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|First Appearance||Fire Emblem: Shadow Dragon and the Blade of Light (1990)|
|Home Stage||Castle Siege|
|Final Smash||Critical Hit|
Marth is the prince of Altea, son of King Cornelius and his wife Liza, indirect descendant of the hero Anri, and inheritor of both the divine blade Falchion and the task of using it to strike down Medeus, the Shadow Dragon. Driven from his kingdom by the Dolhr Empire in the beginning of the War of Shadows, he took refuge in Talys for two years before departing to amass an army to resist and strike down the empire's grip on Archanea. Years later, he led Altea in the War of Heroes against his corrupted former friend and ally, Emperor Hardin of Archanea, and was tasked by Gotoh with ensuring the future of both humans and dragons by restoring the lost Binding Shield to prevent the return of the earth dragons of the Dragon's Table.
Through his deeds across the two wars, Marth developed a reputation as a legendary hero. He was believed by many to be destined to lead all of Archanea to salvation, as represented by his use of the legendary Fire Emblem. In time the continent of Archanea came to be united under his rule, and he became renowned throughout history as the legendary "Hero-King" of the United Kingdom of Archanea.
Source: Fire Emblem Wiki
- : Shield Breaker - Marth assumes a readying stance and charges the Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage. If fully charged and used in the air, this move will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with very high startup. Deals very high knockback when tippered, making it a powerful KOing option, especially against dazed opponents. (8%/9% (uncharged), 22%/24% (fully charged))
> : Dancing Blade- A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green (see table below for details and limits of the move). The first hit comes out on frame 6 and is arguably Marth's best tool for catching and punishing rolls, airdodges, and landings. (Varies)
^ : Dolphin Slash - Marth performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot located in the first few frames, which can easily cause stage-spikes under the right circumstances. (11% (clean), 7% (late blade), 6% (late body))
v : Counter - Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked. Starts up on the 6th frame and lasts 22 frames. Ineffective against projectiles and attacks with sufficiently long reach, such as many of Shulk's tilts and smash attacks. (1.2x (min 8%))
F : Critical Hit - Marth raises the Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to one-hit KO any character on any roofless stage. Pressing the special button again will cause him to stop mid-dash. (60%)