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[Melee] Marth Data
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[Melee] Marth Data
Marth currently ranks 4th place on the tier list, in the S tier. This is due to fast overall startup in his attacks, long and disjointed range, large amounts of extra power when attacks hit at the tip of his blade, very potent juggling and combo ability with one of the largest non-disjointed grab ranges, and a great edgeguarding ability. Marth is also blessed with a multitude of good movement options to approach and pressure with. He has a long dash dance and a long wavedash, both of which compliment his large reach. Marth also has many options to KO enemies and close combos, such as his down aerial (a very potent spike when sweetspotted, and the closer to the notorious Ken Combo) and forward smash. Compared to other top-tier characters, Marth's learning curve is not very high as he does not require an extensive amount of tech skill to be used effectively, making him easy to pick up and play. On the downside, his ability to punish approaches are somewhat limited in comparison to other top tier characters due to the lack of a projectile and the short duration of his moves. Marth also suffers from a general lack of options when put on the defensive. His weight makes him very easy to combo and does not provide sufficient knockback resistance to survive heavy hits at kill percent. Marth's out of shield game is also notoriously poor. His recovery is also problematic; while it is extendable with his side special and can end with a fast up special that covers decent distance, it is also rather predictable. Marth's main weakness though is that despite the fast startup of his moves, his moves have considerable endlag and are thus very whiff punishable. As such Marth is very susceptible to momentum shifts; a punished move puts Marth in a defensive position where he has little options. So overall, despite his low technical learning curve, many consider Marth to be one of the most difficult characters to play at high levels due to the intricate spacing ability required of top-level players to overcome his aforementioned flaws. Regardless of these flaws, Marth has excellent match-ups against many characters, including six that are nearly unloseable.
Moveset:
Total: 27
Hit: 4-7
Window of the second slash: 3-27
Second slash starts: 20
IASA: 26
Total: 28
Hit: 5-9
IASA: 27
Neutral Attack: Slash, Counter Slash. 4% (base), 6% (tip).
The first hit swings upward. Useful for both offensive and defensive spacing, especially when used with wavedashing, due to the move's non-commital nature with regards to movement. Due to its speed and disjoint and relative power for a jab, the move is also highly useful for edgeguarding linear recoveries.
The second hit is another upward swing from the other side of Marth's body. While not as useful as the first jab, it can be used to cover some unorthodox recovery options (such as the shortened Fox Illusion or Falco Phantasm) by virtue of the fact that the two jab hits can be chained continuously.
Total: 35
Hit: 7-10
Forward Tilt: Sharp Edge. 9% (base), 13% (tip).
A fast forward sword swipe, much like the dash attack with less lag and a higher angle.
Total: 39
Hit: 6-12
IASA: 32
Up Tilt: Anti-Air Slash. 8%, 9%, 10%, 12%, or 13% depending on time and position.
Swings his sword in a large arc above his head, with a large hitbox that can peg opponents behind him. This move has many varied uses; most notably, it can juggle and trap opponents in conjunction with a forward smash, a nair, or an up air on top of platforms. It can also set up aerial combos. At high percentages, it is an effective KO move, KOing reliably at 130% and above when tipped.
Total: 49
Hit: 7-9
IASA: 20
Down Tilt: Low Stab. 8% (base), 9% (middle), 10% (tip).
A quick crouching sword poke. As it pokes out and is a semi-spike, it is very useful for edgeguarding, and is also a staple in Marth's neutral game as it can safely be used to interrupt dash dancing and wavedashing approaches or follow-ups. It may also lead into a grab follow-up below 100%.
Total: 49
Hit: 12-15
IASA: 40
Dash Attack: Raid Chop. 9% (base), 11% (middle), 12% (tip).
A quick upward sweeping diagonal slash with medium lag, high range, and relatively high damage. Depending if it's tipped or not, it can either send opponents behind him or above him. Very good for setting up combos.
Total: 49
Hit: 10-13
Charge frame: 3
IASA: 48
Forward Smash: Dragon Killer. 14% (base), 20% (tip).
Rotates body counter-clockwise with a strong arc-like swing from his head to the ground, similar to the animation of his neutral special. Very fast and long ranged. The knockback of the move is stronger on the tipper hitbox of the sword.
Total: 54
Hit: 13-16
Charge frame: 7
IASA: 46
Up Smash: Justice Sword. 8% (sides), 15% (sword), 18% (tip).
A quick, direct upward thrust. The move has very weak sourspots next to Marth if used on the ground, so it is not a reliable KO move on grounded enemies next to Marth, but it can act as a surprise KO option on enemies directly above him in the air or on platforms.
Total: 64
Hit: 5-7, 20-22
Charge frame: 3
IASA: 62
Down Smash: Whirlwind Blade. 11% (base), 16% (tip).
Sweeps his sword on the ground toward the front then toward the back. If tipped it sends opponents upward with high vertical knockback, star KOing opponents at high percentages, and is one of the strongest down smashes in the game. If hit at the base, it sends opponents with low horizontal knockback, but it can still KO at high percentages. It is generally not a safe option to use in most situations, as the attack has a fair amount of ending lag and takes longer to fully execute than his other smash attacks.
Total: 49
Hit: 6-7, 15-21
Auto cancel: <5 25>
Landlag: 15
L-Cancelled: 7
Neutral Aerial: Double Slash. 4% (hit 1), 10% (hit 2).
Two horizontal slashes around himself. Both hits connect easily, can follow up into each other. Oddly enough, both the tipper hitbox and the non-tipper hitbox deal the same damage and knockback; the only difference between the 2 hitboxes is the sound effect.
Total: 33
Hit: 4-7
IASA: 30
Auto cancel: 27>
Landlag: 15
L-Cancelled: 7
Forward Aerial: Aerial Swipe. 9% (base), 10% (middle), 13% (tip).
Marth does a forward vertical swipe slash (up to down). It is considered Marth's most versatile aerial as it is his fastest and has the most combo potential. It also has the least ending lag of all his aerials and it is his safest aerial on shield since it deals 7 frames of shield stun and has 7 frames of endlag; Marth can dash dance away after doing the move on shield. Because of its ability to link into virtually any other of Marth's moves, it sets up edgeguards perfectly. The move however has a very short duration and thus despite its speed, it is unsafe when spammed in neutral.
Total: 39
Hit: 7-11
IASA: 35
Auto cancel: 32>
Landlag: 24
L-Cancelled: 12
Back Aerial: About Face. 9% (base), 10% (middle), 13% (tip).
Bottom to top sword slash behind him. The attack has the unusual property of turning Marth around when used in the air; in this regard, his back aerial can be used to potentially set up a Ken Combo.
Total: 45
Hit: 5-8
Auto cancel: <4 27>
Landlag: 15
L-Cancelled: 7
Up Aerial: Luna Slash. 9% (base), 10% (middle), 13% (tip).
A forward to back upward wide sword slash in a full delayed somersault. It is not particularly powerful, tippered or non-tippered, but conversely it shows no mercy juggling opponents when combined with forward smash, up tilt, and other aerials.
Total: 59
Hit: 6-9
Auto cancel: <5 48>
Landlag: 32
L-Cancelled: 16
Down Aerial: Half Moon. 9% (base), 10% (middle), 13% (tip).
A forward to back downward outward sword slash. The attack, when sweetspotted, sends opponents flying downward. In NTSC regions, the attack is a spike, while PAL regions, it's a meteor smash. Due to its high ending lag and Marth's lackluster recovery, the attack is of high risk if used offstage at a low altitude. Regardless, the move is extremely useful anywhere else on the stage. Its long horizontal reach makes it a great tech chase option (for reading rolls) as well as an out of shield option. This is the primary finish to a Ken Combo.
Special Moveset:
Time to get to charging: 11 frames
Hit (from release of B): 5-10
Max charge time: 121 frames
Neutral Special: Shield Breaker. 7% (uncharged) to 28% (fully charged).
An overhead slash similar to the forward smash, but can be charged for longer with more powerful results.
Sword Dance (1, Side)
Total: 29
Hit: 6-8
Window for attack 2: 9-26
Sword Dance (2, Neutral/Side/Down)
Total: 40
Hit: 14-16
Window for attack 3: 17-33
Sword Dance (2, Up)
Total: 40
Hit: 12-15
Window for attack 3: 17-32
Sword Dance (3, Side/Neutral)
Total: 46
Hit: 11-14
Window for attack 4: 16-37
Sword Dance (3, Up)
Total: 46
Hit: 13-17
Window for attack 4: 18-38
Sword Dance (3, Down)
Total: 46
Hit: 15-18
Window for attack 4: 19-35
Sword Dance (4, Side/Neutral/Up)
Total: 50
Hit: 23-26
Sword Dance (4, Down)
Total: 60
Hit: 13-15, 19-21, 25-27, 31-33, 37-38
Side Special: Dancing Blade. 3%, 4%, 5%, 6%, 10%, 12%, or 14% depending on hit.
A sequence of sword maneuvers with several variations.
Total: 39
Hit: 5-10
Invulnerable: 5
Landfallspeciallag: 34
Up Special: Dolphin Slash. 10% (grounded base), 13% (grounded tip), 7% (aerial sword), 6% (aerial base).
A super-quick jumping uppercut slash that can be reversed before frame 6. Dolphin Slash has many uses, but is very risky to use due to the large degree of vulnerability Marth receives if the move is whiffed. The move is easily comboed into (though DI must be correctly read); it can be used as an alternative (instead of a down air) to finish a Ken Combo. It is also Marth's fastest option to punish rolls (provided he is close enough) as well as his fastest out of shield option.
(When it counters)
Total: 46
Hit: 14-20 (or 1 frame later for strong attacks)
Invincible 1-16
Down Special: Counter. 7%. Blocks and retaliates against incoming attacks.
Grabs: 4th longest grab range overall and the longest non-tether grab.
Total: 30
Grab: 7-8
Total: 40
Grab: 10-11
Just a little example how huge his grab range is.
Pummel: Knee. 3%. Knees opponent.
Forward Throw: Bounce. 4%.
Grabs and pushes forward, tripping with the leg.
Back Throw: Throw Away. 4%.
Pulls and extends leg simultaneously.
Up Throw: Emblem Toss. 4%.
Powerful upward throw with one arm. Can chain throw fast fallers at low percentages, and is the third strongest up throw in the game.
Down Throw: Slam. 5%.
Hooks arm and drags to the floor sending the opponent backward. Set ups tipper forward smash at low percentages.
Floor Attack (Front) 6% Sweeps the tip of his sword on the ground front to back. Less range than floor attack from back.
Floor attack (Back) 6% Quick stab to the left followed by horizontal slash to the right.
Edge attack (Fast) 8% (sword), 6% (base) Flips onto ledge with a quick downward diagonal slash from left to right.
Edge attack (Slow) 8% (sword), 6% (base) Quick, low, horizontal slash with medium lag. Less range than normal ledge attack.
Dodges:
Air Dodge
Invulnerable 4-29 out of 49
Spot Dodge
Invulnerable 2-18 out of 27
Forward Roll
Invulnerable 4-19 out of 35
Backward Roll
Invulnerable 4-23 out of 35
-
Match-Ups:
Fox; ±0 (Even Match).
Falco; ±0 (Even Match).
Sheik; -1 (Soft Countered).
Marth; Mirror Match.
Jigglypuff; -1 (Soft Countered).
Peach; +1 (Soft Counter).
Captain Falcon; ±0 (Even Match).
Ice Climbers; +1 (Soft Counter).
Dr. Mario; +2 (Counter).
Pikachu; +2 (Counter).
Samus; +1 (Soft Counter).
Ganon; ±0 (Even Match).
Luigi; +2 (Counter).
Mario; +2 (Counter).
Yoshi; +2 (Counter).
Young Link; +2 (Counter).
Link; +2 (Counter).
Donkey Kong; +2 (Counter).
Roy; +2 (Counter).
Zelda; +2 (Counter).
Mewtwo; +3 (Hard Counter).
Mr. Game & Watch; +3 (Hard Counter).
Ness; +3 (Hard Counter).
Bowser; +3 (Hard Counter).
Pichu; +3 (Hard Counter).
Kirby; +3 (Hard Counter).
Marth has among the most positive matchup spreads in the game, being soft countered by two characters, having four even matchups, soft countering three characters, countering ten, and hard countering six. He tends to have an advantage against characters with poor range, such as Dr. Mario (who he can easily outspace on the ground and in the air alike), and characters with poor mobility on the ground, such as Zelda. He is also one of the three characters in the game to have an even matchup against Fox. However, his recovery is rather poor, as characters such as Jigglypuff, Sheik, and Fox can edgeguard or gimp him pretty easily in most offstage situations. Additionally, he is vulnerable to combos and dash dance follow-ups from faster characters such as Captain Falcon if he fails to land reads or punishes. Overall, however, Marth is one of the most difficult matchups for many of the characters in Melee.
Funnily enough, other than Sheik, Marth's worst match-up is himself.
Flint- Rank "S" Hero
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Re: [Melee] Marth Data
I main Marth in Melee and Brawl.
Kira Yoshikage- Posts : 940
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