21 Marth
FE : Shadow Dragon & the Blade of Light (1990-NES)
Marth is way different than Lucina, his echo figther. Unlike her, he needs to keep the opponent at the right distance in order to touch him with the tip of his sword ! So he is a much more defensive and technical character than Lucina who permanently has to search for the optimal position.
Characteristics
Strengths
- His tipper
- Can kill at low %
- Zoning game
- Great edgeguard
Weaknesses
- A restrictive tipper
- Can struggle to kill
- Not constant
- Can be punished
Matchups
Favourable
Unfavourable
Stages
Favourable
- Perfect platforms to juggle
Unfavourable
Skills
Pro Tips
Features
Marth uses a sword with a tipper at the end of his blade. Hitting an opponent with the tipper strengthens the attack way more. In other word, Marth has some kind of circle around him, an area of " absolute defense ". His goal consists in keeping the opponent at the edge of this this area in order to hurt his enemy with the tipper of the sword. In fact, a Marth player will always have to be attentive to the distance between him and his opponent.
Best moves
FORWARD AIR
This attack allows Marth to zone and to progressively push back his opponent offstage, where he can edgeguards him with some good tools. The speed and the range of this attack make any enemy's approach difficult in the neutral or if he wants to come back on stage.
UP AIR
Coupled to the Up Tilt, this attack can be threatening especially when you start juggling with the opponent. Even better, if you play on a stage like Battlefield, you will get a huge advantage on your enemy thanks to the range of this attack because you will practically decide when your opponent can come back or not on stage.
DOWN TILT
This move is very useful to gradually deal some damages to the opponent's shield, or even to poke on his shield. Also, this attack pushes the opponent back and can even make him trip, giving you a great advantage. This move can also be useful to edgeguard, is pretty fast and safe on a shield at a good range !
FORWARD TILT TIPPER
If you land this move on the tipper, it is your main kill move. After a pivot cancel, it is very interesting and can allow you to easily touch the opponent with the tipper. Overall, this move covers a large area in front of Marth and slightly over his head.
NEUTRAL AIR AND UP B
As Out Of Shield options, these moves are great tools for Marth and that allow him to get stage control back, even if the Up B is a fast but risky option because of the move's ending lag.