exyk
Smash Cadet
Pros
Quick running speed and has one of the best walking speeds in the game.
Most attacks have little starting lag.
Down aerial is a powerful meteor smash and can intercept well (yet difficult to land)
Can perform Vertical Space
Attacks that hit at the furthest range (tippers) deal the most damage and knockback.
Has the fastest counter in the game.
Fully charged Shield Breaker gives a bit of horizontal recovery midair.
Dancing Blade is a combo in itself and is great for mindgames.
Can Wavebounce.
Good grab range, useful for a Pivot Grab.
Can Juggle well.
One of the best edgeguarders in the game; able to kill most characters from 0%
by a throw off the stage followed by a falling fair.
Dolphin Slash is quick and useful for attacking.
Great Air speed.
Has a large variety of combos that can be used in the air or ground.
Excellent range on tilts and smashes due to a disjointed hitbox (his sword).
Very high priority attacks.
Counter is good for mindgames.
Can string many U-tilts on certain characters (especially if they waste their jump).
Shield Breaker can be used to mix in approaches and consumes a lot of the opponent's
shield if it comes in contact with the shield.
Although not a true Wall of Pain, can stunt opponent's recovery with F-airs and N-airs
with Dancing Blade and the Midair Jump in between.
Can perform the Ken combo (F-air to D-air), though it's extremely difficult to perform.
Weak-throws allow combo and/or KO opportunities (ex. down-throw to side-smash)
All of his aerial are very versatile, combo well, and are powerful, giving Marth one of
the best sets of aerials in Brawl.
Marth's neutral air is great when SHFF'd and its duration counters air dodging, thus
making it easy to combo with his other aerials.
Can Chain grab heavyweights with front and down throw.
Has a semi-infinte Chain grab on Lucas and Ness
Can escape most, if not all Chain grabs with Dolphin Slash.
cons
Light for a character his size.
Lacks a projectile.
Very weak throws. (In terms of damage)
Attacks are weaker without tippers (which are hard to pull off).
Linear Recovery on Dolphin Slash
--------------------------------------------------------------------------------------
I have alot of pros but not alot of weakness and if can say some i will add it
Quick running speed and has one of the best walking speeds in the game.
Most attacks have little starting lag.
Down aerial is a powerful meteor smash and can intercept well (yet difficult to land)
Can perform Vertical Space
Attacks that hit at the furthest range (tippers) deal the most damage and knockback.
Has the fastest counter in the game.
Fully charged Shield Breaker gives a bit of horizontal recovery midair.
Dancing Blade is a combo in itself and is great for mindgames.
Can Wavebounce.
Good grab range, useful for a Pivot Grab.
Can Juggle well.
One of the best edgeguarders in the game; able to kill most characters from 0%
by a throw off the stage followed by a falling fair.
Dolphin Slash is quick and useful for attacking.
Great Air speed.
Has a large variety of combos that can be used in the air or ground.
Excellent range on tilts and smashes due to a disjointed hitbox (his sword).
Very high priority attacks.
Counter is good for mindgames.
Can string many U-tilts on certain characters (especially if they waste their jump).
Shield Breaker can be used to mix in approaches and consumes a lot of the opponent's
shield if it comes in contact with the shield.
Although not a true Wall of Pain, can stunt opponent's recovery with F-airs and N-airs
with Dancing Blade and the Midair Jump in between.
Can perform the Ken combo (F-air to D-air), though it's extremely difficult to perform.
Weak-throws allow combo and/or KO opportunities (ex. down-throw to side-smash)
All of his aerial are very versatile, combo well, and are powerful, giving Marth one of
the best sets of aerials in Brawl.
Marth's neutral air is great when SHFF'd and its duration counters air dodging, thus
making it easy to combo with his other aerials.
Can Chain grab heavyweights with front and down throw.
Has a semi-infinte Chain grab on Lucas and Ness
Can escape most, if not all Chain grabs with Dolphin Slash.
cons
Light for a character his size.
Lacks a projectile.
Very weak throws. (In terms of damage)
Attacks are weaker without tippers (which are hard to pull off).
Linear Recovery on Dolphin Slash
--------------------------------------------------------------------------------------
I have alot of pros but not alot of weakness and if can say some i will add it