Super Smash Bros. Obliteration/Marth

Marth is the Main Protagonist/Mascot of the first game in the Fire Emblem Series Fire Emblem: Shadow Dragon And The Blade Of Light and a Default/Starter Character in Super Smash Bros. Obliteration. Marth has appeared in many games throughout the Fire Emblem Series. In his first appearance he stopped the plots of conquest by the evil ruler Gharnef, Making his most recent appearance in Fire Emblem Awakening, Marth had played a key role with Chrom, the avatar Robin, and Marth's descendent Lucina in putting an end to the Fell Dragon Grima's schemes and saved both continents Ylisse and Valm. Now living and dying by the blade once more., Marth is ready to take the fight to the next level and slash his way to the top of the Mountain of Smashers. Armed to the brim with a moveset based around his sword and having attacks based of, slashes, hacks, and a signature critical hit final smash, Marth is ready to take his blade on a journey through many hardships, in a true fight for the ages.
==Attacks==
Type 	Name 	Damage 	Description
Neutral 	 	(5% = hit 1, 4% = hit 2, 9% = total). 	Slashes the Falchion twice in front of himself. If spaced and timed correctly, thie first hit has many follow-up capabilities as it can link into any of his smash attacks or tilts that can link into his other moves when untippered, but some of these followups only work if the opponent is very close to
the player.
Forward Tilt 	 	(9%) 	A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, making it a go-to spacing and KO option. Deals much weaker knockback if untippered.
Up Tilt 	 	(6% = blade, 5% = body, 9% = tip). 	Swings the Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself at low percentages and KO at high percents when tippered.
Down Tilt 	 	(8%) 	A quick crouching sword poke. Marth's fastest tilt, which is useful for creating space. Can follow up into a grab, dash attack, or running Dancing Blade if the move is untippered, and the tipper hitbox can hit opponents on and below the ledge, while dealing semi-spike knockback.
Forward Smash	 	(18% = clean, 13% = late). 	Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has the third highest knockback scaling of any forward smash in the game when tippered, being able to KO opponents at 75% from the stage's center and as low as 37% near the edge. Despite this, the move's low range compared to Marth's previous incarnations makes landing a tipper somewhat difficult and highly susceptible to punishment.
Up Smash 	Justice Sword	(3% = ground, 13% = blade, 17% = tip). 	A quick, direct upward thrust. 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, KOing around 76%, although this is difficult to do unless an opponent falls directly on
top of Marth.
Down 	 	(12% = hit 1, 11% = hit 2, 23% = total).	Sweeps the 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.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(5% = hit 1, 9.5% = hit 2, 14.5% = total). 	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 tipper of the second hit is very strong, being the most powerful neutral aerial in the game, KOing near the edge at around 100%.
Forward	 	(11.5%) 	Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat but is risky to use in the neutral game unless used immediately out of a short hop, due to its weak damage if untippered, low hitbox duration and its strict autocancel window, only cancelling if used in a few specific frames immediately after a short hop. However, it is powerful when tippered for how quickly the move comes out, KOing near the edge at around 110%.
Back 	 	(12.5%) 	An upward crescent slash behind him in an inward swipe. 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. Can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Another very powerful move when tippered considering its speed it can KO near the edge at around 90%, and around 145% at the stages' center.
Up 	 	(14% = clean, 9.5% = late). 	An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling at low percents 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 ending lag during the first few frames, it can be used for a somewhat reliable KO confirm of a landing up aerial to down aerial meteor smash at around 55-60% near the edge. It can also KO at high percents from a down throw on a handful of the cast when tippered, but only in stages with platforms,
Down 	 	(12% blade, 14% = non-meteor tip, 15% = meteor tip).	A downward, wide crescent slash with large coverage. If the attack connects at 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). Other hitboxes when tippered result in moderate knockback. It also has high ending and landing lag.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Gracefully Spins the Falchion In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Spins The Falchion In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs A Forward Flip Slash, While Climbing Up.
Dash Attack 	 	(10% = blade, 12% = tip)	A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent semi-spike knockback if tipped. Moderate ending lag and very low hitlag if untippered, making it rather unsafe
against shields.
==Grabs/Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs the enemy with his left hand.
Pummel 	Knee Jab 	(2%) 	Knees The Enemy, A Fairly Fast Pummel.
Forward	Straight Chuck	(5% = hit 1, 4% = throw, 9% = total). 	Throws the opponent forward. Can be used to set up a tippered forward aerial until around 20%, or a Crescent Slash until around 150%. Can also be followed up with a neutral or forward aerial at very low percents against heavier characters.
Back 	Leg Toss 	(4% = hit 1, 3% = throw, 7% = total). 	Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edgeguarding, but it cannot combo or KO reliably.
Up 	Sleight Throw 	(8% = sword, 5% = throw, 13% = total).	A powerful one-armed upward throw, in which Marth stabs the opponent after throwing them upward, Marth's strongest throw, which can KO at around 170%. It is also rather tricky to DI due to its launch angle being behind Marth.
Down 	Sword Drill 	(8% = sword, 4% = throw, 12% = total).	Throws opponent to the ground with one arm, Drilling His Sword into the, opponent, Marth can setup into a charged Up Smash.
==Taunts==
Up taunt: Points the Falchion skyward with a quick spark of light emitting at the tip. This is similar to his stance before he performed his Critical Hit animation in the Fire Emblem series and identical to his stance while performing his Lodestar technique.
Side taunt: Swings the Falchion twice before sheathing it. Marth quickly unsheathes it before the taunt ends.
Down taunt: Swings the Falchion downwards before holding it in front of his face, then going back to his idle pose. Marth says: みんな、見ていてくれ！ ("Everyone, watch over me!" or in official Fire Emblem Fates English dub as "My prayers are with you!").
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Sheield Breaker	(9% = uncharged, 17% = half charged, 24% = fully charged).	Marth assumes a readying stance and charges the Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage. If fully charged and used in the air, this move will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with very high startup. Deals very high knockback when tippered, making it a powerful KOing option, especially against dazed opponents.
Side Special 	Dancing Blade 	(16%) 	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 hit comes out on frame 6 and is arguably Marth's best tool for catching and punishing rolls, air dodges, and landings.
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 sweetspot located in the first few frames, which can easily cause stage-spikes under the right circumstances.
Down Special 	Counter 	(1.2x = min 8%). 	Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counter attack scales with the strength of the attack blocked. Starts up on frame 6 and lasts 22 frames. Ineffective against projectiles and attacks with sufficiently long reach, such as many of Shulk's tilts and Smash Attacks.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Critical Hit	( 7% = Hits 1-4, 9% = Hits 5-7 10% = Hits 8-9, 5% = Hit 10, 90% = total).	Marth raises the 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. Pressing the special button again will cause him to stop mid-dash, This Move deals Massive Damage but does not
ensure a KO against an opponent.
Category:Characters
Category:Playable Characters
Category:Males
Category:Fire Emblem (series)
Category:Fire Emblem Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters