Marth (Super Smash Flash 2)

Marth is a playable veteran character in Super Smash Flash 2, and was announced along with and  at the McLeodGaming's booth for SSF2 0.9b in Apex 2014. His sprites are custom made and based on his appearance in Super Smash Bros Brawl. His moveset is taken directly from the Super Smash Bros. games. He uses voice clips from Super Smash Bros. Melee, which are the voice clips used for the character in every other Smash game that he appears in.

Marth is ranked 4th on the tier list, one spot down from his 3rd position on the previous tier list. Marth has disjointed range, fast attacks, amazing combo ability, great ground mobility and finishers in his tipped smash attacks, tipped up aerial, tipped back aerial and Counter (depending on how much knockback the opponent's attack had dealt). Marth has a strong air game thanks to his fast, disjointed aerials. Marth is also a good edge guarder, so breaking through his guard will be tough.

However, Marth has below average weight which makes it easy for him to be KO'ed horizontally easy or knock him off stage for an edge guard. He has problems killing his opponents, if he is not able to land the sweet spot of his finishers. He has problems in sweet spotting the ledge with his vertical recovery, Dolphin Slash, which leaves him vulnerable to attack. He has problems dealing with projectiles which gives him problems approaching. Due to Marth's height, he is able to be combo'ed and hit easily. Marth requires perfect spacing, to be used to his full power.

Due to his popularity in the official Super Smash Bros. games, Marth has a growing player base and fairly good representation in tournaments, sometimes managing high placings.

Attributes
Marth has long disjointed range, great ground mobility, fast attacks, great air game, an amazing grab & throw game and finishers in all his smash attacks when tipped, tipped back air, a tipped up air and Counter. Marth has good approach options with his SHFFL aerials, good dash dance and dancing blade.

Dancing blade is a great tool for starting combos due to it being able to be canceled into other attacks. Due to the move having multi hits allows it to be used to unstale other moves. It's also useful for helping Marth recover horizontally along with shield breaker to compensate for his poor air speed.

Marth has an excellent grab & throw game, possessing the twelfth longest grab in the game. His forward throw can chain grab most characters while also being able to be followed up with a forward smash, if the opponent doesn't react, or can set up tech chases. His up throw can be followed up by up tilt or up air, depending on a character's accelerated falling speed, which can allow for some juggling. It can chain grab Fox and Falcon from 0% to mid percentages. His back throw sends opponents behind him where he might put them into unfavorable positions. His down throw can set up tech chases and if used at the ledge, can set up some edge guarding situations.

Due to the combination of his fast disjointed aerials, decent falling speed and having a sweet spot at the tip of his aerials gives Marth an amazing air game. Marth is also an excellent edge guarder and his guard might be difficult to break.

However, Marth suffers from having below average weight which allows him to be KO'ed horizontally early or knocked off to far where he might not be able to recover. Also, despite having below average weight, he is susceptible to combos due to being tall and having above average falling speed. Also due to Marth being tall, he is susceptible to shield stabbing due to his shield not being large enough to cover his body.

His main vertical recovery, Dolphin Slash, relies on momentum, covers good vertical distance and has problems sweet spotting the ledge which makes it easy to edge guard against. Trying to sweet spot the ledge can leave him vulnerable to edge hogging, but trying to land on stage can leave him open to being knocked off stage again. This forces players to mix up their recovery. Dancing blade loses it momentum halting as a recovery move, if Marth is hit once and the move doesn't protect Marth most of the time unless he performs more inputs, which can lead to an SD if he goes to low.

Marth also does not have a projectile or an means to deal with certain ones, which give him problems approaching certan characters. Marth also has a problem finishing his opponents off due to the majority of his finishers needing to be tipped outside of counter. Thus a Marth player must have excellent spacing to land the tipper the majority of the time. Without excellent spacing Marth will have to rely on his edge guarding.

Moveset
Ground attacks
 * Standard attack: Swings upward (resembles his up tilt). 4%, 6% when tipped.
 * Standard attack 2: Swings back and forth. 4%, 6% when tipped.
 * Down tilt: A quick crouching sword poke. 8%, 10% when tipped.
 * Down smash: Swings his sword in front and then behind him. Uncharged 14% and 16% when tipped. Fully charged 20% and 23% when tipped.
 * Side tilt: A quick slash forward. 9%, 12% when tipped.
 * Forward smash: Rotates body counter-clockwise with a strong arc-like swing from his head to the ground. Deals 14% uncharged and 19% when tipped. When fully charged it deals 20% and 27% when tipped.
 * Up tilt: Swings his sword in a large arc above his head from front to back. 9%, 12% when tipped.
 * Up smash: A powerful upward thrust. If sourspotted deals 14%, 20% if fully charged. The sweetspot deals 17% and 24% fully charged. Has an initial hitbox that hits grounded opponents that deals 5%.
 * Dash attack: A dashing upward diagonal slash. 10%, 12% when tipped.

Aerial attacks

 * Neutral aerial: Two horizontal slashes around himself. First hit does 4%, second hit does 10%/13%.
 * Forward aerial: Forward vertical slash from up to down. 9%, 12% when tipped.
 * Back aerial: Bottom to top slash behind him. 9%, 13% when tipped. Turns Marth around.
 * Up aerial: A forward to back upward slash. 9%, 13% when tipped.
 * Down aerial: A forward to back downward slash. 10%, 14% when tipped and also becomes a spike.

Grabs and throws

 * Grab: Grabs the opponent.
 * Pummel: Repeatedly knees the opponent. 2%.
 * Forward throw: Grabs and pushes forward, tripping with the leg. Does 4% can lead into a forward smash at low percentages.
 * Back throw: Pulls and extends his leg simultaneously. 7%
 * Up throw: Powerful upward throw with one arm. 4%
 * Down throw: Hook his arms and drags the opponent to the floor sending the opponent backwards. 4%

Other

 * Ledge attack: Flips onto ledge with a downward diagonal slash from left to right. 4%
 * 100% ledge attack: Same as standard ledge attack.
 * Floor attack: Quick stab to the left and right. 12%

Misc.

 * Entrance: Warps onto the stage using warp magic.
 * Taunts:
 * Standard: Twirls his sword, then raises it in front of him saying "皆、見ていてくれ! (Mina, mite ite kure!)", which is Japanese for "Everyone, look at me!" (same in Melee).
 * Side: Same as Standard.
 * Down: Same as Standard.
 * Idle poses: None for now.
 * Fanfare: A remix of his Melee fanfare.
 * Wins: Twirls his sword in front of him.
 * Loses: Claps for his opponent.

Notable players

 * SoldierSunday
 * DescendedSun
 * Aegis

Trivia

 * In the initial release of SSF2's v0.9a demo, an unfinished Marth file was included. This caused rumours and speculation about his inclusion in the upcoming v0.9b demo, which turned out to be true.
 * Marth,, , and  are the only characters who had unlockable status in the main Super Smash Bros. games to be starters in SSF2. While  and  are also starters, they had to be unlocked in the demo they debuted in.
 * Marth, along with, , and  are the only characters so far who wear their default costumes in team battle when they are on the blue team.