Marth’s general game plan is to create danger zones around him with his wide array of far-reaching sword attacks, like neutral air attack, forward air attack, down air attack, and up tilt. His effective attack range protects most of his angles, but while he excels at deterring enemies from approaching him, his effective hitboxes can and should be applied aggressively. With well-timed full and short hop jump attacks, Marth can be a deadly force of nature on both offense and defense. Once you condition your foes into constantly shielding your overwhelming airborne sword attacks, your game plan should alter into a much more aggressive style, baiting the enemy into dropping their shield, or straight-up breaking it and going for high-damage Dancing Bladecombos.
Marth’s sweet spot is generally universal, with the hilt and handle part of his sword dealing lower damage, while landing hits with the tip of his blade deals much more, with a higher possibility of knocking out enemies. One of your primary goals as Marth is to stay at a set spacing at all times. Not only does this make your offense and defense safer while you apply your aerial pressure, but it ensures that you deal maximum damage with your sweet-spothits.
Occasionally, your sour-spot hits can be a blessing, allowing for certain combos or tech get-up situations due to the lower amount of hitstun and knockback.
Marth / Lucina Vitals
Movement Options
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Midair jumps: |
1 |
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No |
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No |
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No |
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No |
Movement Ranks
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Ground speed: |
C+ (21-22) |
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Air speed: |
C+ (38-39) |
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Falling speed: |
C (40-43) |
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D+ (50-52) |