Super Smash Bros. Brawl - WII/Marth
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Contents |
Overview/Strategy
Marth, from Fire Emblem, can be a very powerful or just decent fighter for you, depending on how you use him. His attacks do a fair amount of damage on their own, and he's considerably quicker than Ike. The key to making Marth really shine, though, is to attack opponents with just the tip of your sword. Doing so causes much more damage than up close and personal attacks. Marth has gone up in speed from his days in Melee, though his sword has gotten a bit shorter. His Shield Breaker special move does just that -- it can bash through shields, and even Mario's Cape. Marth is a good choice for those players that want a character with strong moves but not sluggish movement (like Ganondorf or Bowser).
Combos
A lot of Marth's combos are about taking risks out in open space at the edges of the stage. Since Marth possesses moves that thrust him in one direction or another, you can use those abilities to your advantage when taking out opponents. Try this combo on for size:
- Use Dancing Blade or a Right/Left Smash to knock an opponent off the main platform
- Jump after your opponent and hit them with a Back Aerial A Attack
- As the opponent tries to jump back up to the edge, use your Up + B recovery move to knock them down further and propel yourself to the edge
Pros & Cons
Pros
- Fast, strong attacks
- Attacks that hit at edge of sword are even stronger
- Good running speed
- Excellent range
- Forward Smash has great knockback
- Fastest counter in the game
Cons
- Considerable lag after many attacks
- No projectile attack
- No way to stop projectiles
- Attacks closer to hilt of blade not as strong as attacks at tip
- Somewhat light-weight, so hitting him makes him fly farther
Special Notes
- To unlock Marth you must do one of the following: play 10 brawls, finish Classic mode on any difficulty level, or get him to join your party in the Subspace Emissary.
Move List
NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.
A attacks
- Standard A Attack (6%)
- A
- Dash A Attack (12%)
- A (while running
- Up A Attack (9%, 10% if opponent is behind you)
- Up + A
- Right/Left A Attack (12%)
- Right/Left + A
- Down A Attack (10%)
- Down + A
- Aerial A Attack (6%, 12% if the opponent is behind you)
- A (in the air)
- Up A Aerial Attack (13%)
- Up + A (in the air)
- Right A Aerial Attack (13%)
- Right + A (in the air)
- Left A Aerial Attack (14%)
- Left + A (in the air)
- Down A Aerial Attack (14%)
- Down + A (in the air)
Special Moves
- Shield Breaker (7%, 24% fully charged)
- B (hold to charge)
- Dancing Blade (13%)
- Right/Left + B
- Dolphin Slash (13%)
- Up + B
- Counter (N/A)
- Down + B (damage depends on attack being countered)
Grabs
- Grab Attack (2-3% per hit)
- Grab opponent, then hit A
- Right Grab (4%)
- Grab opponent, then hit Right
- Left Grab (4%)
- Grab opponent, then hit Left
- Up Grab (4%)
- Grab opponent, then hit Up
- Down Grab (5%)
- Grab opponent, then hit Down
Smash Attacks
- Up Smash (25% to the sides, 23% if opponent is above you)
- Up + A (Smash)
- Down Smash (23%)
- Down + A (Smash)
- Right/Left Smash (26%)
- Right/Left + A (Smash)
Final Smash: Critical Hit He dashes at you and slashes at your weak spot. Critical hit! Instant death. Your Fire-Emblem-esque lifebar withers away. Be careful, If it misses, it's useless, you also have the chance of actually dashing off screen and killing yourself.

