Welcome to our Marth amiibo guide! At the end of the Super Smash Bros. 4 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 movesets of every other character. Marth has fallen off significantly in Super Smash Bros. Ultimate, and now struggles to contend even for a mid-tier ranking. For more information on why that is, go give his wiki page a read. Otherwise, let’s jump right into today’s training!
Special thanks to Random Fire for contributing Marth’s training information!
If Spirits are your thing, then you’re in luck: this is the section for you! If you’d rather not use a Spirit team, you’re welcome to skip ahead to either of our training sections — competitive or Raid Boss. To those of you new to amiibo training, you might want to read our full Spirits guide to develop a basic understanding of how Spirits work in this game. Then, when you’re done, you can come back to this section and read up on Marth’s best Spirit builds:
- Banned bonuses: Marth’s best setup is a simple one: Armor Knight plus Trade-Off Ability ↑. To be honest, this is the best setup available for almost every fighter in Ultimate, and of course Marth is no exception. You can obtain Armor Knight via the Halberd Support Spirit, which in turn can be found in Funky Kong’s shop (which is first accessed through World of Light).
- Tournament-legal bonuses: Marth’s next-best setups are also rather simple: pick any combination of Weapon Attack ↑ (applied either once or twice), Move Speed ↑, Trade-Off Ability ↑, Critical-Health Stats ↑, and Air Defense ↑. Each of these skills can come in handy, but it’s up to you to pick the ones that sound most appealing!
- Raid Boss bonuses: Each of the bonus combinations listed above works well for a Raid Boss Marth. You could also try out a setup including Weapon Attack ↑, Air Defense ↑, and Move Speed ↑; we did recommend that in the last paragraph but it’s especially strong on Raid Bosses.
Once you’ve picked your three bonus effects, you’ll have to round out your FP’s stat spread. We recommend either a balanced build (2100 / 2100) or a slightly more offensive one (2500 / 1700). Once that’s all said and done, you’ll need to make sure your FP’s Spirit-type is Neutral. If it’s anything else, then it runs the risk of losing Spirit-type matchups if it ever fights other FPs later on down the line. Be careful!
Marth’s optimal training strategy is very similar to Lucina’s, but with a few key differences. The main difference is actually a higher focus on aerial moves; this is because their tipped damage output is incredibly high. Some of them can even pull off simple two-hit combos! As we’ll soon discuss in greater detail, Marth can afford to go off-stage, but only infrequently. Here’s what an optimized Marth FP’s moveset looks like, then:
- Forward smash is a key move. It comes out fast, inflicts reasonable damage (even without the tipper), and has a good bit of range. Prioritize this heavily and make this your go-to grounded move. Mix in some down tilts too, but much less often. It’s especially effective when used near the ledge! Forward tilt can be thrown in once in a blue moon as well.
- Forward air is another crucial component of Marth’s moveset. Whenever you’re in the air, use this move. Its tipped hitbox is especially strong! You can also throw out a few back airs, though you’re going to want to prioritize forward air over it. Use them in a 65-35 ratio with favor given to forward air.
- Up tilt is optional, and can be used as an anti-air for damage-building. Up smash is in the same figurative boat — optional, but decent as an anti-air despite its low horizontal range. Forward smash is generally better in both of these instances, so keep that in mind.
- Down air should be used above-stage to secure a safe landing. Every so often, you can use a combination of down air, forward air, and drop-down back airs off-stage to edgeguard!. Up air should be used in moderation, but can juggle the opponent for free damage.
Additionally, aerial Dancing Blade actually isn’t too bad. Its usage isn’t recommended, per se, but delaying the attack’s hits can sometimes cause Marth to perform pseudo-dragdown combos of sorts. Try your best to space Marth’s tipper hitboxes — but don’t worry if you can’t get the spacing down. Marth’s overall damage output is kind of left to luck, which is why Lucina is considered the better fighter: she’s more consistent.
Raid Boss Training
Slacker alert! Our Raid Boss Marth guide is actually completely identical to our Raid Boss Lucina guide. If you notice identical wording, there’s a reason for that: the wording is indeed identical. As always, we have a general training guide available for those of you wanting to learn more about FPs first, so be sure to give it a read! Here’s a complete list of every move you should teach your Marth FP:
- Lots of neutral options here! Forward tilt, neutral attack, grab, some up tilt and down tilt, and then some short-hopped aerials. These include forward air, neutral air, back air, and up air. When using short-hopped air attacks, don’t use the short hop macro (which is the jump button and then attack button at the same time) — FPs don’t recognize aerials when their opponent uses them via the button shortcut. Press the jump button and then the attack button.
- When both you and your FP are in the air, you can attack with any of your aerial moves. You can use down air too, but you’ll want to avoid spiking with it on-stage lest the AI start to spam it.
- Up tilt, up air, and forward smash are your anti-airs. Up smash is a bit too thin to function as a consistent anti-air; in other words, its horizontal range is too small. You can also use forward smash and a tiny bit of dash attack for grounded KOs.
Though off-stage play is recommended for Marth against other FPs, it is not recommended for a Raid Boss. As you may know, Marth’s up special kind of halts and kills momentum after its final hitbox, and it’s in this moment that an opponent can follow up and strike with a meteor smash. For that reason, it’s best to avoid edgeguarding off-stage where Marth is left vulnerable. The same goes for Lucina, too!
As far as amiibo training goes, Marth is both easy and difficult to raise at the same time. He only has to use a few moves, but those moves need to be properly spaced for maximum damage. Though the AI does sort-of “teach itself” its tipper hitboxes, you’ll need to learn them too — and that’s easier said than done. If you have any questions, please consult our Discord community! Check out our Patreon page and donation box if you’d like, too. Until next time — happy training!
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