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Marth
Marth
File:FireEmblemSymbol.png
Universe Fire Emblem
Availability Starter
Tier N/A (N/A)

Marth is a playable character in Super Smash Bros. OC 2016. Marth almost plays out Identical to his Brawl form, considered that his moveset is actually based off from SSB4, Marth wasn't heavily Nerfed too much, Marth is now a Mid-High Tier Character instead of being High Tier due to his nerfs.

Attributes[]

The fundamental ideas of Marth remain intact. He has above-average movement speed overall and a moveset full of disjointed hitboxes that tend to cover wide arcs, allowing him to fight a step away from danger most of the time; in particular, having the fastest walk speed in the game lets him move quickly without being forced into his dash attack or up smash. Forward tilt, up tilt, and forward aerial are good examples of attacks that cover a lot of ground and keep Marth relatively safe when properly spaced. His up special, Dolphin Slash lets him recover from below and sweetspot the edge quickly, though its path is linear and easy to intercept. Shield Breaker gives Marth a horizontal boost when used in the air, acting as an alternate recovery option or situational edgeguard tool.

However, Marth has also seen a wide range of nerfs that limit his potential. Most importantly, his overall range is much shorter, with altered hitboxes and animations resulting in less range for many attacks, undermining his former advantage. His moveset is also slower in general compared from Brawl and Melee, with many of his attacks being given more startup lag, more ending lag, or shorter hitbox duration. With the removal of chaingrabbing, all of Marth's throws have less utility, being too weak for reliable KOs yet too strong for reliable followups. Overall, these changes combine to hinder both his approach and his punishing abilities.

Moveset[]

Attack Name Damage Description
Neutral Attack 3%, 5% Slashes Falchion twice in front of himself. If spaced and timed correctly, this move has amazing and almost limitless follow-up capabilities as it can link into any of his smashes and tilts which can link into his other moves. (Some of this will only work if the opponent is very close to the player.)
Side Tilt 12% A fast forward leaning Falchion swipe upward.
Up Tilt 6%, 9% (tip) Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him.
Down Tilt 7%, 10% A quick crouching Falchion poke. Can link into a grab if the move is un-tipped.
Dash Attack 10% (blade), 9% (body), 12% (tip) A quick upward sweeping diagonal slash.
Side Smash 13%, 19% Rotates body counter-clockwise with a strong arc-like one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when sourspotted, this move has surprisingly potent knockback when tipped, being able to KO opponents near the edge at as low as 37%. In fact, when tippered it has the 3rd highest knockback of any forward smash, being tied with Darth Vader. Despite this, the move's low range compared to Marth's previous incarnations makes this a somewhat difficult move to hit.
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.
Down Smash 8%/12% (hit 1), 12%/17% (hit 2) Sweeps Falchion on the ground toward the front outward then toward the back inward. Weak for a smash attack unless tipped, where it'll do moderate knockback. High ending lag makes it punishable.
Neutral Ariel 2%, 3%, 6%, 8% Two horizontal slashes around himself via in 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.
Forward Ariel 7%, 10% Does a forward vertical slash
Back Ariel 9%, 12% Slashes Falchion from bottom to top behind him in an inward swipe. Has the interesting property of turning Marth around, changing facing direction.
Up Ariel 9%, 12% A forward to back upward Falchion slash in a delayed somersault.
Down Ariel 11%, 13%, 14% A forward to back downward outward slash with Falchion. If the tipper hits in the middle of the swinging arc, it sends opponents downwards, meteor smashing powerfully; this is easier said than done, and players have to learn the timing and range of this move to put its meteor effect to good use. Other hitboxes when tipped results in moderate knockback. High ending and landing lag.
Forward Throw 4% Grabs and pushes forward, tripping with his leg. Can be used to set-up a Crescent Slash from low to high percentage.
Back Throw 4% Turns around and pulls the enemy over his outstretched leg, tripping them.
Up Throw 4% Powerful upward throw with one arm. Can KO at very high percentages.
Down Throw 5% Throws opponent to the ground with one arm, bouncing them upwards. Primary follow-up throw.
Neutral Special Shield Breaker 8%, 24% Marth charges up Falchion at chest level before powerfully thrusting it forward. This attack deals high amounts of shield damage. If fully charged and used in the air, this move will thrust Marth in whatever direction he's facing, giving him a somewhat horizontal recovery.
Side Special Dancing Blade 3%/4% (parts 1-2), 4%/5% (part 3 up/side), 3%/4% (part 3 down), 6%/8% (part 4 up), 5%/7% (part 4 side), 2% (part 4 down hits 1-4), 4%/6% (part 4 hit 5) A sequence of Falchion slashes with several variations based on control stick tilts; If it is tilted up on the final blow, Marth will perform an uppercut with good KO'ing potential. Tilted down: A flurry of stabs that wears down shields. Neutral or side: Produces a strong swing downwards.
Up Special Dolphin Slash 11% Marth performs a rapid jumping slash that can be reversed. Has a powerful sweetspot located in the first few frames.
Down Special Counter 1.2x Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked.
Final Smash Critical Hit 60% Marth lunges in one direction, attacking the first opponent. Immense knockback, enough to one-hit KO any character.

Taunts[]

  • Up: Points his sword in the air, where it shines. Similar to his stance before performing a critical hit in Fire Emblem.
  • Side: Slashes his sword twice in front of himself, then sheathes it.
  • Down: Twirls his sword, then raises it in front of him saying "みんな、見ていてくれ", which is Japanese for "Everyone, look at me!" (same in Melee).

On-Screen Apperance[]

  • Warps onto the stage using warp magic with a twirl and unsheathes his sword.

Idle Poses[]

  • Holds chest and takes a breath.
  • Brushes hair out of his face.

Victory Poses[]

  • Sheaths his sword and says "今日も生き延びることが出来た", which translates to "Today I have survived."
  • Turns with pride, spins his sword then clashes it to the ground, and says "今回は僕の勝ちだね", which translates to "This time it's my victory, isn't it?"
  • Poses with his sword sheathed and his right arm out and says "僕は負ける訳には行かないんだ", which translates to "There's no way I can lose!"

In Competitive Play[]

Match ups[]

Alternate Costumes[]

Trivia[]

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