By the end of Super Smash Bros. 4’s metagame, Marth found himself at the very top of our tier list. Powerful finishers, a solid recovery, and an excellent damage-racker in Dancing Blade eclipsed the kit of every other character. Marth has fallen off significantly for Super Smash Bros. Ultimate, but he’s still considered viable, by all accounts. Just as a quick heads-up, this guide is going to be almost identical to Lucina’s outside of the introduction and a few points in the introduction and training sections. You don’t need to read both if you don’t want to! Now then, let’s get started with today’s training.
Thanks to MiDe for contributing Marth’s training information! Feel free to check out their YouTube channel by following this link.
As mentioned before, Marth was nerfed for his appearance in Super Smash Bros. Ultimate. Many of his formerly-strongest tools aren’t so good anymore. Luckily, he’s still got access to a fair amount of solid options. And an optimally-trained Marth amiibo only uses a few of them: forward tilt, down tilt, and forward smash. That’s all he needs! If that sounds underwhelming to you, keep in mind that optimal Marth FPs in Super Smash Bros. 4 only used Dancing Blade and forward smash. Essentially, Marth now uses a third move in Ultimate. Such variety!
Despite using more of his kit than in Smash 4, Marth isn’t at the top of the pack anymore. A lot of the newly-introduced top-tiers, such as Incineroar and King K. Rool, simply outclass him. This time around, Marth tends to lose to characters that rely on projectiles or characters that have higher range. And although having a tipper on his moves gives the potential for extra damage, the AI can’t always land them, and thus deals less consistent damage than Lucina does.
Regardless, Marth’s tournament results have been decent. Lucina gets way more representation due to having more consistent finishers. Sure, Marth might be able to snag a neat KO at a low percentage, but it isn’t as neat when he hits a bunch of sourspots and can’t kill until past 150%. If you’d like to read more on Marth, have a look at his wiki page! Or bookmark it for later, if you’ve only got time for one post.
If Spirits are your thing, great — this is the section for you! If not, feel free to skip ahead to the training section. And if you don’t know this already, Spirits are best inherited when your amiibo is at Level 1. All one thousand-something of them scramble FP training data for whatever reason. Each Spirit has a different effect on training, and there’s no way we can document all of those, so to be safe, give it Spirits as early as possible and then start training.
As with almost every other character in the game, Marth benefits most from an Armor Knight and Trade-Off Ability ↑ build. Armor Knight grants its user a 1.15x attack buff and a 1.8x defense buff. We still aren’t sure how this bonus got approved. It does come with a slight reduction in movement speed, but Trade-Off Ability ↑completely nullifies that penalty in addition to providing additional boosts to attack and defense. It’s easy to see why this is the best setup in the game! Well, second best after Super Armor, depending on the character.
Tournaments following our ban list don’t allow Armor Knight, so if you’re planning on entering a competition, there’s more legal options you can pick from! Marth would benefit from Weapon Attack ↑, Hyper Smash Attacks, Move Speed ↑, Trade-Off Ability ↑ (which isn’t banned, whereas Armor Knight is), and Air Attack ↑. Pick your favorite three and then you can start training! For stats, a balanced spread (2100 / 2100) is your go-to.
As is the case for all characters, Marth is best trained via mirror matches! Which means you’ll need to play as Marth. You can play as Lucina instead if you want, but then Marth’s AI won’t be able to pick up on its tippers quite as well. Make sure your FP’s Learning is on and also make sure it never fights another CPU or AI with Learning on. You want to be in direct control of what your FP learns at all times.
For Marth, we’re going to be employing MiDe’s Musket method. This might sound familiar to you, because we employed that in Roy’s guide as well. The Musket method got its name from MiDe’s Lucina amiibo, which was coincidentally named Musket. Essentially, the Musket method involves walking. Not running, walking. Walking (as opposed to running) gives your FP a better chance of reacting to incoming attacks; it can then avoid being hit or intercept with a faster move. In this case, when you and your FP are at low percentages, walk up to it, and attack it with a forward smash. Focus primarily on forward smash, but mix in some down tilts and forward tilts too. As far as on-stage combat goes, those are the only moves you’ll need. You can try spacing them to deal more damage. There’s no consistent way to get Marth to use its tipper other than attacking it with tipped moves. Which can be tough.
When your FP is knocked off-stage, you can chase it! Follow it off-stage and attack with a forward or back aerial (depending on the direction you’re facing). Figure Players seem to gimp better if they walkoff the ledge as opposed to jumping from it, so give that a try too.
Do note, then, that this is Marth’s optimal playstyle against AI opponents. If you’re here to learn how to train a Marth amiibo that can beat your friends, feel free to use more of his moveset. Human players can tell if their opponent starts spamming a move; the AI can’t. That’s why our training strategy with Marth is to use the same moves: to produce the same result over and over again! Now, back to the subject of training Marth to fight human players, there’s a few moves you’ll want to avoid regardless: Shield Breaker and Counter. Marth’s AI used to be really good at landing counters in Super Smash Bros. 4, but Ultimate kind of ruined that for some reason. Now it tries to counter even if it’s not going to get hit. During training, go light on Dancing Blade too, and don’t use up specials offensively.
So, to review (if you’re training your Marth to fight other FPs): forward smash, forward tilt, and down tilt on-stage. Forward and back air off-stage. That should be simple enough! Just a few moves to remember and you should be all set. If you’d like to learn more about amiibo training – including what you can and cannot teach an FP – you can find our general training guide right here.
As far as amiibo training goes, Marth is easy and difficult at the same time. He only has to use a few moves, but those moves need to be properly spaced for maximum effect. Though the AI might “teach itself” its tipper hitboxes, you’ll need to learn them too. Which is actually more easily done than said. Regardless, thanks again to MiDe for contributing Marth (and Lucina’s) training information! You can find their YouTube channel here, if you’d like to give it a look. If you have any questions before, during, or after training, you can join our Discord server and ask! Once you join, we’ll be sure to point you in the right direction. Thanks for reading — until next time!
If you would like to read more amiibo training guides, please follow this link.