Wight
Smash Apprentice
Marth in Brawl: The Comprehensive Analysis
Recent Updates[/COLOR]
- Down B: Counter
- USmash
- FSmash
Marth is among the returning veterans from melee, and is one of the veterans returning who seem to be very similar to their representative melee counterparts. Marth has returned again as a hidden character
.
Most Marth fans will be glad to know that his moveset is close to unchanged since melee and is still as fast, agile and considerably cheap. His only move which has received a maker over is his natural B move (see next section.) His tipper is still at the end of his sward and is still as powerful. Veteran players and inexperienced Marth players alike should now enjoy Marth's gameplay as it easier to master him than it was in melee. His higher SH and slight increase in floatiness allow players to perform two Fairs with one SH. Marth is also one of the characters that has a majority of auto-L-Canceling air attacks* making his gameplay faster and less tedious for the more casual players.
* Auto L-canceling moves are coined as the moves that seem to have minimal or no lag. In melee most moves had similar lag, but in brawl a character can have moves with high lag and low lag (also know as auto L-canceling moves)
Considerable changes
It's hard at this point to draw definitive conclusions, however from watching youtube videos by professional melee players (playing brawl of course) one notices some considerable changes
Neutral B: Shield Breaker
I'm sure everyone who have watched any video with Marth in it will have noticed that Marth's natural B has been changed from the vertical "Shield Breaker" attack to a new stab like move. It's implications are at this point, unknown. It seems to work as a similar attack though and will probably be as equally vital on combat as in melee (not very)
It is rumored that Marth's forward B provides slight horizontal movement in the air. It has been suggested that this will replace the f-B which no longer gives horizontal distance. However Marth's natural B has considerable after lag, so unless you have been shot at a high angle this move will hardly help in your recovery.
Down B: Counter
Marth still has his counter attack. I know what you are thinking; "but wight! why are you writing about the counter if it is still the same?"
Well marth's counter attack unlike in SSBM does not do 8% with a set knockback. This time around Marth's counter does damage to a 11:10 ratio (x1.1) of incoming attack. Knockback is also contingent on the incoming attack. Ike however has a slightly less counter frames but does according to a 6:5 ratio (1.2x) of damage corresponding to its incoming attack.
Example: Marth counters Pikatchu's skullbash and kills at 103%
(2:20)
http://uk.youtube.com/watch?v=BX7hYdAZV1c
we see that Marth kills pikachu whom is at 103% with his counter dealing 11%. If you watch the entire video you will get more chances to examine the properties of this move as Meljin (marth) uses the move rather frequently. And at points when pikachu has +130% he fails to kill him/her/it. This suggests that the counter's knockback and damage are contingent on the move being countered.
Forward B: Dancing Blade
This attack does not differ much in terms of how it looks from its melee counterpart. The big difference, other than its new obvious colourful look it connects quicker and does less knockback with the first three hits; making it easier to get the combo out on a target at higher percentages. The hits also come out faster than before. My impressions are that this move has been buffed, and would consequently be more useful at competitive levels of play.
This move no longer provides any horizontal distance in air. It is thus no longer a viable recovery move.
Up B: Dolphin Slash
Seems to give more freedom of movement (possible to get slightly more horizontal distance) The attack also when done from the ground has slightly more horizontal knockback than in melee.
reference: http://uk.youtube.com/watch?v=_sSt3aCgSlo&feature=user (last few seconds)
Fair:
This move actually seems to be exactly the same as in melee, however its uses will differ slightly so it is worth mentioning. Due to brawls increase in "floatiness" it is easier to pull off the combo of two Fairs within a small-hop.
Hitting a target with the sweet-spot of this move will no longer send the target diagonally upwards, rather it will send them horizontally. This move is also now viable as a killing move as it has better knockback than in melee. Hitting with the sweet-spot of this strike now resembles Marth's Bair in melee instead of his Fair.
Up-Smash:
Has been seen to do 25%.
reference: http://youtube.com/watch?v=d6UFj_5FUcU (first few seconds)
Is now worth something when done to a target on the ground. Making Up-A dash canceling a considerable technique to some players. It is also now easier to hit, and has kept its previously high killing power.
Forward-Smash:
Same move as before, however the length of the attack (or hitbox) is slightly decreased, but it will still have your ness playing friend steaming out of his ears.
The hitbox of Marth's Forward Smash has considerably decreased (if you look at the profile of Marth on the DOJO or the image on the start of this document you will see that Marth Sword is indeed shorter). However the tipper hitbox has not changed. A slightly shorter sword and the same tipper hitbox makes it easier to hit with the tipper. Tipper hits range from 18-20% and still have a very flat, horizontal knockback.
However with the lack of wavedashing spacing will be more difficult. This the easier to hit tipper is rather a method of compensation than "ner***e."
Marth's Lag:
Marth's attacks seem to have slightly less after lag and slight more lag before attacks. This would suggest that getting Marth's attacks to link together would be easier.
this lag is noticeable with the following moves at least:
- utilt
- fair
- Fsmash
- Dsmash
Well thats what i've noticed from a number of marth videos. If you disagree please beg to differ and smack up a post. Thats all the changes i could think of at this point-
other than Marth's considerable change in appearance.
Marth's Final Smash "Critical Hit"
Unlike what most people expected, Marth's FS is not a copy of Ike's Great Aether.
Marth's FS is a quick horizontal attack that is similar to Link's FS in the sense that it attacks horizontally to a distance. The difference being that if successful, Marth performs a single blow dealing 60% of damage and killing with almost absolute certaintly.
Reference:
http://youtube.com/watch?v=d6UFj_5FUcU
The attack which delivers only a single blow can however with its large hitbox hit multiple targets. The attack can also be performed in the air where it behaves as it does on the ground. Unlike commonly speculated Marth's FS does not require a close proximity to the foe such as Zero Suit Samus' FS "Power Suit Samus."
Here is an image of the single cut that Marth enflicts on his target. Lots of speculation is going around on what these bars could mean. Some have suggested that it a meter that determines the power of the knockback; having a random amount of damage like Game and Watch's over-B. Some have suggested that the bars indicate a success rate. As many have have said that marth's FS is too good to be true, that perhaps this bar system compensates for its extreme power. It has been suggested that if the bars are less than a certain level the move will not be performed. At this point it's meaning is yet to be determined.
*Updates* The bars are to represent the epic power of the attack. The bars are like the life bars in Fire Emblem and drain to zero during the move.
Marth's FS is arguable one of be most powerful Final Smashes. However there is much speculation going about saying that if Marth misses his FS he will plummet to his death**. The difficulty of dodging this move has also yet to be seen and is awaiting assessment. One would however, expect that it would as easy/difficult to dodge as that of Zelda's and Sheik's "Light Arrow" Final Smash.
Appearance
In Brawl Marth looks almost exactly alike as his counterpart in the previous smash installment. Marth has of course gotten a new graphics upgrade, but he is still the blue haired, falchion wielding swordsman from Fire Emblem series.
His colour scheme is still the same, primarily blue with yellow highlights.
His outfits are all still the same, blue as default, with red, green and black with yellow highlights and my personal favorite, marth's wight colour scheme- all returning exactly the same as in melee. Only addition being a new light blue/baby blue (baby marth) colour.
Marth in Subspace
Marth Game-play Footage
There is a great thread with a compilation of Marth Game-play footage. 1vs1, and 2vs2 so that you can yourselves best assess Marth's potency in singles and teams.
Thread:
http://smashboards.com/showthread.php?p=3807192#post3807192
Here are some of a view preliminary vids. Be sure to check out the original thread, many many more new vids and updated often!
MORE TO COME SOON (Character Profile, SSE involvement with spoiler tags, alternate colours, damage scales, match ups, overview of speculation, videos and more!)
-Wight
Recent Updates[/COLOR]
- Down B: Counter
- USmash
- FSmash
Marth is among the returning veterans from melee, and is one of the veterans returning who seem to be very similar to their representative melee counterparts. Marth has returned again as a hidden character
and is unlocked by getting him to join your party in the SSE (upon beating him) or beating Classic Mode with any characters or playing 10 standard brawls.
Most Marth fans will be glad to know that his moveset is close to unchanged since melee and is still as fast, agile and considerably cheap. His only move which has received a maker over is his natural B move (see next section.) His tipper is still at the end of his sward and is still as powerful. Veteran players and inexperienced Marth players alike should now enjoy Marth's gameplay as it easier to master him than it was in melee. His higher SH and slight increase in floatiness allow players to perform two Fairs with one SH. Marth is also one of the characters that has a majority of auto-L-Canceling air attacks* making his gameplay faster and less tedious for the more casual players.
* Auto L-canceling moves are coined as the moves that seem to have minimal or no lag. In melee most moves had similar lag, but in brawl a character can have moves with high lag and low lag (also know as auto L-canceling moves)
Considerable changes
It's hard at this point to draw definitive conclusions, however from watching youtube videos by professional melee players (playing brawl of course) one notices some considerable changes
Neutral B: Shield Breaker
I'm sure everyone who have watched any video with Marth in it will have noticed that Marth's natural B has been changed from the vertical "Shield Breaker" attack to a new stab like move. It's implications are at this point, unknown. It seems to work as a similar attack though and will probably be as equally vital on combat as in melee (not very)
It is rumored that Marth's forward B provides slight horizontal movement in the air. It has been suggested that this will replace the f-B which no longer gives horizontal distance. However Marth's natural B has considerable after lag, so unless you have been shot at a high angle this move will hardly help in your recovery.
Down B: Counter
Marth still has his counter attack. I know what you are thinking; "but wight! why are you writing about the counter if it is still the same?"
Well marth's counter attack unlike in SSBM does not do 8% with a set knockback. This time around Marth's counter does damage to a 11:10 ratio (x1.1) of incoming attack. Knockback is also contingent on the incoming attack. Ike however has a slightly less counter frames but does according to a 6:5 ratio (1.2x) of damage corresponding to its incoming attack.
Example: Marth counters Pikatchu's skullbash and kills at 103%
(2:20)
http://uk.youtube.com/watch?v=BX7hYdAZV1c
we see that Marth kills pikachu whom is at 103% with his counter dealing 11%. If you watch the entire video you will get more chances to examine the properties of this move as Meljin (marth) uses the move rather frequently. And at points when pikachu has +130% he fails to kill him/her/it. This suggests that the counter's knockback and damage are contingent on the move being countered.
Forward B: Dancing Blade
This attack does not differ much in terms of how it looks from its melee counterpart. The big difference, other than its new obvious colourful look it connects quicker and does less knockback with the first three hits; making it easier to get the combo out on a target at higher percentages. The hits also come out faster than before. My impressions are that this move has been buffed, and would consequently be more useful at competitive levels of play.
This move no longer provides any horizontal distance in air. It is thus no longer a viable recovery move.
Up B: Dolphin Slash
Seems to give more freedom of movement (possible to get slightly more horizontal distance) The attack also when done from the ground has slightly more horizontal knockback than in melee.
reference: http://uk.youtube.com/watch?v=_sSt3aCgSlo&feature=user (last few seconds)
Fair:
This move actually seems to be exactly the same as in melee, however its uses will differ slightly so it is worth mentioning. Due to brawls increase in "floatiness" it is easier to pull off the combo of two Fairs within a small-hop.
Hitting a target with the sweet-spot of this move will no longer send the target diagonally upwards, rather it will send them horizontally. This move is also now viable as a killing move as it has better knockback than in melee. Hitting with the sweet-spot of this strike now resembles Marth's Bair in melee instead of his Fair.
Up-Smash:
Has been seen to do 25%.
reference: http://youtube.com/watch?v=d6UFj_5FUcU (first few seconds)
Is now worth something when done to a target on the ground. Making Up-A dash canceling a considerable technique to some players. It is also now easier to hit, and has kept its previously high killing power.
Forward-Smash:
Same move as before, however the length of the attack (or hitbox) is slightly decreased, but it will still have your ness playing friend steaming out of his ears.
The hitbox of Marth's Forward Smash has considerably decreased (if you look at the profile of Marth on the DOJO or the image on the start of this document you will see that Marth Sword is indeed shorter). However the tipper hitbox has not changed. A slightly shorter sword and the same tipper hitbox makes it easier to hit with the tipper. Tipper hits range from 18-20% and still have a very flat, horizontal knockback.
However with the lack of wavedashing spacing will be more difficult. This the easier to hit tipper is rather a method of compensation than "ner***e."
Marth's Lag:
Marth's attacks seem to have slightly less after lag and slight more lag before attacks. This would suggest that getting Marth's attacks to link together would be easier.
this lag is noticeable with the following moves at least:
- utilt
- fair
- Fsmash
- Dsmash
Well thats what i've noticed from a number of marth videos. If you disagree please beg to differ and smack up a post. Thats all the changes i could think of at this point-
other than Marth's considerable change in appearance.
Marth's Final Smash "Critical Hit"
Unlike what most people expected, Marth's FS is not a copy of Ike's Great Aether.
Marth's FS is a quick horizontal attack that is similar to Link's FS in the sense that it attacks horizontally to a distance. The difference being that if successful, Marth performs a single blow dealing 60% of damage and killing with almost absolute certaintly.
Reference:
http://youtube.com/watch?v=d6UFj_5FUcU
The attack which delivers only a single blow can however with its large hitbox hit multiple targets. The attack can also be performed in the air where it behaves as it does on the ground. Unlike commonly speculated Marth's FS does not require a close proximity to the foe such as Zero Suit Samus' FS "Power Suit Samus."
Here is an image of the single cut that Marth enflicts on his target. Lots of speculation is going around on what these bars could mean. Some have suggested that it a meter that determines the power of the knockback; having a random amount of damage like Game and Watch's over-B. Some have suggested that the bars indicate a success rate. As many have have said that marth's FS is too good to be true, that perhaps this bar system compensates for its extreme power. It has been suggested that if the bars are less than a certain level the move will not be performed. At this point it's meaning is yet to be determined.
*Updates* The bars are to represent the epic power of the attack. The bars are like the life bars in Fire Emblem and drain to zero during the move.
Marth's FS is arguable one of be most powerful Final Smashes. However there is much speculation going about saying that if Marth misses his FS he will plummet to his death**. The difficulty of dodging this move has also yet to be seen and is awaiting assessment. One would however, expect that it would as easy/difficult to dodge as that of Zelda's and Sheik's "Light Arrow" Final Smash.
Appearance
In Brawl Marth looks almost exactly alike as his counterpart in the previous smash installment. Marth has of course gotten a new graphics upgrade, but he is still the blue haired, falchion wielding swordsman from Fire Emblem series.
His colour scheme is still the same, primarily blue with yellow highlights.
His outfits are all still the same, blue as default, with red, green and black with yellow highlights and my personal favorite, marth's wight colour scheme- all returning exactly the same as in melee. Only addition being a new light blue/baby blue (baby marth) colour.
Marth in Subspace
Marth first comes into the realm of the Subspace appearing in his castle witnessing another subspace bomb detonated by the ancient minister in the distance outside his castle. Why it detonated in the middle of no-where is a question lacking an answer at this point.
The initial cut scene can be seen by clicking here.
After the cut scene you take Marth's role to rush out of your castle to investigate the mysterious explosion. Marth is met up by Subspace enemies along the way that you need to fight. To view the stage click here.
Upon reaching the purple barrier of the explosion Marth is quickly challenged by Metaknight to a clash of sabers. The appearance of Subspace enemies forces Marth and Metaknight to team up. The cut scene can be seen by by clicking here.
You then fight along side Metaknight to advance forward. *in need of link* Ultimately followed up by a cut scene showing Marth and Metaknight attempting to fight the Ancient Minister. Ike appears and damages the Minister's floater who then get's shot off into the distance. Click here to view cut scene.
You then continue with Marth, Ike and Metaknight. MORE COMING SOON
The initial cut scene can be seen by clicking here.
After the cut scene you take Marth's role to rush out of your castle to investigate the mysterious explosion. Marth is met up by Subspace enemies along the way that you need to fight. To view the stage click here.
Upon reaching the purple barrier of the explosion Marth is quickly challenged by Metaknight to a clash of sabers. The appearance of Subspace enemies forces Marth and Metaknight to team up. The cut scene can be seen by by clicking here.
You then fight along side Metaknight to advance forward. *in need of link* Ultimately followed up by a cut scene showing Marth and Metaknight attempting to fight the Ancient Minister. Ike appears and damages the Minister's floater who then get's shot off into the distance. Click here to view cut scene.
You then continue with Marth, Ike and Metaknight. MORE COMING SOON
Marth Game-play Footage
There is a great thread with a compilation of Marth Game-play footage. 1vs1, and 2vs2 so that you can yourselves best assess Marth's potency in singles and teams.
Thread:
http://smashboards.com/showthread.php?p=3807192#post3807192
Here are some of a view preliminary vids. Be sure to check out the original thread, many many more new vids and updated often!
1v1
1. Marth(Meljin) vs. Pikachu(Willow): http://youtube.com/watch?v=5142fHYDdBc
(Submited by Jx31) NO SOUND.
2. (Online) Marth (Meljin) vs. Samus (Shinkanon) http://youtube.com/watch?v=KQD7N-cNdYc
(Submited by Jx31)
3. (Online) Fox(Meljin) vs. Marth (Shinkanon): http://youtube.com/watch?v=_sSt3aCgSlo
(Submited by Jx31)
4. (Online) Marth vs. Pit: http://www.youtube.com/watch?v=MvKXvW1rGXc
(Submited by Emblem Lord)
5. Marth(Lee) vs. Wolf (Marcus): http://www.youtube.com/watch?v=JPO02OOtMFA
(Submited by Emblem Lord)
6. Marth vs. Shiek: http://www.youtube.com/watch?v=ZmIkv9S0nwc
(Submited by Emblem Lord)
7. Marth (Keitaro) vs. PT (MT): http://youtube.com/watch?v=P4M__G6Mwjw
(Submited by Emblem Lord)
2v2
OTHER/FFA
1.Marth vs. Lucas vs. Ike vs. Ike (FFA):http://www.youtube.com/watch?v=56NwT3YpIlE
(Submited by Infinidragon615)
2. Marth vs. Kirby vs. Falcon vs. Meta(FFA): http://youtube.com/watch?v=yO3yqRNVwI0
(Submited by Hydde)
3. Marth vs. Bowser(s), FinSmash (Practice):http://www.youtube.com/watch?v=ehxL4VGAdGk
(Submited by SNBM)
4. Marth vs. Peach vs. Samus (FFA):http://uk.youtube.com/watch?v=WOURmsCKhVw
(Submited by SNBM) I think Marth is a different color. Green or Black or somthing. Funny asian speak.(Not like at the Demo!)
MORE TO COME SOON (Character Profile, SSE involvement with spoiler tags, alternate colours, damage scales, match ups, overview of speculation, videos and more!)
-Wight