	Horde Battle. Zelda And Pit Is a CPU Alley.
3 	Giant  King K. Rool 	Bridge of Eldin 	Fire Emblem: Mystery of the Emblem Medley 	King K. Rool represents Medeus in his Shadow Dragon form in Mystery of the Emblem. Bridge of Eldin resembles the map Light and Shadow where Marth fights Medeus. Zelda And Pit Is a CPU Alley.
4 	Mii Gunner (×4),  Mii Brawler, and  Mii Swordfighter	Castle Siege 	Advance 	Horde Battle.
Mii Fighter costume combinations:
* Dragon Helmet and Yellow Dragon Armor (Gunner)
* Devil Horns and Black Dragon Armor (Gunner)
* Dragon Helmet and Woolly Yoshi Outfit (Brawler)
* Dragon Helmet and White Dragon Armor (Gunner)
* Woolly Yoshi Hat and Red Dragon Armor (Gunner)
* Dragon Helmet and Black Knight Armor (Swordfighter)
Zelda And Pit Is a CPU Alley.
5 	Ridley (Giant) 	The Research Facility II	Vs. Ridley 	Giant Ridley references Medeus, the main antagonist of Fire Emblem: Shadow Dragon and the Blade of Light. Zelda And Pit Is a CPU Alley.
6 	Corrin (x2), then Dark Pit 	Coliseum 	Lost in Thoughts All Alone (Remix) (Against Corrin) Dark Pit's Theme (Against Dark Pit)	Zelda And Pit Is a CPU Alley.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Rathalos 	Forest Hill 	Roar/Rathalos 	Lucina, Zelda And Pit Is a CPU Alley.
== Palutena's Guidance ==
: Pit: Get a load of Mr. Fancy Pants here.
: Viridi: Is that jealousy I detect in your voice, Pit?
: Pit: Why would I be jealous of Marth?
: Viridi: Well, he's a prince, for starters. A handsome prince. And you're just—
: Palutena: Anyway, Prince Marth's most dangerous attack comes from the tip of his sword. Avoid his blade when you're at midrange.
: Pit: So I should either attack him from a distance or get up close and personal.
: Palutena: He's got a counter as well, so be on guard when you go hand to hand. If you're attacking from afar, use items to improve your chances.
== Color ==
# Original
# Red
# Green
# Grey
# White
# Blue
# Orange
# Purple
== Story Mode ==
Marth Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the excluding of Girl & Dog.
No.	Name 	Type 	Power	Stage 	Music
21 	Marth	Attack	2,500	Final Destination	Final Destination
== Spirit ==
Category:Character Movesets