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MARTH
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Not a lot about Marth is known over here in the states. He's the main
character from a Japan-only game called Fire Emblem, and is the prince
of a nation under siege by dark forces. Most importantly of all, he has
an incredibly large sword.
Marth may seem like a limited character at first, having no projectiles
and attacking only with his sword. While his attacks can be one-
dimensional, they're quick, powerful, and varied enough to make him a
potent and versatile character. His heavy bodyweight and ability to
recover make him a very tough character to knock out, and his speed
makes him a tough opponent in the hands of a skilled player.
CLASSIFICATION: Swordsman
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| Regular Attacks |
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Your basic overhead sword attack. Sword goes back, sword comes down on
someone's head. A powerful attack even when not charged. Use it every
chance you get, as the sword's reach is makes it one of the more useful
smash attacks.
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Marth ducks and sweeps the sword around on both sides of himself. Kind
of slow compared to some of Marth's other attacks, but powerful and
with good range. It also sends your opponent into a nice, high arc, so
it can be used to set up an attack when he lands.
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Marth stabs his sword straight up in an impressive-looking if not
altogether great attack. The horizontal range is limited, but the
vertical range is very good. It's also a very powerful attack if it
hits straight-on, and can KO an opponent that's not been very damaged
if charge up.
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| Special Attacks |
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Shield Breaker: This attack resembles the forward smash, but it's a lot more powerful
and a little slower. Hold B and Marth will pull his sword back and
start to glow. When B is released or when the attack is fully charged,
Marth finishes the swing. This move is best used for edge guarding, or
as a quick attack to knock someone away. It can be tough to find the
time to charge up, but the attack is devastating if fully charged.
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Dancing Blade: A slightly confusing move at first, but very versatile and useful in
the hands of an expert. Marth turns red makes a swing that does very
little damage. But if you hit B again when the stroke ends, he'll
attack again. Repeat for about 4 hits of increasing power. Up and down
directions can also be added in after the first hit, giving you greater
range. The move also causes Marth to move horizontally, so it can be
used as a recovery as well as an aerial attack.
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Dolphin Slash: Marth leaps into the air and stabs his sword upwards. This attack loses
power the higher in the jump it makes contact, so it's best used when
your opponent is closely above you, or right next to you. It's quick
and has good reach, which makes it a good counter for aerial attacks.
It's also Marth's vertical recovery, but it lacks horizontal movement.
Use the Swords Dance first to move over to the side.
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Counter: This move blocks attacks and hits the opponent with a powerful swipe of
the sword. It can also be used to bat away projectiles. Its effects
will only last for a second though, so timing is crucial.
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| Strategies for Marth |
Swordsmen -Link -Young Link -Marth -Roy |
Fighting the other swordsmen isn't too tough. Use Counter on Link's
projectiles, or just dodge them while moving into mid-range. Marth has
the longest reach of any of the swordsmen, so once you're close it's
just a matter of slashing away. Use your superior speed against Roy, as
his flame attacks do a LOT of damage. Marth's strong attacks are quick
and do a fair amount of damage, so just keep going with those until you
see a chance for a smash or Shield Breaker.
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Speedsters -Fox -Falco -Pikachu -Pichu -Captain Falcon |
The speedsters aren't too tough, as Marth isn't too slow himself.
Counter is your friend, use it whenever they get close enough to get in
a shot, and just keep using the strong attacks and smash attacks to
keep them back. Swords Dance isn't too useful against these guys as
their speed lets them hit you in the gap between strokes.
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Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
Counter, Counter, Counter. As soon as they get close enough to attack,
use it. They'll get knocked away far enough that you can take a few
shots before they move in again. swords dance works here, and the third
or fourth stroke does significant damage, usually enough to send them
off the edge if not KO them.
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Long Range -Ness -Samus -Mewtwo
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These guys are a bit difficult due to Marth's lack of projectiles. Your
running slash is essential against these opponents, because that's the
best way to get in close enough to take away their advantage. Counter
the projectiles that you can, try to dodge the rest, but don't let them
get away once they're close. Beat them bloody with your basic A attack
and strong attacks, then finish them off with a smash or a Shield
Breaker.
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Lightweights -Kirby -Jigglypuff -Peach -Zelda |
These guys are no sweat for Marth. Frequent smash attacks and shield
breakers are almost always enough to finish them off in seconds.
Shiek's speed is really your only concern, but good use of Counter
should keep all his physical attacks from landing too often.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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These guys are slow and lack projectiles, so use the time that gives
you to charge up a shield breaker attack while they're trying to move
in. You should be able to get in a little charge, which ups the damage
significantly. Keep using that, the smash, and Swords Dance to rack up
enough damage to let them fly. Watch for Ganondorf's Wizard Dive, as
Marth is tall enough to grab right off the ground. The Gerudo Dragon
and Wizards Foot can be annoying, but a Counter or strong attack can
handle those.
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