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Marth FAQ, for Super Smash Bros. Melee

Written by cyper (cyper32@hotmail.com)

Version 0.88 ~ September 22, 2002

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


-----TABLE OF CONTENTS-----

A.   Intro
1.   Prince Marth
2.   Playing as Marth
3.   The Sweet Spot
4.   Basic Moves
5.   Special Moves
6.   Marth vs. Roy
7.   1-P Quick Tips
8.   Character Strategies^
9.   Tips & Tricks
10.  Revision History
11.  Legal Stuff
12a. Contact Info
12b. Credits
Z.   Bye

^Incomplete



==================
     A. Intro
==================

Alrighty then. This here's a guide to Marth, one of the most popular char-
acters in Super Smash Bros. Melee. I'm a huge fan of the Smash Bros. series 
(well, I guess you could call it a series, since I have no doubt another 
sequel is in store) and I tend to go for the smaller, quicker characters 
rather than the swordsmen. This time, though, Marth's speed, grace and range 
quickly won me over. In fact, I liked him so much, I just had to write 
something about him, and this guide just went from there.

In this guide, I'll try and cover all facets of Marth's game; however, I 
won't bother with general information regarding Melee (gameplay mechanics and 
so on) because there are lots and lots of guides for that already. Similarly, 
I won't deal with the 1-P quests or Stadium and stuff like that, because you 
can get plenty of information on those features in the other Marth guides as 
well as the General FAQs. Strategies for playing against human opponents are 
what I'm going to be concentrating on; these will also work against the CPUs 
and are based on my experience with the game against Level 9s and friends.

Feel free to e-mail me any suggestions, corrections or new content, because I 
want to make this guide as complete as reasonably possible. Enough rambling, 
though - on with the guide!

=========================
     1. Prince Marth
=========================

Marth is the hero of a Japan-only series called Fire Emblem. As the Prince of 
Altea, he was betrayed and forced into exile, but later led a revolt and 
defeated some dragon creature who presumably had something to do with his 
betrayal. (I don't know any more about Marth than you do, by the way...I'm 
just pulling all this from the trophy description.) Marth wields a 'divine 
sword', Falchion, and wears a blue cloak that flows gracefully with the wind. 
Basically, he's your typical cool-looking swordsman.

What's the deal with Marth? In a nutshell, he's a sterling swordsman, with 
quick, long-ranged slashes and some surprising power mixed with grace and 
speed. Marth combines a powerful ground-based game with some nice aerial 
sword arcs and good rolling and defence. He has a versatile set of sword 
strokes, ranging from quick parries to intense smashes, and to add to all 
this Marth is reasonably heavy and has fair recovery. Being the quickest of 
the swordsman (both in foot speed and in fighting speed) he can run circles 
around his fellow musketeers, and slower characters will be hard-pressed to 
keep up with Marth's agility, powerful moves and annoying Counter. Marth's 
blade is quick and long enough to keep faster foes at bay, and his all-round 
good priority is a big help when edge-guarding or countering attacks.

Marth does have some weaknesses, though. His horizontal recovery is mediocre, 
and he can find it hard to survive in a total melee since most of his moves 
only cover his front, not his back. His lack of a good clear-out move like 
Link's Up+B spin or Samus's Screw Attack can also spell trouble if he's 
caught in a pack. Moreover, Marth lacks projectiles and countering them is 
sometimes difficult, so he can have difficulties against characters like 
Mewtwo and Samus. However, these weaknesses can be avoided with good 
knowledge of Marth's moves and their intended uses, and Marth's strong points 
easily surpass his flaws. As long as you fight within Marth's style and 
capabilities, you'll be fine and dandy.

If you're someone who likes to sit back and chuck projectiles and wait for 
others to come to you, then Marth's not your man. Nor is he perfect for 
someone who wants to dash into the fray and take on all three opponents at 
once (Roy's a bit better for this, but we'll talk more about that in a later 
section). However, if you're the type who likes a big stick but also prefers 
to take on opponents more methodically (one-on-one, in many cases) and likes 
clean precision and fluid fighting, then Marth's your guy. He's fast, lithe, 
strong, and versatile - everything you'd want in a swordsman.

=============================
     2. Playing as Marth
=============================

These are just general tips on how to play as Marth. He plays differently 
from the other swordsmen (even Roy, his counterpart from the Fire Emblem 
series), which is why I've included these tips. Everything might sound vague, 
but I do that deliberately because I don't want to overwhelm anyone. Rest 
assured that most everything I say here will be covered in later sections.

If you don't understand the terminology I'm using, you can go to the Basic 
Moves section (a few pages down) or read a general FAQ and that should help. 
Anyway, my tips:

WHAT YOU'LL HAVE TO MASTER:

- Rolling behind opponents and whacking them. This is simplifying the tactic, 
  but really, when it comes down to it, you have to be able to make space for 
  yourself and your attacks. Marth rolls and hits quickly, and you have to 
  take advantage of this all you can.

- Placing. You always want to hit with one part of our blade, its tip. This 
  helps you gain power, and in the case of your aerial moves, damage  
  percentage and even spiking ability. You MUST know where to stand, and 
  where to hit, or you'll get some fairly ineffective hits.

- Charging. You have to be able to know when a quick, uncharged (but 
  effective) smash attack is called for, and when you can afford to let 
  yourself charge for a bit. Marth's hits can be powerful even uncharged if 
  you hit with them right, so you can have power AND speed. If you're good, 
  that is.

- Following up. That is, you want to have quick reflexes and thinking. 
  Marth's moves are fast, with generally low recovery times, so a relatively 
  weak swipe or slash can be used to hit an opponent slightly upwards, and 
  then a forward smash (or similar move, depending on the circumstances) 
  tacked on straight afterwards. As long as you don't charge the forward 
  smash, it'll come out surprisingly quickly, and if you get your placement 
  right it will still be very powerful. Most of your moves can follow one 
  another very well, so you can use a similar strategy fairly often.

- Jumping. Marth doesn't have the best aerial comeback, so you'll have to be  
  able to eke the most distance out of his jumps and recovery moves. You also  
  have to be able to use Marth's aerial hits effectively - these are small 
  swipes, but they rack up damage very quickly, and they're quite usable. If 
  you don't like the idea of balanced air and ground attacks (e.g. you'd 
  rather have some really strong, slow attacks and some quicker, weaker 
  attacks instead of fairly good attacks all-round) then Marth's not for you.

- Countering and dodging. Marth doesn't have projectiles, so you have to be 
  able to roll and especially dodge/air-dodge past them. You should also 
  learn to use your Down+B Counter move against projectiles and whatever   
  moves you see coming.

- Anticipating. Marth's moves have fairly long durations (because he often 
  swings his blade right around his body), and so you can execute them in 
  anticipation of opponents' attacks (before they even come out). For 
  example, you can parry (this is discussed in more detail in the Tips & 
  Tricks section). Parrying means using weak attacks to counter opponents' 
  attacks - because of your moves' long durations, you can start them ahead 
  of time, counter whatever moves are thrown at you, and then use your 
  relatively fast recovering (we used a weak attack, remember) to escape or 
  attack.

WHAT YOU'LL HAVE TO BEWARE OF:

- Projectiles. They are extremely annoying - try to jump or roll through 
  them, or parry (see Tips & Tricks). You can use your Counter move to, er, 
  counter them, but that's not always effective as some projectiles can eat 
  through your counterstroke.

- Your weight. You are reasonably heavy, but not in the same league as 
  Bowser, DK, Ganondorf and Link. You can get hit a fair way, and your 
  horizontal recovery is mediocre.

- Marth is actually surprisingly vulnerable to well-timed grabs. That's why  
  rolling comes in handy.

- Big Melees and Coin battles. Marth doesn't protect his back very well, and 
  moves that do protect him often have high recovery times. Try not to get 
  involved in big fights unless absolutely necessary, and in these 
  situations, you have to be careful of getting knocked into the middle of 
  things. Coin fights invariably turn into melees since everyone rushes 
  around. Your speed helps you in collecting coins, but Marth doesn't care 
  for the whole melee aspect of it, and he doesn't have many moves that 
  release lots and lots of coins (a charged Shield Breaker is good, but it's 
  hard to find an opportunity to use it against humans). This isn't to say 
  that a well-played Marth can't handle melees, though - on the contrary, you 
  can do very well, if you stay cool and know what you're doing.

- Giant and Tiny Melee modes. In Giant Melee, you will have a HUGE reach, but 
  opponents will be harder to knock off, and your recovery will be poor. 
  These two points pretty much cancel each other out. The situation isn't as 
  good in Tiny Melee. You don't seem as fast and lithe any more, since most 
  characters are nice and small and nimble; your long reach is less  
  effective, and your moves much weaker; and projectiles play a bigger part! 
  (They also tend to be bigger than the characters themselves =O) At least 
  your Up+B recovery move is now much more useful, and your aerial moves and 
  jumping abilities are strong.

WHAT YOU DON'T HAVE TO WORRY ABOUT:

- Priority. Marth's attacks all have fairly high priority, so you usually 
  won't be the loser if you and your opponent both strike at the same time. 
  The heavyweights like Link or Ganondorf can give you trouble, though, but 
  they're the exception to the rule. You have a speed and range advantage 
  over them, which balances things.

- Offence. What I mean is, Marth is strong enough and deals enough damage 
  that you can usually kill opponents without having to fight for too long. 
  Marth's not one of those characters who relies on team members for help.

- One-on-one battles and Stock battles. Marth's precise strokes and good 
  power/endurance help him in these situations. Marth is fairly good at timed 
  battles as well, if you can try and single out opponents and not get too 
  hurried. You have to pace yourself, despite your good speed, because 
  placement and timing always count. A flurry of hits that aren't well placed 
  won't do a whole lot.

WHAT YOU'LL HAVE TO EXPLOIT:

- Your speed. Marth runs like the wind.

- Your power with the tip of your blade. OUCH.

- Your versatility - you can Counter attacks, you have a powerful, versatile 
  four-hit combo, and you have generally fast moves that can be charged if 
  necessary.

WHO WOULD LIKE MARTH?

- Players with good timing on their moves, and who can anticipate. A button-
  masher will be disappointed since Marth's moves don't work that way.

- Players who tend to be aggressive and like fluid play mixed with good 
  defence, where necessary. Players who are totally hit-and-run, or prefer
  more defensive characters, won't be as fitting.

- Players who prefer A-moves to B-moves. Marth's B-moves (his specials) are 
  good, but you won't win matches solely on them. His Shield Breaker is nice 
  and powerful, but only idiots will fall for it.

- Players who like close-in fighting. Marth's main advantage is that he 
  fights 'close-in', but he has the longest range of any swordsman or similar 
  fighter. With his range and speed, he's always a threat, and with the right 
  move placement he can be just as powerful as Roy.

So, that's that. I'm hoping that Marth seems like an interesting character 
because really, a good Marth player is always a magnificent sight and can 
hold his/her own in most any situation. It's interesting that some tend to 
think of Marth as being a stock character - too easy to 'master' and not 
warranting of attention - but most of these puffed-up pompous people are just 
afraid of getting whacked around. Marth may be a fairly easy character to 
pick up, but mastering him takes lots of time and skill, so don't be 
dissuaded by any tossers who tell you otherwise.

Okay. Let's get into it. First and foremost, the most important part of 
Marth's game...

===========================
     3. The Sweet Spot
===========================

Before we go into the basic moves, I have to mention...The Sweet Spot! This 
can be the difference between an ordinary hit and a powerful, knockout blow, 
and constantly comes into play.

Both Marth and Roy have a sweet spot on their blade; if you hit an opponent 
with the sweet spot, you'll do more damage and the opponent will be launched 
MUCH farther. For example, a moderately heavy opponent can take ages to kill 
if you're just hitting with Marth's blade normally; if you can get a sweet 
hit in, you'll kill your opponent at fairly low levels (80% damage maybe) or 
at least launch him/her far enough for you to attempt an edge guard or spike.

So, where is Marth's sweet spot? It's at the very TIP of his blade. Some 
players think Marth plays like Link and so they try to time and position 
attacks to hit opponents with the middle of the blade; these people are 
inevitably disappointed by Marth's mediocre power (compared to other 
swordsmen, that is). However, if you distance yourself from your opponent and 
hit him right with the end of your blade's path, you'll get a taste of 
Marth's true power. When playing against a team you might find it hard to hit 
all of your opponents sweetly. Don't worry; just go for the one nearest you. 
Don't try to take them all on at once because that's not Marth's style, and 
it's rare to hit multiple opponents sweetly.

The sweet spot is prominent in Marth's forward and upward smashes. If you 
place them correctly, the sound of the blade hitting your opponent will 
change from a standard *smack* to an ominous, deep *boom*. With your 
downwards smash and most other attacks (like your aerials and strong (tilt) 
attacks), the sweet spot still comes into play, and these moves will also 
have their damage and power increased if you hit with the tip of your blade. 
The sounds are different in these cases, though; instead of a bass drum 
sound, there'll be a very sharp *smack*.

If you're doing any attack where the sweet spot comes into play (which is 
pretty much any A-button move where Marth extends his blade outward), try and 
hit with the tip of your blade as it provides good practice for sweet-hitting 
those important smashes later on. The forward and upward strong attacks (just 
tilt the control stick, don't tap) as well as the downwards smash are 
especially good because Marth extends his sword fully during these attacks, 
so you can have a look at exactly where his sweet spot is and get used to 
where (and when) you must hit an oncoming opponent. Also, unlike Marth's 
forward smash, which can hit opponents in a wide arc, these three moves are 
fairly fixed and force you to get your placing very exact. Good practice. The 
moves are also good in and of themselves, too, which is an extra bonus =D.

So anyway, just try and hit with the very edge of your blade's blue arc. To 
be adept at playing Marth, you have to know how to finish opponents quickly 
and efficiently; he's not like Ganondorf where every other move can KO. Once 
you get used to the sweet spot and can get your positioning right, you'll be 
surprised at how opponents who were previously hard to kill off are now 
easily flying away into the background. Learn to stay a little bit away from 
your opponent, and hit with the tip instead of the middle of the blade. 
Marth's sweet spot will make or break a game. I know that sounds cliché, but 
it's true.

========================
     4. Basic Moves
========================

This section and the next (Special Moves) are meant to be a fairly 
comprehensive guide to Marth's moves. I'll describe each move and comment on 
its usefulness in general and what situations it would work well in. I've 
also listed damage figures for each move. All damage figures are as accurate 
as I could make them (it took me quite a while in Training Mode, actually) 
and where appropriate I've listed different values for 'regular' and 'sweet' 
hits. Since Marth's blade's damage figure varies gradually from tip to hilt, 
there will always be some variation, so keep that in mind. To complicate all 
this, a move's damage and power increase as you charge it (this only applies 
to smash attacks and Marth's B move). For all such moves, I've listed a range 
of damage - from totally uncharged to fully charged.

Remember that all damage figures represent maximum damage - if you use a move 
repeatedly within a short time span, its damage figure will decrease by 
around 10% each time. Also, for certain moves the damage and power will 
decrease over time. For example, the Dolphin Slash does a maximum of 13% 
damage and has fair power, but this can vary widely depending on how early on 
you hit the opponent. Some other moves are like this as well - I'll note 
anything like this in the move description. Marth's forward and upward 
smashes have constant power throughout their duration (only positioning is 
important) as do most other moves, so don't worry too much about your timing. 
Again, Marth is not like Link where the middle of the move's duration is 
usually the strongest.

Anyway, the upshot of all this is that the damage can vary a whole hell of a 
lot, depending on what part of your blade hits the opponent, what part of the 
attack hits the opponent, and how much (if any) you've charged the move. Keep 
that in mind, and don't be surprised if you end up dealing a little less (or, 
if you're lucky, more) damage than what's listed.

A quick note about terminology - when I write out a control stick direction 
plus the A-button (for example, 'Forward+A') I'll always be referring to the 
ground smash attack unless otherwise noted. So if I want to talk about 
Marth's aerial forward slash, I'll write 'Forward+A aerial'. An attack that 
requires only a tilt (not a smash) of the control stick will be written as 
'Forward+A (strong)'. If all I write is 'Forward+A', you can assume I'm 
talking about his ground move, the Dragon Slayer. Just so ya know. The B 
button moves are pretty self-explanatory.

A last note...there is a difference between a move's 'damage' and its 
'power'. Damage refers to how many percent damage an opponent incurs if 
he/she is hit by a move, while power refers to how far an opponent is hit. 
While the power is usually proportional to the damage, and vice versa, this 
is not always true - for example, Marth's counter hits the opponent fairly 
far for a move that only deals 7% damage. The inverse applies for Marth's 
Up+A move, although you can increase its power by getting a sweet hit. I've 
noticed that a few people seem to confuse the two terms, so I'll just set the 
record straight now.

Okay. I think that's it =D. Let's start.

--------------------------
   Non-A/B button moves
--------------------------

Note: these moves can be done by all characters, although their properties 
will vary from character to character.

=== Shield ~ Hold L/R ===

Marth puts his shield up. You'll now be immune to everything except throws 
and grabbing moves (Ganondorf and Falcon's Dark Dives, Kirby's Swallow, 
Yoshi's Egg Lay, etc.). You can tilt (don't tap, that'll make you roll or 
dodge) the control stick while shielding to move it around - useful if you 
need to protect one side of your body. The shield's size will go down as 
you're hit, and it will also naturally decrease over time; if your shield 
becomes too small, it'll break, and you'll become shield broken. In other 
words, you'll be totally screwed. Mash the buttons to get out of this dizzy 
state and pray that your opponent isn't, say, Ganondorf or Bowser.

There are a few nifty things about the shield. For one thing, you can pull 
out a larger, longer-lived but weaker shield if you put less pressure on the 
L/R button or if you use the shield that automatically comes up after you 
throw. These 'light' shields offer good coverage of your body (useful against 
projectiles and such) but the downside is that stronger attacks will result 
in you being knocked back further and there will be more shield stun. 
Personally I find these light shields not worth the effort. 

Also, if you shield at the exact time that an attack hits you, you can either 
reflect it (if it's a projectile) or you can reduce shield stun and shield 
usage (if it's a physical attack - you'll know if you've successfully pulled 
this off because your will flash and the attack will just glance off you). 
This is known as powershielding and is very useful - however, it's hard to 
time and it takes a lot of practice, especially with physical attacks. If you 
need practice, try playing against Falco on Final Destination and have a go 
at powershielding against his lasers. Don't pick Fox because he fires so 
fast, it's hard to see what's happening. After a while you should get a bit 
better at powershielding, although it's one thing to be able to do it in 
Training Mode, and quite another to be able to use this effectively in a real 
game. I'll be the first to admit that I can't do the latter.

If your timing with the shield is almost good enough for a powershield but 
just a little lacking, you'll get what I call a half-powershield, which is 
where your shield fuzzes a little bit. This won't reflect projectiles or 
reduce shield stun, but it will make for a larger, stronger shield while it's 
fuzzy, which is useful. You can pull off half-powershields on a regular basis 
if you practice.

(NOTE: I'm not sure about the true function of the fuzzy, half-powershield. 
If anyone has further details or corrections, please tell me!)

=== Roll ~ Shield, then tap Left/Right ===

Marth will roll quickly in the direction pressed. Holding Z throughout the 
roll will make you shield immediately after you've has finished rolling. 
Handy for getting out of tight situations. Rolling is absolutely crucial in 
close games, especially if you're fighting multiple opponents (you have to 
make some space for Marth's sword, and rolling is a good way to do it). 
Marth's roll is nice in that it's fairly quick, but gives him a good deal of 
distance.

=== Dodge ~ Shield, then tap Down ===

This is a handy move that's new in Melee. Marth does a quick evasive 
manoeuvre, flashing during the dodge. This basically makes you immune from 
all attacks - even throws! - for a short period of time. The downside is that 
the dodge doesn't last very long, and there's a little period of recovery 
time after you've done it during which the opponent can have a go at you, so 
be careful and use this sparingly. It's handy, though.

=== Air Dodge ~ L/R + Control Stick, air only ===

While you're in the air, you can tap L or R to perform an air dodge, which is 
similar to the regular dodge. You can move the control stick right before 
pressing L or R to make the character dodge in a particular direction (even 
upwards, defying gravity) but after you dodge you will fall back down to the 
ground as you would after an Up+B recovery move. In a way, an air dodge is 
similar to an Up+B move, in that it's quite useful, but if you're not careful 
you can get nailed while falling down because you're totally open and can't 
do any other attacks. Hence you should only dodge at moderate heights - don't 
do it at the top of an arena because you'll be falling and vulnerable 
forever.

As with an Up+B move, if you're hit while falling after an air dodge then you 
won't be able to do anything except your Up+B move (or another air dodge) 
until you hit the ground. Be careful when you're around the edges of the 
stage, and don't mash buttons in the air unless you want to dodge at the 
wrong time and self-destruct by falling off the edge.

=== Recover ~ tap L/R right before you hit the ground ===

If you've been hit pretty hard by an attack and are flying through the air, 
tap L or R right before you hit the ground and you'll execute a quick 
recovery flip. Pressing L/R and tapping the control stick will make you 
recover => roll, although you have to make sure your timing is good. 
Recovering is very handy for getting back on your feet as quickly as possible 
and blocking against subsequent moves made by the aggressor.

If you're hit into a wall or a similar structure, you can recover by pressing 
L or R right as you hit it. If you do this, Marth will spring off the wall 
and right himself immediately, instead of hitting the wall and tumbling down. 
By wall-recovering, you can also stop most of Marth's momentum, which can be 
handy if you think you're about to get flung off the edge. You need a quick 
eye to be able to pull this off, but it becomes fairly routine once you get 
used to it.

You can go further with wall recovering by turning your wall recovers into 
wall springs. Just press L/R + Up+Away (by 'Away', I mean in the opposite 
direction from which you were travelling before, so if you're hit into a wall 
going left, press Right) as you hit the wall and your character will recover 
with more than just a little bounce off the wall. You'll spring (it's almost 
like a jump) off the wall instead. Handy for getting yourself some extra 
mobility and perhaps surprising your opponents. Wall-recovering and wall-
springing are very important when playing in arenas with lots of structures 
and walls - they're excellent ways of extending your life (remember, your 
momentum is decreased significantly so your flight will be cut short) and 
also making sure that you land on your feet after a nasty hit so your 
opponent can't get to you as easily.

If you don't recover after being knocked, you'll fall onto the ground in an 
unsightly heap. Don't fret; you can't make a quick move any more (since you 
didn't insta-recover), but you can still surprise your opponent. Press A or B 
while you're lying on the ground to get up with a sword slash that'll fend 
off anyone who's too close. If you press L/R instead, you'll slowly get up, 
while pressing Left or Right on the control stick will make you roll to one 
direction and then get up. All of these recovery actions are useful in that 
you're invincible for the duration of them (kind of like a standard roll) and 
they will usually prevent someone from attacking you during that time.

If you have knocked down an opponent, don't go in right away, because you'll 
either get hit, or your opponent will evade you. Try and hit an opponent 
before he/she does a recovery (keep the pressure up, and beware of an insta-
recover which can turn the tables), or just back away. Ground-recovers are 
annoying, but very helpful if you're the one doing them.

=== Air-Cancel ~ Press L/R before you land after an aerial attack ===

This isn't too useful with Marth, as the only attack that really needs to be 
air-cancelled is his Down+A slash (which doesn't have too much recovery time 
on the ground any way), but I might as well mention it. What is air-
cancelling? Well, as you land after a executing an aerial move, you will 
notice some recovery time as Marth bends his knees and reverts back to his 
usual stance. If you press L or R (you don't have to press it down all the 
way) about a quarter-second before you land, you'll cut this air-to-ground 
transition time in half by cancelling (or speeding up) your recovery 
movements. This is much more noticeable with Link, but it's still 
occasionally useful nonetheless.

=== Grab ~ L/R + A (or Z) ===

Marth quickly grabs onto an opponent and prepares to throw (see below). Grabs 
are unblockable and the only way to avoid them is to dodge or roll out of the 
way. Marth's grab is very good - fast, with surprising range. Grabbing while 
dashing increases Marth's range further. Use grabs whenever you're on the 
back foot (you're blocking, for example) and want to quickly shift the 
momentum by throwing an opponent during his/her recovery time. You can also 
be aggressive and grab and throw an opponent to set up for a possible combo. 
Or, you can grab simply to knee your opponent and deal damage (for details, 
see below).

Marth's range can be seriously useful if you can time his grabs right - just 
as an opponent is about to attack you, you can try and grab them if they're 
within range (because Marth's range is so long, often characters will be in 
range). The most annoying thing in the world is getting grabbed out of an 
attack, so make sure you do this often to your opponents! You can even grab 
opponents out of their Up+B recovery moves as they're getting back onto the 
stage, although this can be hard against the likes of Bowser or DK who have 
multi-hit, high-priority moves. It's impossible as far as I know to do this 
on Ganondorf or Captain Falcon because of the way their Up+B works. Still, 
the bottom line is that Marth's grabs are very handy and you should become 
intimately familiar with them (not in that way, you pervert).

=== Throw ~ Tap Control Stick direction after Grab; 4-5% damage and 2-3%
    damage per knee hit ===

Marth isn't extremely good at throwing, but you'll still have to know how to 
throw since they're good for setting up other moves. Throws in SSB: Melee 
have been toned down from the original; they generally don't do as much 
damage, and they have nowhere near the originals' launching power. On the 
flip side, you now have a more versatile choice of throws, and can follow up 
with moves more easily; try using Marth's Up+A (strong) slash (see below in 
the A-button Moves section for more info) after a throw to set an opponent up 
for further aerial hits. CPUs will use throws and set up further hits all the 
time; you hit them, they block, then they grab and throw with lightning 
quickness. Beware.

To throw, you must first grab an opponent. While grabbing him, you can press 
A to knee him and increase his damage. Opponents will be able to squirm out 
after a while, though - the higher an opponent's damage, the longer he/she 
will stay in your hold. (Psychic attacks and Jigglypuff's Sing work the same 
way; the more damaged an opponent, the longer the attacks' effects last.) A 
good rule of thumb is that for every 40% damage your opponent has, you can 
fit in one knee; hence, someone with 120% damage can take three hits and a 
throw without squirming out of your grasp. To throw, tap in any of the four 
main directions with the control stick. Marth's throws:

Upward    - Emblem Toss: Marth chucks his opponent upward; 4% damage
Forward   - Bounce: the opponent is slammed down and forward (not much); 4%
Downwards - Slam: the opponent is slammed down and backwards (not much); 5%
Backwards - Throw Away: the opponent is chucked backward over Marth's 
            shoulder; 4%

Marth's throws aren't all that powerful, but like I said, they set up well 
for attacks. His upward throw sets up the Up+A strong/smash moves, the 
forward throw can send an opponent into the perfect position for a sweet hit 
with your forward smash, and the other two throws can be good for following 
up with a strong move or a smash, depending on how far your opponent flies. 

Marth's grabs are good, so if you feel like pissing off your opponents and 
just grabbing around, do so. Use your speed and range well - you can wait for 
someone to bounce up/recover after being thrown (remember to be careful about 
any attack that accompanies the recovery) and then do another grab and throw, 
and then repeat. Just be careful around experts and CPUs, who have very good 
timing; if you're not careful, you'll just end up getting grabbed and thrown 
yourself, especially with level 9 CPUs who are really frustrating with these 
moves. Also, be careful against fast characters, since they can execute quick 
strong/aerial attacks that will disrupt your flow and leave you vulnerable 
after throwing. Still, it's worth it to practice grabs and throws as you'll 
be a definite menace, especially to opponents who are hard to hit with 
regular attacks.

=== Air Grab ~ L/R + A, or Z (aerial) ===

With this, you can grab items that are falling down in the air - either 
because they've just appeared, or because you (or someone else) have thrown 
them upwards. Be careful when doing this - if you screw up, then the item 
will hurt you if it's been thrown by someone else. You can catch items that 
are thrown vertically or horizontally, although obviously it's easier to 
catch ones that are just thrown vertically since they tend to travel more 
slowly.

You can also use the air grab to take items that are on platforms above you; 
just jump up to the platform's level and then air grab, and you'll take the 
item without ever having to jump on to the platform. Handy, and a great time 
saver (very useful in Event 37 - Legendary Pokemon).

It's best to use Z for the air grab, not L/R + A, because the latter button 
combination makes you air dodge afterwards, which can be annoying and time 
consuming. Also, if you screw up the air grab and miss, using Z will have you 
execute your Twin Slash (neutral A, aerial) which will at least provide some 
cover, while using L/R + A will make you dodge and look like a fool.

Once you have picked up an item, you can press L/R + A or Z again to drop it 
in the air. This is where L/R + A comes in handy. You'll drop an item, and 
then dodge straight afterwards, so you can jump up to someone, drop a Bo-bomb 
and then dodge the ensuing explosion. A nice trick to have up your sleeve.

=== Ground Grab ~ A, right as incoming item hits you ===

If someone chucks an item at you horizontally and you're on the ground, you 
can actually catch it! This works with all items (as far as I know) as well 
as certain item-like projectiles such as Link's bombs and Peach's veggies. 
This requires good timing though - you have to press A (as if you were to 
grab the item off the ground) RIGHT before the thrown item reaches you. It'll 
become yours, even if it's a mine, Bo-bomb or a Pokeball! Just make sure your 
timing is good, because you'll be pissed if you try and catch a bo-bomb, only 
to mistime it and end up getting blown off.

=== Taunt ~ Up (D-Pad) ===

Ah, saved the best for last.

Marth strikes a nice, noble pose and twirls his sword around. He also utters 
something in Japanese. ElfenGodFather, Augustine J Bono and The Devils 
Advocate have all told me that Marth says something to the effect of 
"Everybody look at me" (in a mocking manner) in Japanese. DiscoPuppy states 
in his Translation Guide that Marth says "Minna Mitette Kure", or "Hey guys, 
check this out!" which sounds right. So...yeah. Go Marth.

--------------------------
   A-BUTTON MOVES, LAND
--------------------------

=== Falchion Slash ~ A; 6% damage ===

Marth quickly swipes across his body with his blade. This move comes out 
quickly, with fair range and a nice arc that lets it cover more vertical 
distance than you think. The only thing is that the attack is fast and you 
need to make sure your timing is right, but then again this applies for most 
neutral A-button attacks. The Falchion Slash is limited in power and damage 
and is useless on its own for offence; however, it's great for parrying (that 
is, quickly and efficiently cancelling attacks/projectiles - see Tips & 
Tricks) and sets up well for other attacks, especially the Sharp Edge 
(forward+A strong) or even the Dragon Slayer (smash forward+A) if you're 
quick.

=== Return Swipe ~ press A right after Falchion Slash; 3-6% damage ===

This is basically the same as the Falchion Slash, except Marth swings his 
sword around from the far side of his body to the near side (instead of the 
other way around). Keep pressing A to perform...

=== Swinging Swipes ~ tap A repeatedly after Return Swipe; 2-3%/hit ===

Marth's A-A-A (and so on) move. Like most such moves it is weak and not very 
damaging, but it can actually be useful because of its range and ability to 
block incoming attacks. As with the Falchion Slash, use this to pester 
opponents and perhaps keep them at bay during 1-P mode. Don't do it too much, 
though; smart opponents can get close to you even when you're executing a 
flurry of swipes, and if they do this you'll get hit or thrown between 
swipes. The answer to this is to simply throw your opponent first, right as 
he or she comes within range - you will usually win, although characters with 
long range grabs like Link can give you problems. In these cases, roll away 
once you see your opponent advancing through your swipes.

=== Upper Slash ~ Up+A (strong); 12% damage ===

Marth takes his blade and slashes forward and upward in a circular motion. 
The Upper Slash, like most of Marth's attacks, has pretty good range and as 
such, is very useful as a counter against jump-ins as well as a basic forward 
attack (you can use it in the place of an Up+B Dolphin Slash if an opponent 
is standing right next to you - both attacks will have good power in these 
situations, and the Upper Slash will have less recovery time). Against 
characters that don't have high-priority jump-in attacks, your superior range 
and good priority will almost always result in your Upper Slash getting 
through if you use it as an anti-air counter. Also, your Upper Slash hits a 
small area in front of you as well as above you, so it can be used as a 
clear-out move.

The Upper Slash has good power, especially if you get your timing and 
placement right, and can kill enemies at moderate damage levels. Its quick 
recovery time and knock-up power makes it excellent for setting up aerial 
juggles, and can be used as a KO-ing attack when you're close to the vertical 
boundary (or when your opponent is at high damage). Of course, Marth's upward 
smash has a lot more power and damage, but it's also more clumsy and much 
harder to hit sweetly with, so get used to your Upper Slash and its ability 
to hit in a wide arc.

=== Low Stab ~ Down+A (strong); 10% damage ===

This isn't extremely useful because it requires that you crouch down first. 
You can't crouch and thrust instantaneously because you'll end up doing the 
Down+A smash. Despite this limitation, the Low Stab can still be good in 
certain situations - if you're crouching to evade an attack or simply because 
you feel like crouching (see Tips & Tricks for some cool stuff about 
crouching), then the thrust is a good way of keeping enemies away. It's got 
decent range and is quick, with little recovery, and so can work as a little 
jab to tell enemies to keep their distance. Against a CPU or dumb human, you 
can use this as a way of edge guarding - it's very effective against 
characters that come back horizontally and so will have a hard time resisting 
a little poke. For example, against a fellow Marth who aims for the ledge, 
you won't get anything done with the Low Stab, but against someone like 
Bowser or DK you can keep them at bay. In general though, you can use your 
non-crouching strong attacks more easily and effectively than this.

=== Sharp Edge ~ Forward+A (strong); 13% damage ===

This move is much more useful than its low damage might imply. Marth sweeps 
his blade in front of him, arcing it from low to high and ending with his arm 
outstretched. The Sharp Edge comes out quickly, doesn't take too long to 
recover from, and has great range as well as pretty good priority. It doesn't 
have the awesome vertical arc of Marth's forward smash, but it's less 
predictable and safer. If your opponent is fresh, then use this move and your 
neutral A-button swipe to increase damage quickly and set up for your forward 
smash; if your opponent has higher damage levels then the Sharp Edge can hit 
farther and become a decent edge-guarding weapon. It doesn't look so flash, 
so your opponents might misunderestimate it [yes, another George W Bush 
joke], which would be a big mistake on their parts. Hit with the very tip of 
your blade (a sweet hit) and you'll send your opponent flying fairly far away 
horizontally. With its potential power and very fast speed coming out, you've 
got an attack that just cuts right into the opponent and can be quite 
dangerous.

You can also use the Sharp Edge to keep some distance between you and your 
opponent - like most of your attacks, it gets more powerful with distance so 
you can execute this move from afar. In addition, the Sharp Edge can also be 
used to parry (see Tips & Tricks), set up for other moves (including Marth's 
Down+A aerial spike, which we'll get to in a bit), prevent most opponents 
from using their throws, follow up after a throw of your own, and more. 
(Thanks to Howard and Nester for their advice on this very useful move!) 
Furthermore, against weaker enemies (like the ones in 1-P mode) the Sharp 
Edge works as a nice clear out move.

=== Leg Slash ~ Press A while dashing; 12% damage ===

Here's a nice, useful move. Marth extends his sword and slashes forward while 
dashing. This move is one of the few in Marth's inventory that has a fairly 
short duration, but its good range and set-up ability more than make up for 
that (provided that you get your timing right, which shouldn't be too hard). 
Use the Leg Slash's good range and priority to get through to your opponent 
and send him/her bouncing upward, then hit with your Dragon Slayer or Sharp 
Edge (forward+A strong); or, start an aerial juggle. You can also use the Leg 
Slash to whack an opponent who is lying on the ground and/or has just 
'bounced' up after being hit to the ground previously.

I have to say, though, that lots of players tend to overuse their dashing 
moves, which can lead to smart opponents simply dodging/rolling and throwing 
you out of them. Be aware, and try not to make your dashing too obvious 
(don't dash from afar). Used effectively this move is horribly annoying; it 
has long range and sets up beautifully for an upward stroke or aerial 
juggles. Neat.

=== Winning Thrust ~ Up+A; 8-10% (regular) or 15-24% (sweet) damage ===

Here, Marth takes his sword and thrusts it upward. The move is not the 
fastest coming out, and there is a bit of recovery, but it'll suffice against 
most opponents if you start it early. There's slightly more horizontal range 
than you might expect, which coupled with the vertical range and priority 
makes this a useful move.

Use the Winning Thrust against single opponents who stunned in the air and/or 
have low-range aerial moves. The damage and power of the move tend to vary 
quite a bit - it's important to hit an opponent right with the tip of the 
blade, since the damage will be more than doubled and the power will increase 
mightily. If you just hit your opponent regularly, you'll do a measly 7-8% 
damage and hardly any power. In these situations you'll just have to roll out 
or use your Upper Slash to gain some room. To get the all-important sweet hit 
instead of a crappy ordinary hit, time your move so that it hits when your 
opponent is still some distance above you - only the tip should connect. 

If you're not good at placing this move to hit sweetly, forget it - just use 
the more reliable Upper Slash, which recovers quickly and gets your opponent 
to a moderate height after which you can set up an aerial juggle. The Winning 
Thrust can do none of those things, and takes a while to recover from (so 
don't use it against multiple enemies), but used correctly it can be a real 
killer. Sure, it's tough, but that's life. Practice, and watch for the look 
on your opponent's face when he or she gets sent flying. Don't use your 
Winning Thrust often, though, or your opponents will see it coming (and then 
they'll be wary in the air, and you'll never get a good hit in).

=== Whirlwind Slash ~ Down+A; 16-21%, or 11-15% if backward stroke hits ===

Marth takes his sword and sweeps it in front of him, then slices back around 
his body, keeping his blade fairly low. This move is similar to Link's Down+A 
except that it's not quite as powerful. Despite that, you'll still do a fair 
deal of damage and the move has decent KO-ing capabilities. The forward 
stroke is the stronger of the two, and usually sends the opponent straight up 
- handy for setting up some aerial moves or your Up+A smash/strong attack. 
The backwards slice is pretty powerful as well, and also sends the opponent 
nearly straight upward. If you are slightly above or very close to your 
opponents when you hit them, then they'll be sent forward, not upward. In 
fact, if you're higher than your opponents when you hit them, you'll send 
them flying low and fast, which can set up an edge guard for a KO.

The Whirlwind Slash comes out fairly quickly, but Marth is a bit slow to turn 
around for the second stroke, and there's a bit of recovery time after the 
move, so be careful against multiple opponents. In 1-P mode you can have a 
ball with this as a set-up for aerial attacks as well as a clearout move 
against slower opponents. The further away you are from your opponent the 
sharper the sound will be when you hit, and the more power and damage you'll 
get. Practice using this move to make sure that you know its range exactly; 
the sweet spot is always at a fixed point in front (and behind, I suppose) of 
you, so once you get your placing right you'll be pretty dangerous. The 
Whirlwind Slash is especially useful in stages that are long horizontally, 
but fairly limited vertically: you don't have any move that hits purely 
horizontally, so in these stages try and kill your opponents through the top 
of the stage instead with the Whirlwind Slash.

=== Dragon Slayer ~ Forward+A; 14-19% (regular) or 20-27% (sweet) damage ===

Everybody loves this move, and for good reason. Marth raises his blade above 
his head and then slams it down in a wide, long-ranged arc, hitting opponents 
above and in front of him. Anyone who's hit will usually fly away at a 45-60 
degree angle, depending on what part of the arc hits him or her, but if you 
hit an opponent with the end of the move you'll send him/her flying fairly 
fast and low. The move comes out fairly quickly (unless you charge it, of 
course) and is capable of devastating opponents if you can manage to get a 
sweet hit in. A regular hit with this move lacks power, and does only 
moderate damage, so you really MUST get used to doing this from long range 
and getting that sweet sensation. I like to hit opponents who are above me, 
or sprawled flat on the ground; it's easier to get a sweet hit this way 
because it's likely that, due to the elevation difference, your sword will 
only be able to hit with the tip (the target area is smaller, hence you will 
probably get an edgier hit).

A great trick is to use your swipe (neutral A), Sharp Edge (forward+A strong) 
or perhaps the Upper Slash to set up an opponent, depending on the damage 
percentage, and then use an uncharged Dragon Slayer - it's faster than most 
people expect. The opponent will be hanging in mid-air and most likely won't 
ever touch the ground again =P. Or, use the Dragon Slayer as a way of 
irritating opponents and forcing them backwards. This has the longest range 
of Marth's moves (yes, it has better range than the Shield Breaker) so it 
matches up very well against swordsmen or pretty much anyone else out there. 
A quick word of caution, though - opponents who are quick with the throws may 
be able to throw you right as you execute this move; it takes lots of skill 
and timing, but it's possible, and the computers do it regularly. Combat this 
by being unpredictable with your attacks, and attacking from long range where 
your blade's tip can hit, but your opponent's throw can't.

A fully charged Dragon Slayer will rival the Shield Breaker in damage and 
power, and also covers your whole forward side. Great as a stock attack, as 
long as you don't blatantly overuse it. I tend to use this a hell of a lot in 
one player, but not as much against humans because they're always on guard 
against this killer move. This can work to your advantage because you always 
have that little intimidation factor, which can make your opponent nervous, 
and you're going to get to use this move anyway because it becomes almost a 
reflex action after a while. Be sure that you know how to use your weaker 
attacks to knock your opponent into the right position for a sweet hit with 
this move.

You can use the Dragon Slayer very well for keeping opponents from jumping 
back onto the stage ('edge guarding') - just wait for them to jump or use 
their Up+B, and let loose (you can start charging beforehand, of course). 
Remember that you only need a small amount of time to do this move, and you 
can use it right after another ground move. Niiice.

-------------------------
   A-BUTTON MOVES, AIR
-------------------------

=== Aerial Swipe ~ Forward+A; 13% damage ===

Marth slashes forward with his blade, arcing it downward and covering the 
whole front half of his body. You need fair timing, but if used well this is 
very effective; you can hit any point in front of you, and, while the move 
doesn't have a whole lot of power, it can up your opponent's damage. You can 
use this several times in the air (it doesn't have much start-up or recovery 
time) and it's also useful as a jump-in attack because your blade arcs 
downwards. A nice move, and one of your most important air attacks.

=== Luna Slash ~ Up+A; 13% damage ===

A great move for juggling and majorly pissing off your opponent. Marth 
slashes in an arc above his head, covering 180 degrees. This move has good 
reach, and can break up most Down+A aerial moves if you have good timing and 
placing. Try to hit with the edge of the arc; this maximises damage and also 
means that you don't have to get as close to your opponent. This move is 
versatile as hell - you can use it at practically any time in the air and it 
comes out quickly. Because it's so quick to come out and recover, you can 
easily juggle your opponent with it (juggling is using a succession of aerial 
moves to keep your opponents in the air - see Tips & Tricks for more info).

Marth's Aerial Swipe and Luna Slash have little delay and can be almost 
chained together in the air, for some useful damage. You probably won't get 
many KOs with these moves (although the Luna Slash can be surprisingly 
powerful if you can hit a high-damage opponent with the sweet spot), but you 
usually will give yourself enough space to get away or execute another move, 
and if you're good you'll be able to really cut up your opponent.

=== Half Moon ~ Down+A; 10% (regular) or 13% (sweet) damage ===

This move is similar to the Luna Slash, except - get this - in the opposite 
direction! Wow. If you're next to your opponent when you slash with your Half 
Moon, or if your opponent is on the ground, he or she will get sent slightly 
upwards. You can try and fit in another aerial move, or you can try and evade 
the Down+A counterattack that's probably coming. It all depends on the 
opponent - e.g., don't screw around with Link.

I personally like to hit aerial opponents while they are a bit below me, or 
to my side. Swipe at them and try and hit them with the tip of your blade 
(you can get such a hit at any point of your arc, so you don't HAVE to hit 
with just the bottom of the arc; either end will work as well, as long as the 
opponent is in the appropriate position to your side). If you do this, you'll 
hear a sweet sound similar to that of the Dragon Slayer, and your opponent 
will get spiked. If you don't know what a spike is, it's where your opponent 
gets hit by an attack (usually an aerial down+A) and then falls straight 
down. If you do this while your opponent is over the abyss (knock your 
opponent off the stage and then jump once off the stage, spike, then jump and 
Dolphin Slash back on; or, spike from the stage - see two paragraphs below), 
then you'll likely score a KO.

Marth's Half Moon isn't a true spike, as an opponent won't be sent flying too 
far, but it's very useful still, even if all it does is scare an opponent. 
The more damage an opponent has, the longer it will be before they recover 
from your hit, which will send them hurtling downwards and usually slightly 
AWAY from you (meaning, towards the edge, which is useful). Computer 
opponents tend to react quickly, while humans might have a harder time. In 
any case, this is a useful move, but you will need to practice before you can 
get it right all the time. Beware of the Half Moon's nasty recovery time in 
the air, which will hamper your getting back onto the stage.

Because of the recovery time, you shouldn't get too keen with spiking and end 
up suiciding because you run out of jumps! I said above that you can jump out 
and spike if you want, but you can also spike from the stage. The latter way 
is preferable; you can still spike well, and don't have to worry about 
running out of jumps to get back. I'll let Howard and Nester describe spiking 
from the stage:

"Whenever you hit an opponent with a move near the edge that doesn't launch 
them, rather, makes them pop up a short distance (forward-A tilt, up-A tilt, 
running-A, Marth's forward and backwards aerial-As), don't hit them with the 
forward-A smash. You have a better move. It's a little hard to do, but, can 
be done. Take a jump (use the X and Y buttons, not the control stick) BUT 
hold down on the control stick as you do so. You should make a teeny-tiny 
hop. While this distance is too short for most characters to use their 
meteors/spikes, for Marth, this is a whole 'nuther story. Falco players know 
what I'm talking about. You can -kill- even heavyweights like Bowser and 
Donkey Kong at 40-50% with practice. Since his aerial finisher isn't that 
strong to begin with, the short height at which it can be performed [cyper's 
note: we are talking about hitting the opponent with the start of the move, 
at the point where Marth's sword is still to his side. Hitting with this part 
of the move lets you spike quickly, without much need for a jump, and also 
conveniently places the hit area to your side, giving you more freedom.] is 
not only a godsend, it /is/ godly."

Spiking like that is pretty much the same as edge guarding, in that it's safe 
and effective from on the stage. The difference, of course, is that 'edge-
spiking' is so much more potent than edge guarding, and comes without the 
risk usually associated with spiking. You can also throw someone upward and 
then jump up to the person and spike as described above - not bad, not bad at 
all.

=== Twin Slash ~ A; 14% damage (two parts of 4 and 10% damage) ===

This move has reasonable power and does a moderate deal of damage, but I tend 
to find myself using Marth's other aerial moves more. I think it's because 
Marth's Twin Slash lacks coverage - it's fairly good if an opponent is right 
next to you, but it won't cover one whole half of Marth's body like his 
Aerial Swipe or Luna Slash - instead, it's just a pair of quick, horizontal 
slashes (all of Marth's other aerial moves have lots of vertical arc, but not 
this one). Still, if you're looking for a surprise move that's quick and can 
hit away pesky opponents who are hugging too close, then consider this move. 
Its power and speed in coming out are its main pluses.

=== About Face Slash ~ Backwards+A; 13% damage ===

Marth swipes around his body, his blade going backwards and hitting anyone 
near that side of him. I don't use this a whole lot because the move seems to 
be a bit slower and more clumsy than Marth's other moves, but the About Face 
Slash does have good priority and duration and is one of the only ways you 
can protect your back. As usual, hit someone with the last bit of the attack 
to get more power. As an alternative you can air-dodge or use your Forward+B 
attack (you can change direction this way in the air) but neither is as 
'safe' as the About Face Slash, so you might as well get used to this move, 
uninspiring as it may be.

==========================
     5. Special Moves
==========================

Marth's special moves are just that, special. As with most other characters' 
specials, they are fairly powerful and flashy, but have more recovery time 
than most regular A-button attacks. Don't overuse specials, but do make sure 
that you know how to use them, since they add some variety to Marth's 
arsenal. The Shield Breaker is your typical offensive smack, the Dancing 
Blade lets you execute a 'custom combo' of sorts that can really confound 
opponents, the Dolphin Slash is a graceful comeback move, and the Counter is 
the bane of all aggressive opponents! Great stuff.

=== Shield Breaker ~ tap/hold B; 7-28% damage ===

Marth raises his sword over his head, as if he were about to execute an 
Dragon Slayer, and then slams his blade downward with some nice effects. You 
can charge the move by holding B, and a fully charged Shield Breaker will 
result in an automatic sweet hit and a probable KO if your opponent's above 
50-60% damage. True to its name, the Shield Breaker is also very tough on 
shields. A non-charged Shield Breaker will eat up an opponent's shield by 35-
40%, if not more, and cause a little shield stun (that is, the opponent's 
shield stays up a little longer than usual, giving you slightly more time to 
throw or attack). A fully charged Shield Breaker results in your opponent's 
shield being smashed to hell and back; while he or she is dizzy, you can 
pretty much charge up another Breaker and see how your opponent likes it.

Sounds like a great move, right? Well, it's good, except it's not too hard to 
see coming, takes a while of charging before it gets really powerful (unlike 
your forward smash, which has some bite even when uncharged) and tends to be 
overused. People new to the game especially like using the Shield Breaker 
because of its nice charging animation and awesome power (second only to 
Roy's Flare Blade when it comes to swordsmen's moves). If you like charging 
this thing up and whacking the hell out of CPU opponents, then fine. It's 
just that human opponents with an IQ above 70 will NEVER get hit by a charged 
Shield Breaker (or Roy's Flare Blade, which takes even longer to charge and 
is almost comical). I mean, you're right there, charging this thing up, and 
Marth is flashing and your controller's shaking like hell...even the rawest 
of newbies know to run away, while a good player will just jump over you or 
roll through you and attack your backside.

So basically, don't charge up in normal circumstances unless you're playing a 
CPU or an absolute idiot. The only exception is edge guarding; the Shield 
Breaker works very well since it can be used over and over, comes out fairly 
fast if uncharged, and you can just keep hitting your opponents until they 
are too far out to come back, or you get some space and manage to charge it a 
bit for a knock out blow. Don't edge guard with this too often, though, since 
good opponents will anticipate it and might counter, or air dodge, or cling 
to the ledge, or do whatever they can to avoid it. In these cases you can 
jump out and spike (discussed later in Tips and Tricks!), or you can use a 
different move for edge guarding. The down+A smash can work since it hits 
lower than expected and has good priority. Moreover, most people don't see it 
coming.

Apart from edge guarding and an occasional charge against someone who's been 
shield broken, the Shield Breaker is also useful as a keep-away move. It has 
good range (slightly less than the Dragon Slayer, though) and comes out 
reasonably quickly if you just tap B (plus you can use it in the air, and it 
will cover a really big arc). Opponents mightn't expect it, and it will hit 
them and give you just enough room to prepare for another attack or roll out. 
It doesn't do much damage if you just tap B, but it's useful for a quick hit. 
An uncharged Shield Breaker will mean less recovery time, and it's sometimes 
useful to draw opponents in by just tapping B (for a quick Shield Breaker) 
than executing an uncharged smash attack straight afterwards to take 
opponents by surprise.

The bottom line is that the Shield Breaker can be useful, but only if used 
rarely and intelligently. It is NOT meant to be a power-move used in general 
play; the Dragon Slayer gets a sweet hit more easily, charges faster and has 
similar potential power. Keep that in mind.

=== Dolphin Slash ~ Up+B; 13% damage ===

This is Marth's recovery move. He quickly leaps upward with his arm out-
stretched, and his blade will damage opponents on his way up. If you start 
the move while you're fairly close to your opponent, the Dolphin Slash will 
be surprisingly powerful (especially if you hit with the tip - start from 
about 1.5 body-widths away to do this), and will scoop your opponent up and 
into the air at around a 30-degree angle. This can be useful if your opponent 
is at a moderate-to-high damage percentage - just use your Dolphin Slash as 
you would Luigi's Uppercut. Your opponent won't see it coming (useful if your 
foe is predicting all your regular attacks), and you won't have to worry 
about the recovery time since your foe will be sent fairly far away. It's 
easier to do this on the ground because for some reason Marth's Dolphin Slash 
doesn't scoop as well in the air (you have to be really close, making it 
almost impractical).

Remember that only the start of the move is powerful, and also note that the 
move takes a little while to get going, and the beginning stages (as Marth 
brings his sword around and prepares to leap) have low priority, so DON'T try 
it against someone in the air unless you're confident that you can surprise 
them enough to get this move out in time. Even weak attacks will stop this 
move if your opponents hit you early, so be careful.

Because most of the time you won't get to move in close (and you opponent 
might be fresh, meaning that he/she doesn't get sent too far), the move often 
won't be usable an offensive attack. (There is one exception: if you hit the 
opponent at the very end of your leap during the Dolphin Slash, you might get 
a little sweet hit in, and you'll have extra power. This is rare and usually 
impractical, though.) So, it's best just to leave this as a recovery move for 
use when you need an extra boost up onto the stage. You should usually drop 
down so that your move will take you JUST to the edge of the stage. If you do 
this, Marth will grab onto the edge and you can take things from there. By 
doing this, you make it pretty much impossible for opponents to edge-guard 
you, but to do this well you have to know the exact height that Marth's 
Dolphin Slash gives you. Try it out in Training Mode.

If you do decide to go at an opponent with this move - and sometimes you 
will, to take advantage of its high priority and lightning speed - then you 
should make sure that you yank backwards on the control stick right as you 
press Up+B. It's hard to describe, but people who played Luigi in the 
original SSB will know what I'm talking about. What happens is that you do a 
Dolphin Slash in the opposite direction to which you were going before; so 
you might've been jumping to the right, and you might hit your opponent to 
the right, but you'll execute the actual recovery move to the left. This is a 
good way of getting some extra horizontal distance between you and your 
opponent - some distance is vital, because Marth falls slowly and you DON'T 
want your opponent nailing you right as you fall down.

A last bit of information: unlike the other swordsmen, Marth can execute his 
Dolphin Slash very soon after most all of his aerial moves, the only 
exception being the down+A spike. So, feel free to have a go at an opponent 
even when you're trying to recover - the Aerial Swipe (forward+A) and the 
first hit of your Dancing Blade are useful since they'll distract your 
opponent and you can then follow up with a quick Dolphin Slash after you've 
dropped down a bit, to take you onto the edge. Also, you can add a little bit 
of horizontal distance to the Dolphin Slash by tilting forward on the control 
stick as you execute the move - there's not much of a difference but it is 
there, and can come in handy for those near-impossible recoveries.

=== Counter ~ Down+B; 7% damage ===

Ahh, Counter, the bane of...well, everyone. A great way to piss off 
opponents, as well as totally throw them out of rhythm. Marth assumes a stoic 
pose and then flashes. If he gets hit during his flashing time, he'll absorb 
the hit and then immediately counter with a quick swipe, similar to your 
Sharp Edge (Forward+A strong). The swipe only does 7% damage but has good 
range, excellent priority and decent power, so it'll usually give you enough 
breathing room to either get out of the situation or set up an attack. 
Counter works on all attacks, physical or energy, and is vulnerable only to 
throws and throw-like moves.

Because of the Counter's vulnerability to throws, you mustn't use it too 
often - otherwise your opponent will start to predict it and might even draw 
you into it, in hopes of getting a throwing opportunity. The counter does 
have some recovery time at the end, so if your opponent is really crafty he 
or she might just time an attack to hit then, and really annoy you! My advice 
is to use counter sparingly, but in important situations. Surprise your 
opponent; dash up to him/her, and Counter right when you get within range. 
The opponent will usually attack instinctively, and run right into your 
Counter, and what's more, you should be far enough away that most throws 
won't work. Mwahaha! Against one opponent you can usually just parry (see 
Tips & Tricks) or dodge around, but when fighting against multiple enemies or 
when under pressure, Counter can be a lifesaver. When Countering, Marth can 
have his back to the opponent's attack and it will still work (Marth will 
automatically turn around while slashing), which is great against groups.

Counter is especially useful in the air since there are no throws (beware of 
Ganondorf and Cpt. Falcon's Up+B moves though). Used properly, you can 
disrupt opponents' rhythm and, more importantly perhaps, break their morale. 
Nothing sucks more than being countered. Roy can use his counter offensively, 
which hurts even more (and lord knows Marth players hate being countered by 
Roy), but Marth's has longer duration and is easier to use. Plus we have 
superior range.

Countering is also useful as an edge-guarding implement. For instance, Link 
and Bowser are hard to edge-guard conventionally because of their annoying 
Up+B moves, so Counter them instead. Your Counter-stroke will usually get 
through to them and knock them back, and at that point you can have another 
go at them or try to jump out a bit and spike. The good thing about 
Countering is that a highly-damaged opponent will sometimes fly in a slight 
inverted-V shape (like this: /\) that is useless on the ground but can work 
as an extra downwards boost when edge guarding.

NOTE: There are actually a few moves that Marth has difficulty Countering. 
Multi-hit moves such as Falco/Fox's light kick combo are hard to counter, 
since your countering stroke will be nullified by the continued stream of 
attacks. Extremely fast attacks are also impractical to counter. For example, 
you CAN counter the Fox Illusion or Falco Phantasm, but by the time you make 
your counterstroke Fox/Falco will be far behind you. Fox's laser cannot be 
countered, and neither his nor Falco's fireballs can be parried. (Yes, the 
two speedy StarFox characters can be a headache.) Finally, Mario and Luigi's 
fireballs can't be countered! Each fireball leaves a little trail of flame, 
which will disrupt your counterstroke. Annoying. Link (or Y. Link)'s arrows 
can sometimes disrupt your Counter as well, due to their length.

=== Dancing Blade ~ Forward+B; damage varies (see below) ===

Here's a nice fancy move. Marth takes his sword, starts up his flashing 
colour generator, and does a one to four-hit combo that starts off fairly 
weakly but gets pretty strong by the end. The Dancing Blade can hit hard if 
executed well, and opponents often forget about it, which is very handy 
indeed. It's always pretty cool to see a nice combo that does 30% damage to 
an opponent and shows 'em Marth's true colours (pun intended).

You start off the Dancing Blade by pressing Forward+B. Each hit after that is 
executed by pressing B right when Marth's blade has stopped after the 
previous hit; the gap between hits can be between .3-.5 seconds 
approximately, and is controlled by you. The faster you tap B, the faster 
Marth executes the next stroke.

If you tap B too quickly or too slowly, and the game won't register your 
input and the Dancing Blade will just stop, which is annoying. If you're 
having trouble executing the move, just close your eyes, hold forward and tap 
B four times, making sure that the space between each tap is around a third 
of a second. See? It's that easy. Just don't be tempted into pressing B too 
fast.

Anyway, each of the Dancing Blade's last three hits can be customised using 
the control stick; just tilt it either upwards or downwards as you press B, 
to use an alternate stroke. The second hit only has two possible variations 
(forward and up) while the third and fourth hit have three variations 
(forward, up and down). If you don't tilt in any direction or tilt it in some 
weird direction like backwards, then the game will just act as if you had 
tilted forwards. Here's a rundown of all possible strokes for each hit:

   FIRST HIT (Red)
   Forward: a quick forward swipe, 4% damage

   SECOND HIT (Green)
   Forward: a quick forward poke, 4%
   Up:      a quick upward swipe, 4%

   THIRD HIT (Blue)
   Forward: a quick, good-priority, powerful forward slash, 8%
   Up:      a whirling, high-to-low slash, 5%
   Down:    a powerful downward thrust that can act as a fairly good spike in 
            the air or near the edge of a stage, 10%

   FOURTH HIT (Red)
   Forward: overhead smash, 11%
   Up:      overhead smash (slightly higher than the forward stroke), 8%
   Down:    multiple low pokes, 12% (five pokes; 3, 2, 2, 2, 3% damage 
            respectively)

   NOTES: with the third and fourth hits, the damage given may vary slightly,  
   depending on how quickly the hits follow one another. Also, all damages 
   given assume that you have connected with the previous hits. If this is 
   not so, then the damage for the later hits may be increased - for example,  
   if you hit with only the overhead smash stroke (4th hit, forward) after 
   missing with your first three hits, then you will inflict 14% instead of 
   11% damage.

It's easy to see how many possible stroke variations there are. Add to this 
all the timing variations that you can pull off, and you get a useful move 
that's ever-changing. Don't worry about particular strokes being awkward; all 
the strokes fit nicely into the combo and none will disrupt the flow too much 
(except the downward thrust, 3rd hit (down), but even that isn't too bad). 
Hence, you have lots of freedom to do what you like. My favourite combos are 
Fwd-Up-Up-Up (quick, good juggling, good finish), Fwd-Up-Fwd-Up (powerful, 
ranged, and good for clearing out), and Fwd-Fwd (or Up)-Down-Down 
(unexpected, annoying, high damage). The third combination is especially 
useful near the edge since the second stroke sets your opponent up for a 
spike on the third stroke, and if you miss you can tack on a last hit just to 
annoy your opponent or get him off your back. Another good combination is 
Fwd-Fwd-Fwd-Fwd (or Up) - high-priority and powerful, and more effective 
against slower characters.

Beware, though, that the Dancing Blade can be tricky in that opponents at 
high damage will not be caught in the combo, and the minute variations in 
stroke timing mean that no DB will ever be the same - hence you must often 
think stroke-by-stroke when doing the Dancing Blade. Practice in training 
mode to get yourself acquainted with the strokes and the timing.

The Dancing Blade isn't as useful in melees as it is in one-on-one, simply 
because someone will always be able to hit you out of the attack if you're 
taking on multiple peeps at once. Even in one-on-one, fast or strong (high-
priority) opponents can disrupt your Dancing Blade. Because of this you 
shouldn't overuse the DB - just once in a while to surprise your opponent and 
show off a little bit. The main strengths of the DB are edge-guarding/edge-
spiking, and surprising opponents who are expecting other, more common moves.

ONE FINAL NOTE...if you need some extra horizontal distance in the air, then 
you can repeatedly press Forward+B to do the first red stroke of the Dancing 
Blade. Don't press Fwd+B too fast, because if you start to do the other hits 
as well, Marth will lose his horizontal momentum. Just keep executing the 
first red hit and you'll get some extra distance, after which you can Dolphin 
Slash your way back onto the stage.

==========================
     6. Marth vs. Roy
==========================

NOTE: I noticed (after writing this section, of course =T) that another Marth 
FAQ by SSJ4 Link had a 'Marth vs. Roy' section as well. In case any of you 
are wondering, I didn't copy off any of SSJ4 Link's content (although 
naturally there would be some similarities) and I had an idea for a Roy 
section long before I saw any of the other FAQs. Everyone's talking about 
Marth vs. Roy and how they compare, and I added this section since it was 
(and is) such a hot topic. Just FYI.

Roy is another character in the Fire Emblem series. He and Marth are often 
seen as something of a duo in Melee, and there have been many arguments as to 
which one of the pair is better. This little section is meant to help you 
evaluate which one suits your individual playing style better. Maybe you only 
play as one of them, or maybe you play both equally, but in any case it's 
good to know how the two shape up. I'm NOT going to pick the 'better' 
character because it really depends on your playing style.

Anyway. Roy is an odd character. Small and somewhat light, he wears a red 
cape in Smash Bros. Melee and has a different voice from Marth's and a rather 
brash look about him (ooh, red hair, attitude, wow). Although both Marth and 
Roy superficially seem like similar swordsmen, their playing styles differ 
quite a bit. They are no mere clones of each other, and play just as 
differently as, say, Link and Young Link. A quick run-down of the 
differences, with the most important ones being starred:

- Different taunts, sayings, costume colours and general appearance (of 
  course)

- Marth is taller and stands straighter than Roy (so he's a bigger target)

* However, Marth is a bit heavier and a good deal faster (in running speed)  
  than Roy

- Marth slides farther than Roy (he has less traction), which can mean that  
  it's harder to recover for Marth

- Marth's sword range is generally slightly longer than Roy's, although both 
  far outrange Link/Young Link

* Roy's attacks tend to do a little bit more damage (Marth's Down+A is 21%, 
  Roy's 28%; Marth's Up+A does 24%, slightly more than Roy's 22%; and both  
  forward smashes do 27% max). I see little difference in how much 
  hitting power they each have, but the thing is that Roy's sword tends to 
  have a higher average strength while its minimum strength is horrible. 
  Marth, on the other hand, has a slightly lower average strength but no 
  really bad minimum strength, and both swords have the same damage and power 
  with a sweet spot hit. If you don't hit with your sweet spot, Marth's 
  attacks (the forward and upward smashes, mostly, since these are the two 
  main attacks where sweet hits are prominent) lose about 25-30% of their 
  damage rating and a lot of their power. Hence, Roy tends to seem stronger 
  to newer players, because it's easier to get a fairly strong hit, but as 
  long as you have good placement with Marth, both he and Roy will have 
  similar power.

* Roy's sweet spot is located right in the middle of his blade, so it's  
  easier to sweetly hit multiple opponents; however, Marth's sweet spot 
  position is good for keeping enemies at a distance when going one-on-one

* Marth's moves are generally quicker (e.g. Marth's Shield Breaker, charges 
  up more quickly and comes out faster than Roy's corresponding move, Flare 
  Blade) but Roy's sometimes have more maximum power. Also, Roy's B moves (as 
  well as his Up+A smash) send the opponent burning, making for greater stun.

- Roy's Blazer is slower than Marth's Dolphin Slash, but it hits multiple 
  times and sets opponents alight, resulting in some fire stun and giving Roy 
  more opportunity to come back onto the stage unscathed. Roy may have 
  trouble actually making it that far, though, since his Blazer (which goes 
  at around a 50-60 degree angle) offers only decent horizontal distance and 
  mediocre vertical distance. Marth's Dolphin Slash tends to be weak unless 
  you get up close (and you usually won't when coming back onto the stage) 
  but his better jumping and increased airtime let you do aerial moves and  
  Counter when coming back (Roy can't pull this off) to help protect 
  yourself in place of your Dolphin Slash. You can then use his Dancing 
  Blade, which supplies the horizontal carry while the Dolphin Slash gives 
  you that last vertical boost up to the edge of the stage.

  So overall, Roy's Blazer gets opponents off his back better, but his Blazer 
  and jumps offer half-assed recovery power, while Marth can get back to the  
  stage a good deal easier and can use his aerial moves (or simply grab onto 
  the edge - Roy can do this also but he may be hit out of his Blazer, or he 
  mightn't have enough distance) to compensate for his generally weak Dolphin 
  Slash.

- Roy's Double-Edge Dance (Fwd+B) is easier to pull off than Marth's Dancing 
  Blade - the timing of your pressing B does not have to be as precise. This 
  does not affect the effectiveness of the actual move much, though.

* Marth's Counter lasts a lot longer than Roy's, but deals only 7% damage 
  regardless of the strength of the move being countered. Roy's counter is 
  shorter in duration and harder to time, but does about 1.5x the damage of 
  the move being countered. The counter's power rises accordingly, and flames 
  the opponent too.

- Marth's A move - a little sword swipe - can be repeatedly used with very 
  little time inbetween, making for a good frustration move and a good 
  parrying move. Roy's A move has much more of a pause between swipes.

- Marth and Roy's spikes differ. Their Down+A (aerial) moves work 
  differently, as do their Dancing Blade strokes.

* Marth has more airtime than Roy and his aerial arcs and slashes seem to be 
  more effective. Roy would probably prefer to be a more ground-based 
  character.

* Marth is most deadly in one-on-one combat with his longer reach and wide 
  range of moves, while Roy's outright power helps him more in a Free-for-All 
  since he can connect freely with his sword and can also use his charge-up 
  moves to greater effect. This is not to say that Marth sucks in melees and 
  Roy is crap at one-on-ones; you'll just have to alter your style maybe. 
  E.G. with Marth you might want to isolate opponents during fierce melee 
  battles, or at least keep them to one side, lest you get hammered around 
  and become unable to clear out.

It's easy to see that Roy's for those who want a hard-hitting pyro, while 
Marth's grace and versatility appeal to players who are prefer more refined 
combat. I liked the hard-hitting Kirby in the original (read my FAQ! *plug 
plug plug*) so I initially thought I'd go with Roy, but his lightness and 
lack of foot speed was a turn-off. Still, Roy's a mighty fine swordsman and 
if you're ever in need of a offensive basher, you can't go past him. In the 
meantime though, we'll stick to discussing Marth's more balanced playing 
style...you Roy players can now piss off. =P

===========================
     7. 1-P Quick Tips
===========================

I don't particularly care for most of the 1-P stuff, simply because if you 
know Marth's moves and how to use them (and that's what the rest of this FAQ 
is for =D) you'll do fine in 1-P mode. Really. Although, I suppose there are 
a few tough stages, and to help out I'll provide a quick list of handy moves 
and handy manoeuvres that can cheaply beat opponents. Like I said in the 
introduction, I'm not going to go over mundane stuff like Marth's Break the 
Targets challenge or a full walkthrough, 'cause that's stuff that you can 
find in the in-depth FAQs or the other Marth guides.

------------------
   USEFUL MOVES
------------------

Moves that take on special significance while during the various 1-P modes:

SHIELD BREAKER - computers are dumb. Use this whenever the computer has flown 
off and you want a useful edge-guarding implement. Humans will see it coming, 
but not computers! They'll get knocked the hell off - even if you don't have 
time to charge it, the Shield Breaker will still send CPUs flying a bit so 
you can repeat the treatment. In normal situations though (on land, that is), 
I prefer Marth's forward smash since a sweet hit with it is more powerful.

DOLPHIN SLASH - handy for taking out weaker opponents on the earlier 
difficulty levels. Lets you very quickly clear out some team battles so you 
can go for Speed Demon or No Damage Clear or some other bonus like that. This 
doesn't work once you get to Normal difficulty or above, since the enemies 
are hardier.

COUNTER - good against the best of opponents, with the possible exception of 
Crazy Hand because of his long-lasting, high priority attacks. When you're on 
the back foot, or trying to come back without getting smashed the hell up by 
Giga Bowser, you can use counter; it'll clear out a good deal of space in 
front of you.

DRAGON SLAYER (Forward+A) - the computer may have fast reflexes, but in the 
end it's still a dumbass. Roll behind a CPU and smash. Repeat. This works on 
all but the hardest difficulties, and can pretty much win Event 51 for you. 
Groovy.

WINNING THRUST (Up+A) - the computer sucks at defending against this move. 
Remember that this has surprising lateral range. Try and hit opponents while 
they're still fairly high above you; if you hit with the tip only, you'll 
score a sweet hit and the poor CPU fellow will be miles away! If you don't 
score a sweet hit, you can often just keep executing this move because the 
CPU won't get knocked too far. This move is also useful in team battles 
because it really, really hurts the weak opposition; this is a useful choice 
when facing the Mr G&W'es on the easier difficulty settings of All-Star mode.

SHARP EDGE (Forward+A strong) - this can catch CPUs off guard, and is 
invaluable when you want a quick, ranged move that clears out space in front 
of you. Handy against the wireframes when they gang up on you and you don't 
want to risk the Dragon Slayer's extra delay/recovery time.

TAUNT - it gives you 500 extra points. Whee.

-----------------------
   LESS USEFUL MOVES
-----------------------

Moves that aren't as useful in 1-P mode as they may be against humans.

THROWS - don't try them too much. CPUs, even low-level ones, can dodge and 
counter-throw like crazy. Grrrr.

DANCING BLADE - computers seem to have a good ability to evade this attack, 
or somehow hit you out of it. Use with caution.

WHIRLWIND SLASH (Down+A) - the computer is quick, and can often hit you out 
of this with a soft hit at the start. You can still use this move if you 
start it early and anticipate it, but if you've got a fast opponent and 
he/she's already close to you, use counter or roll out instead. (Note: This, 
and a lot of the other stuff I say in this section, does not apply during the 
easier difficulties, since the computers are dumb and will not defend against 
anything.)

SWINGING SWIPES (Repeatedly tap A) - these can work somewhat well against 
humans, but computers will dodge, or powershield (so they go all flashing on 
you and cut down on shield stun), or hit you with a light hit. In other 
words, they'll almost always find a way to get out of this move, and it's not 
very effective as a keep-away move, either. Don't ask me why, but the 
computers are good against this move and Dancing Blade. The only exceptions 
are the enemies you face in the easier difficulties, but again, these guys 
can be screwed straight up; no need for this sort of foreplay. =P

-------------------
   USEFUL TRICKS
-------------------

This is stuff that doesn't really go under the general Tips & Tricks section 
because it's too limited - i.e. it only works on certain computers or in 
certain situations. So, I've lumped it here since it can at least help you 
beat certain 1-P matches/events/whatever.

GENERAL GUIDANCE - whenever possible, roll a lot and get behind opponents. 
Wait for them to start an attack, then roll through them and then throw or 
attack their back, depending on how much damage they have. Try also to use 
little aerial jump-ins, which the CPU doesn't defend well against. If you're 
in trouble, just run away to regain your wits; the computers usually aren't 
too eager to attack right away, although a few aggressive mofos like Captain 
Falcon might actively give chase. Don't get flustered, and don't try to beat 
the computers on raw reflexes because it won't work. All other things being 
equal, they'll almost always 'press the button' first (if you're playing on a 
high difficulty level) so just use your wits and entice the computers into 
playing false shots or even self-destructing.

TRICKING LINK - whenever you play against CPU Link, always start to run up to 
him and stop about a hookshot's length away from him, or just hang around at 
that distance. That dumbass Link will most of the time try and throw you. 
Just jump or dodge or roll so the hookshot misses. Now you have a few years 
with which to perform the move of your choice. The Dragon Slayer works well.

KILLING KIRBYS - on the easier difficulties, you can just use your Dolphin 
Slash against the Kirby team, and you'll score one-hit kills most of the 
time. The same applies for the Yoshis that you meet in the first stage (we're 
talking Adventure mode here, of course). Don't try this on Normal and above, 
because the enemies are harder.

METAL MORONS - they suicide all the time. Just hang around the edge of the 
arena and sooner or later Luigi will Green Missile himself off the stage, 
either through a misfire or through poor judgement. (NOTE: Try not to stay 
too close to Luigi if you anticipate his Missile, because a misfire that 
actually hits will probably spell the end for you.) After Luigi misfires or 
uses his Missile incorrectly, go to the edge and make sure that he doesn't 
use his Up+B to recover, dealing with Mario as best as you can. Mario will 
probably follow suit soon; I guess the plump guy is finally feeling the 
effects of overeating and taking all those shrooms.

The same thing with Luigi applies in the second stage of Adventure mode, 
where you fight Mario and Peach - it's sometimes good to fight Luigi and 
Peach instead (finish the first stage with a '2' in the seconds' place of the 
timer) since Luigi sometimes kills himself right at the outset with a 
misfired Green Missile. However, in the harder difficulties Luigi will be a 
very tough opponent, and the chances of a suicide will be relatively small, 
so I usually go for the easier, more predictable Mario & Peach combination.

ITEMS - Don't blindly go for items because you might get wanked. A container 
might be a booby trap, exploding for 22% damage, or in the case of a four bo-
bomb party ball, seven billion percent damage. It's just as annoying if you 
spend twenty seconds battling through to a capsule only to find some crap-ass 
item inside. So, don't go for containers unless you really need an item badly 
and are feeling lucky...also, don't go for comparatively tame items like the 
Lip's Stick and the Star Rod. These might work well in a tight battle against 
humans, but in 1-P mode we're trying to race through the easier difficulties 
and survive the harder ones, and your sword's power is better than any flashy 
properties which will never fool the CPUs' perfect timings anyway.

I'm not saying that items are useless. You do, of course, want to go for the 
good items, because they can mean the difference between an easy win and a 
couple of lives lost. Which items to go for?

- Shells. In the first stage, right before the Yoshi fight, I always grab a 
  green shell after dispatching a Koopa Troopa because it'll usually kill the  
  first trio of Yoshis straight off (throw it horizontally at the one nearest  
  you and the shell will keep going after it hits the first Yoshi), taking  
  off 30% of your workload. Good stuff. Red shells are also useful for team 
  battles, especially on the easier difficulties with weaker opponents, since  
  they can sometimes result in one-hit kills on your opponents and wreak 
  serious havoc. The red Koopa Kunt on the first stage will flame opponents 
  and is slightly stronger (but slower, I think) than the green shell, but it 
  doesn't home. It's still useful though; just make sure the Koopa doesn't 
  wriggle out of your grasp before you reach the Yoshi area. It's good to use 
  shells to clear out the first stage because you get a nice lot of damage 
  inflicted - hence you get more points.

- Fans. Josh Chansard explains: "A really useful item for killing CPUs on a 
  team (e.g. the Yoshis on stage one of adventure mode) is the fan. In your 
  hands, it doesn't do that much damage or have that much power, but when you 
  throw it, it sends them flying farther than any other bludgeoning/slashing 
  item (bat, beam sword, lip's stick..).

- Baseball Bats. I'm sure you know why. Often useful, EXCEPT against teams on 
  easier difficulties where weaker, faster attacks will suffice. Handy for 
  that x10 match in Classic mode. Other whacking items can be useful, but be 
  careful that you know about Marth's funny double-swing (discussed later in  
  Tips & Tricks). It's slower, but you get more range and sometimes double 
  hits, which are cool.

- Pokeballs (you can imagine that I bothered to put in one of those funny 
  accented e's if you want). They can make or break a match. In some stages - 
  e.g. the one against the Pokemon team in Adventure mode - controlling 
  Pokeballs is the sure way to go. Once you've unleashed a Pokemon, don't 
  just stand there; either hit the computer, or keep an eye out for another 
  Pokeball that might drop soon. Lure the CPUs into your Pokeball if you 
  want, for some devious KOs.

- Ray Guns. These are useful when you're going up against a team of 
  opponents. They'll usually be weak enough so that one Ray Gun blast will  
  kill them (not outright, as they won't hit the boundaries, but they'll be 
  knocked far enough so that they don't come back on). This, like many other 
  tricks, doesn't apply in Hard or Very Hard modes since the enemies are 
  hardier and better and coming back onto the stage. Hell, they'll even 
  powershield the blasts right back at you, so don't use the Ray Gun or other 
  projectile weapons in those situations.

- Warp Stars. Damn useful. Geno82 adds: "since you didn't have any item 
  information for warp stars, I'd like to mention a tip that I use. After 
  using a warp star, you normally bounce into the air and leave that little 
  bit of time being vulnerable to other players' attacks. What you can do is 
  air dodge into the ground directly after hitting with the warp star. This 
  lets you run after another player, save yourself from players expecting to 
  get you in the air, and saves some time. If you don't want to air dodge, 
  and are fighting a metal opponent with low damage (where he normally 
  wouldn't move far from a Warp Star hit), you can take the jump and try to 
  spike him into the ground and then get away."

- Proximity Mines/Bo-bombs. Proxy mines are always good because the computer 
  doesn't seem to defend against them. HAHAHAHAHA. Take that. Bo-bombs are  
  also good because, well, they're damn powerful, and the best of computers 
  can still fall to them. I think that CPUs could theoretically catch or 
  powershield these items, but I've never seen it happen. Do be alert, 
  though.

- Hammers. Well duh. Game, set and match. It's not the end of the world if 
  the CPU gets the hammer; run and jump away and hope the computer commits 
  suicide. You shouldn't have TOO much trouble evading the hammer as long as 
  you're on a fair-sized arena; Marth's jumps and speed are usually good 
  enough.

- Metal Boxes. Usually good, since you can kinda go berserk and not worry 
  about getting kicked around too much. Don't use this if you're on a shaky 
  stage from which you might fall, or if you're fighting more than two 
  opponents ('cause if you're metal, you're easier to juggle). Handy for the 
  Battlefield stage because it negates the annoying effects of low gravity. 
  Everything above applies for the Super Shroom, which is similarly useful.

- Heart Containers, Maxim Tomatoes, Party Ball food (not isolated morsels 
  which often aren't worth your trouble) and Starmen (stars). Of course you 
  want these goodies that extend your life. The invincibility Star lets you 
  unleash around eight seconds of hell on those CPUs. Use your time wisely.

WAIT...WAIT...BE PATIENT! The enemies in 1-P mode tend not to be all that 
intelligent, even in the harder difficulties. It's always good to charge up a 
smash attack beforehand and then unleash it on the enemy as soon as he/she 
comes within range. If you're lucky, you'll get a sweet hit. This obviously 
won't work with humans, but CPUs sometimes don't know better.

SMASHING FUN - it's interesting to note that CPUs rarely charge their smash 
attacks - some, like the Ice Climbers, will do it fairly often but others 
will almost never do it. This is handy, because you won't have to worry about 
compies taking full advantage of you (eww...) when you're shield broken or 
recovering, but the downside is that the CPUs will always attack relatively 
quickly.

ONE-SIDED BOUT - with a few rare exceptions, the computers don't team up 
well. When you fight multiple opponents, they will try and win with brute 
numbers, not smart reasoning. They will attack you, perhaps at the same time, 
but they don't attack logically. They won't have one opponent projectile you, 
then another opponent grab you, and then another smash you. They'll just all 
three projectile you or smash you or something. To take advantage of this, 
just stay on one side of the opponents (don't get caught up in the middle! 
Marth can't clear out too well, and his Whirlwind Slash could be too slow!) 
and use the superior range of your blade to sweetly smack them over and over. 
The end. Even Event 51 is a cinch with this, and the only thing that might 
hinder you is the stage. Which brings me to the next tip...

THOSE &@$#ING NESSES - don't you hate that stage in Adventure mode (in Onett) 
where you play those three Nesses? They're relatively hardy and good fighters 
in the higher difficulties, and Mr Saturn runs amok, breaking up half of your 
attacks. What's more, the stage cramps you up and isn't ideal for Marth. My 
advice is to use Shield Breaker - both as a keep-away move and as a finisher 
- and Counter liberally, and use your air attacks. Don't do anything like 
your Winning Thrust (Up+A) that will leave you open. Also, fight on the sides 
of the arena, not the centre; it's easier to kill the Nesses this way, you 
don't have to worry about the cars since you're above ground, you have more 
aerial space, and you don't have to worry about those awnings in the centre 
screwing up the fighting. My most important tip would be to be patient; take 
three minutes if you have to, because the worst thing that could happen is 
you get pissed off here and throw your lives (and your quest) away. 
Occasionally you get lucky and manage to hit them towards the edges for an 
easy one-minute win, but these are exceptions to the rule.

HEADSTART - when you get killed, you're invincible for a few seconds when you 
respawn. Against CPU opponents, you can use this to your advantage: quickly 
drop off the floating platform (just tilt the control stick or press a 
button) and go for your opponents. They don't seem to understand that you're 
invincible, and won't run away - in fact, they'll sometimes keep fighting 
you. This gives you two or three good seconds in which to land as many hits 
as you can. The Dancing Blade can be painful here.

SAY YOUR PRAYERS - if you're playing Classic mode on the harder difficulties 
and you're going for a really good score, then you'd better pray that the x10 
team that you face won't be of a heavy character! Even on the hardest mode, 
ten Pichus or Mr Game and Watches aren't too hard, because they're light; 
however, if you face ten Donkey Kongs, it'll be a huge challenge since each 
of these guys is fairly heavy (not as heavy as DK usually would be, but there 
are three of them). Whether I die on this stage often depends on the enemy, 
so luck is a big factor here. I doff my hat to you if you can get through ten 
DKs on very hard without breaking a sweat (or your controller)!

GIGA BOWSER - note that he is MUCH harder on Adventure mode than he is in 
Event 51. The last event is a cinch if you're not unlucky and know how to 
keep all the enemies on one side and forward smash repeatedly. However, the 
Giga Bowser you (might) face at the end of your Adventure is much more 
aggressive and will absolutely slaughter you. Use counter when coming back 
on, or aim for the ledge with your Dolphin Slash. Use the range of your sword 
to keep him at bay. Beware of his Up+A smash, which can kill you at very low 
damages and deters jump-ins. The best strategy I've found is to play around 
with strong => smash sequences and Counter whenever you're in trouble. It'd 
be cool if you had, say, Jigglypuff's Rest move, but you don't, so you'll 
have to tough it out.

MY HEART WILL GO ON, and on, and on. At least, it will in All-Star mode! 
Remember that those three special hearts that you can use between battles 
will heal you fully, not just 100% as the regular item will. So, don't rush 
to heal yourself once you've gotten 100%; leave it as late as possible. On 
the earlier difficulties you can leave it until you're quite far into your 
hundreds, and really you shouldn't ever get to that damage level anyway. On 
the harder difficulties you might actually want to heal BEFORE you reach 100% 
if you have a hard multiple-opponent fight coming up. Always note your 
upcoming opponents...if Falco or Ganondorf are up there, beware, whereas dumb 
CPUs like Kirby and Peach should make you a tad more confident.

ALL STAR MODE... sucks. I hate it. I HATE IT!! Marth is not the best 
character for all-star mode because of his weaknesses against multiple 
characters and projectile opponents. Beware of this. Don't try and push your 
luck on Very Hard difficulty unless you are really good, and don't be ashamed 
of continuing! Once I had to play Link, Pikachu and Mewtwo in Great Bay and I 
must've wasted like, 200 coins. No, really. I emptied out the friggin' bank. 
It was so frustrating I almost broke the bloody controller. Mewtwo would 
throw me and use Shadow Ball, Pikachu had his annoying forward smash, little 
balls of electricity and the lighting bolt, and Link would just whip my ass 
while I was busy dealing with the other two. Whatever I did, they overwhelmed 
me with their weight of sheer numbers and I simply could not get past their 
flurries of attacks. I wasn't able to hit all three sweetly at one time, so 
one or two of them would always remain to pester me while the other two came 
back, and I really had no room for manoeuvring. I ended up Countering half 
the time, and still died whenever they knocked me into the platforms on the 
left or right, effectively spiking me.

What am I trying to say? Well...

   - I suck at All Star mode and I need to get this off my chest before I 
     throw the controller out the window.
   - Marth is not particularly good at All Star mode. You're not the only 
     one who's struggling.
   - While playing in Very Hard difficulty - if you get an unlucky matchup, 
     just quit. Unless you're really good, in which case you probably 
     shouldn't be reading this guide anyway.

OUCH - this is annoying. When you're near the boundaries of the arena (you 
will appear in the magnifying glass and those three arrows will hurriedly 
direct you to the centre of the stage) you will take 1% damage per second. 
This is really annoying if you're trying to get Impervious or No Damage 
Clear.

QUICKLY NOW! - one final rule. When in doubt, be quick. The CPU doesn't like 
quick, well-executed swordplay. Use your neutral, dashing and strong A-button 
attacks to up damage and set up for a nasty smash at the end. This will often 
work, even in Hard or Very Hard difficulties, and is extremely useful 
(although this strategy tends only to work against single opponents). Marth's 
built for this kind of play; he strikes fluidly and with great range and 
priority, so exploit it. Whenever I'm on my last life I just throw all 
caution out the window and go at it, and it often works; you'd be surprised 
how far I can get in Adventure mode on Very Hard difficulty just by being 
really risky and aggressive. NOTE: If you're not used to Marth's moves and 
don't have a proper understanding of his repertoire, don't try this. You'll 
end up mashing the buttons and die. Only do this when you know what you're 
doing.

=================================
     8. Character Strategies
=================================

Here I'll be giving strategies on how to fight (as Marth, of course) against 
each of the characters in the game. I've arranged the character strats in 
alphabetical order. Most of what I'm saying pertains to human opponents, 
simply because the CPU is, as a rule, too predictable, and Falco/Luigi are 
the only ones who can really put up a fight. So, while most stuff here will 
still work on CPUs, keep in mind that it's mostly meant as a guide against 
intelligent, reasonably skilled humans (based on how my friends and I play 
with each character) so you probably don't have to go to such lengths while 
playing the computer opponents.

You should make sure you're familiar with Marth's moves before reading this, 
so that you know Marth's full potential, strengths and weaknesses. You might 
also want to read a few of the Tips and Tricks sections like 'Juggling' and 
'Parrying'.

Note - these character strategies are pretty hard to write, so I haven't 
finished them; hell, all I've got right now is a small sample. Don't worry 
though, I'll be working on these slowly but surely over the coming weeks, and 
updates should be fairly frequent. I'm not great against some characters, so 
if you have any good ideas feel free to e-mail them to me!

------------
   BOWSER
------------

Bowser's moves are powerful, and they vary in speed from his forward smash, 
which is horrendously slow, to his aerial moves which can be surprisingly 
fast. The key is to always be prepared. It's unlikely that you'll get hit by, 
say, his forward smash, because it's just too damn slow, but it is a menace 
if you ever decide to get shield broken. Other attacks are much more 
dangerous in general play; his Whirling Fortress (Up+B) is a pain and hard to 
counter, due to its quickness and its multi-hit property in the air. Beware 
of this, as it can raise damage. The same thing applies to Bowser's downward 
smash on the ground. If you're expecting these moves to come out, quickly 
roll, then forward smash. You've got plenty of time to prepare since Bowser's 
moves are generally of long duration and have high amounts of recovery time. 
Moves like your Down+A smash and the Dancing Blade work well since they come 
out quickly, at the expense of some recovery time (which shouldn't be too bad 
since Bowser will be knocked away and unable to follow up). The Dancing Blade 
tends to work really well on a big, heavy target like Bowser; go for all four 
hits. Don't give Bowser much time between hits or moves, because he can 
sometimes execute a quick attack and break out if you're not careful.

Careful in the air; Bowser's A-moves come out quickly. Counter wherever 
possible (but not too much), or use your neutral A in the air (comes out 
quickly, multiple hits, good priority and gives you breathing space). It's 
very important not to get carried away because Bowser's Down+B is immensely 
powerful, and if you use your air dodge or Up+B recovery move at the wrong 
time Bowser can really pounce. Stay on the lookout and it'll be alright, 
though. The only other move that'll give you fits is Bowser's fire breath. 
This makes it impossible to attack from the front, and you can't counter a 
continuous stream. You can jump in, but you might be playing right into 
Bowser's hands...make sure that you can get in the first hit if you do jump 
in (there is some recovery time from the fire breath which might give you a 
split second's advantage). If you're not careful, you'll likely take an Up+A 
smash right in the guts, or Bowser will roll away and then attack you with 
some other move. Dangerous. If you're not sure of yourself, just roll away 
and wait.

It's important to be patient with Bowser; use your quick but long-ranged 
strong moves to set up for smashes and Dancing Blade. Keep at a distance. 
Roll, and attack from the back. Whatever you do, don't give Bowser a chance - 
use your Dolphin Slash only if absolutely necessary so he can't capitalise on 
your situation when you're falling to the ground.

-----------------
   DONKEY KONG
-----------------

Somewhat underrated for some reason - perhaps it's because his N64 adventure 
didn't go too smoothly. Donkey Kong can give you some problems if you're not 
careful, since his hits and throws have good range, priority and power. His 
forward smash hits from afar, comes out relatively quickly and can knock you 
to Jupiter and back. The same applies to DK's Giant Punch, which can be hard 
to counter because of its increased speed in coming out - it's a more potent 
weapon than in the original, although it seems to have been toned down 
slightly. Getting close to DK results in getting thrown, while his smashes 
and Down+B have good range; luckily for you, you have an advantage in the air 
with your nice arcs and Counter. Try and soften DK up with some fast strong 
attacks, fend him off with your (neutral A-button) swipes, then go in for the 
smashes. He's not too good at defence and countering as long as you're wary, 
so that's good.

You'll probably get a lot of hits on him with your strong and smash forward 
attacks, as well as your Down+A Whirlwind Slash; anything that comes out 
quickly is useful. Your Down+A also sets up well for an aerial sequence, 
which is useful because of the slowness of some of DK's aerial moves. They 
can outpower you if you're slow, but Marth's slashes should be fast enough 
that you don't have to worry. A quick but controlled aerial sequence works 
nicely, and upon landing, the Dancing Blade can hurt DK due to his heaviness 
and susceptibility to combos. Little hops followed by an aerial slash also 
work well since DK will be surprised, and his Up+A smash (which is a good 
anti-air and a favourite of some DK players) is slow to come out. Use your 
speed, and more importantly, your increased agility and precision. DK can 
match it up well, so if you're going to make a real push for it, make sure 
you've got a good chance of hitting lest DK just dodge/roll and then whack 
you.

---------------
   Fox/Falco
---------------

Andrew Chen has some tips for playing against Fox and Falco: (I'll have 
separate strategies for each, but I haven't written them yet so here are 
Andrew's general tips that I will incorporate into my strats later)

"Yep, it's the two most annoying opponents for Marth (well, for me anyways). 
I think the best way for a Marth player to deal with these two, is to fight 
vertically. What I mean is, don't fight on an even level with them, go on
platforms, then come on down, then go up again, jump to another platform 
diagonally from you, then jump to another one, etc. I've found it's best to 
keep em in the air, and preferably with some space in between. By doing this, 
you eliminate their incredibly annoying combo: Roll behind you and then rapid 
standard A, which can trap Marth oh so easily. Also, Countering these guys in 
the air is A LOT easier than doing so on an even level, since most of their 
attacks are so quick, and they can pull em off one right after another. But 
in the air, they can only do one or two, and if you time it right, Marth's 
Counter can be deadly to em."

---------------
   Ganondorf
---------------

I don't yet have a full strategy written out for him, but Cous1000 has some 
tips:

"For Ganondorf, I usually try to keep my distance for a while until he 
attacks because he is slow. I always use Marth's speed to my advantage. If 
Ganondorf comes running at me, attack is all I can think about. I usually do 
the running sword swipe attack and one of two things happens: 1. I get the 
hit and start a long, long juggle making Ganondorf regret what he just did, 
or it gets cancelled. With his sword extending way out, you won't have to 
worry much. The only move I really worry about is the Wizard's Foot because 
than can come out of nowhere on the ground. His Up+B attack (I forgot the 
name of it) can be simply countered by doing an air shield breaker. As long 
as you keep your distance then Marth will always be hitting with the tip of 
his sword every time."

----------------
   Jigglypuff
----------------

Jigglypuff is quite good now, even more so than in the original. She has some 
strong ground attacks, and her Forward+A is almost reminiscent of Kirby's 
from the original SSB! (In fact, Jigglypuff's attributes - quick but powerful 
moves, a good drill kick, a strong Down+B and all-round good launching power 
- make her play more like the original Kirby than the new Kirby does! Which 
explains why I like her. And yes, I'm calling it a 'her', because of the 
bowtie, and the voice, and just about everything else.)

Anyway, beware of her flaming, 28% damage Rest (Down+B), which can kill 
anyone, even Giga Bowser, at horribly low amounts of damage. Her drill kick 
no longer provides such a good setup for Rest, but that's okay since a good 
jiggles player can set it up in other ways. It's the finisher of choice, but 
by no means is it the only one; her Up+A works well as an anti-air, and she 
can knock you pretty far with her Forward+A and a moderately charged Rollout. 
Don't do anything stupid or rash - Jiggly will capitalise on any moves with 
long recovery times, as well as misused Dolphin Slashes - and stay away. You 
have a huge range advantage, so never get in too close. Your Down+A and 
Forward+A aerial slashes work well against Jigglypuff, who is reasonably 
powerful in the air but lacks range in certain directions. Abuse this, but 
never get too hasty because a quick hop and Rest on Jiggly's part will end in 
you being KO'd.

A few good sweet whacks will spell the end for Jiggly; you don't have to 
charge or go for anything fancy. Remember that her shield being broken 
results in an automatic KO. Marth's Shield Breaker is obviously a good thing 
to have, then. Counter/dodge her normal attacks and Pound (Fwd+B), or nullify 
them with your quick A-button swipes, then go for your forward smash. Up+A 
works beautifully against a Jigglypuff who's ambitious enough to try and jump 
in for the downward drill and/or Rest. Shield against Jiggly's more powerful 
attacks, like her B-button Rollout, and either roll away or throw. Just make 
sure you don't get into any aerial combos - use your Dolphin Slash or even an 
aerial Dancing Blade to hack your way out if you must - and then use your 
superior footspeed and range on the ground to stick it up the 'puff.

----------
   Link
----------

If there's one character that pisses me off, it's Mewtwo. But Link isn't far 
behind. Relative to the other characters, he isn't quite as strong as in the 
original (although a few of his moves, for example the aerial Down+A and the 
second slash of his Forward+A smash, are nasty), but he has better jumps, a 
bloody annoying hookshot and his overused, overrated Up+B move. All sorts of 
players like to use him, and it can be pretty damn annoying fighting an 
oversized elf like Link.

His l33t projectiles shouldn't be much of a problem - parry the boomerang, 
block, dodge or roll through the arrows, and either catch his bombs or roll 
away. The projectiles tend to stun you a bit and set up nicely for Link's 
forward smash, so don't get caught out. Counter works at close range.

More annoying than his projectiles is his hookshot, which some Link players 
(including the CPU) use like mad. If you're not used to dealing with this you 
will be badly hurt because the hookshot has more range than any of your 
moves, so if you're within range Link can hookshot you and none of your 
attacks will stop it (Counter doesn't work against throws). The best way to 
avoid getting thrown is to jump, roll or dodge right when Link uses his 
hookshot. It takes good awareness and reflexes but it's not too hard with 
training. A handy thing to do is to pre-empt any further hookshot attempts by 
getting somewhat close to Link and drawing his hookshot - you'll be ready for 
it and you can dodge it. After this you have a good deal of time to charge up 
your forward smash or whatever attack you want to and whack Link around. It 
tends to make Link players wary. However, you still have to take the hookshot 
into consideration whenever you're moving in - once you've engaged Link in 
combat it's too slow for him to use, but at medium ranges it's a bitch. 
Always have a jump or roll handy when you're approaching him.

That's one of the keys to playing Link - you have to nullify the effect of 
his throws and projectiles. Good Link players want to keep you away from 
them, since there's nothing you can do from afar. To get close you'll just 
have to parry, dodge and roll your way in. You are much more nimble and quick 
on the sword than Link is, so that works in your favour once you do get 
close. Link can use his Up+B move on the ground as a quick and surprising 
clear-out - don't look for most Link players to use it much, as it gets 
predictable after a while and has bad recovery, but used sparingly it's very 
effective. Never get too comfy when approaching Link, and keep your fingers 
ready for a block/Counter or roll/dodge depending on the move (if in doubt, 
roll away - you'll have to approach Link again, but at least rolling away 
protects you from whatever's coming). Don't try jumping in, as Link's strong 
and smash attacks will make it hard for you.

Once you're in close, you can use your tilt-A attacks like the Sharp Edge to 
parry and set up. Beware of Link's three-hit combo (A, A, A), which can eat 
through your attacks. If he starts this, just block and throw. In close, your 
grabs work well, and they also set up for aerial juggles, so use them. Once 
you can get something going with Link, you should aim to punish him as much 
as possible. His neutral+A in the air (a little kick) comes out quickly and 
can interrupt your moves, as can his Backwards+A, but if you keep your 
attacks quick and sharp and don't get too close, you'll be okay. Link's Up+B 
clearout is effective only to his side and above him, so juggling with your 
Up+A Luna Slash is alright. Hell, most aerial moves are okay if you're quick 
(although it does depend on how much Link has been stunned).

If in doubt, don't try for anything risky, because Link does have that 
bastardly Down+A in the air that will skewer you. If you think he's about to 
do this, air-dodge as best you can, although you shouldn't really be in the 
air anyway if he's not stunned. On the ground, just block and grab him, toss 
him up and start a quick juggle (remember, hit him while he's still stunned 
and it should be okay). You can actually counter Link's aerial Down+A with an 
Up+A smash (or even your tilt Up+A, the Upper Slash) but you need good timing 
and positioning and you may not have enough time to pull it off (the Upper 
Slash comes out faster but is much harder to time and has less priority). 
Don't try unless you're very, very confident.

Basically, fighting Link is about getting in close, then using your fast 
swordplay and parrying abilities to corner him and get in some nice strong 
hits. Start off with a weak or strong hit, and build up to a smash attack, 
using attacks like your Sharp Edge or Upper Slash to keep Link stunned and 
prevent from counter-attacks. He can strike back pretty meanly, but only if 
you give him an opportunity - his best moves are slow in coming out - and if 
you use those strong attacks you should shut him down. Don't jump in; 
approach him from the ground, and when juggling be careful of his powerful 
(but slow) aerial moves. It's tough, but if you can get his measure your 
speed and agility will see you through.

----------------
   Young Link
----------------

Well, this little twerp is similar to Link so much of what I said for him 
above applies for Young Link as well. The main difference is that Young Link 
is even more of a projectiler; he won't even try to fight up-front most of 
the time, especially against you. He has less power, priority and range, 
meaning that you can damage him nastily up-close (you have the longest sword 
in the game, and Y. Link has the shortest) but Young Link is also quicker and 
more nimble.

Young Link often depends on projectiles to set up. His boomerang is 
versatile, but still generally easy to parry or block. His arrow and bombs 
are pains, though - they'll flame you and turn you into target practice for 
Young Link. You must block or otherwise evade (roll, but make sure you get 
far enough away to escape the long arrow shaft) his arrows, and jump/roll/ 
block to avoid the bombs. Neither of the two are easily Countered or parried 
so don't try. Just make sure you shield and roll/dodge past them - never let 
Y. Link get too projectile-happy because that opens up his whole game. Marth 
may not have any projectiles to counter with, but you do have a good roll and 
other ways to get past them.

Young Link's hookshot is just as bad as Link's - once again, beware. Same 
goes for his Up+B spinny thing which is even more annoying than Link's since 
it sucks you in on the ground if you're close enough, and juggles very well 
in the air. At least its range is decreased. Treat these the same as Link's.

Get past all this though and Young Link can be pretty vulnerable. Strike 
quickly once you get within range - if you're quick and prepared, you can 
avoid his hookshot as well as his quick sword strokes. It's not hard to hurt 
him with your Sharp Edge, smashes, and aerial juggles because of your range 
advantage. Just remember that he does tend to recover faster than Link, but 
you can still have a go at him because his aerial moves are toned down. You 
should still beware of his Down+A stab in the air, though, as it remains 
fairly strong.

Basically, treat Young Link as a weaker yet faster version of Link. You will 
pay for any mix-ups with his projectiles, so make sure you know how to get by 
them. In close, Young Link has faster sword slashes but less range, so as 
long as you can get in and strike once, you can use your nice range and 
priority to get past Y. Link's defences and hurt him a good deal. Grabs work 
against a Y. Link who's shield-happy, and your speed and aerial range work 
against an evasive Young Link. Y. Link can be pretty crafty and is 
surprisingly hard to finish off, but as long as you can evade the projectiles 
and spot throws coming you'll be alright. Remember to use tilt-A (strong) 
moves and grabs to set up (Young Link is vulnerable to grabs as he does not 
have any one move with moderate range that effectively and quickly repels) 
and then press your advantage.

==========================
     9. Tips & Tricks
==========================

These are just some tips and tricks that I've accumulated from my hours of 
playing. This info doesn't really fit neatly into any other section, but is 
still important. These tips and tricks are mostly meant for use against 
humans, as they're strategy-type hints. If you're playing against CPUs, you 
can just throw the whole book at them and exploit their patterns (see '1-P 
Quick Tips' for more info) since they're fairly predictable. Humans are 
harder to foil, but I'm hoping that this information will help!

The first tip is the most important...

KNOW MARTH'S STYLE! He is meant to be more of a free-flowing, one-on-one type 
of character. During big fights, try your best not to get in the middle of 
the action; otherwise you'll have lots of trouble protecting your back. 
During these sort of fights, sit back and let opponents come to you; or, go 
at them, but keep a sword's distance away from your enemies if at all 
possible, and keep them on one side of you. Also, remember that Marth's 
flowing sword skills are his strongest point, so whenever you isolate someone 
try and stay with him/her as long as possible. Use your long ranging 
strong/neutral-A attacks to their full potential; they won't kill anyone, but 
they rack up lots of damage! You can't play Marth very well as a dart-in, 
dart-out player because his moves aren't consistently strong enough. You have 
to go in, commit to whomever you're facing, and fight consistently and 
strongly. If you're going to play hit and run, you MUST be able to connect 
with the tip of your blade very often, or even the best hits will come to 
nothing.

BE UNPREDICTABLE. Marth is quick. Most of his moves are quick and ranged. So, 
do what you want - go to the air and use your great arcs and semicircles; 
dash around and try to psyche opponents out; roll and dodge; whatever. Don't 
get stuck in a pattern, and use your speed and quick attacks to lure 
opponents into traps: dash and counter right before you reach an opponent, or 
dash and immediately jump => air-dodge, then try and hit your opponent as 
he/she is recovering. Basically, just vary with your running, jumping, and 
move timing - little hops here and there followed by aerial arcs make for 
good jump-in attacks, and quick swipes can parry. Use and abuse your 
versatility.

For example, in the air you can press Backwards+B to turn around and do a 
quick Dancing Blade stroke. Or, you can tap Backwards, let go and then press 
B to do a Shield Breaker - opponents won't know till the attack comes out 
that you're going to turn around, so it's handy for surprising opponents. 
These two methods are (as far as I know) the only ways you can switch 
directions in the air (pressing Backwards+A makes you do an attack in the 
opposite direction but that's only because it was intended as a backwards 
attack; your actual direction doesn't change).

SMART SHIELDING - while shielding, you can tap Up or press X/Y to immediately 
jump. There's no gap or animation between your shielding and your jump, which 
can surprise opponents. This doesn't work with all characters, but it does 
with Marth, which is all that counts!

SHIELDING TIPS - tapping Down on the control stick only tilts your shield or 
makes you dodge; because of the new dodging feature, you can't drop down from 
platforms while shielding like you could in the original SSB.

ROLL! This is your main avenue of escape in multi-man melees, and will save 
your ass time and time again. You're invincible during your roll, and it's 
quick and long, so why not use it? There's little recovery time, so rolling 
is great for evading OR confusing your opponent. Roll behind an opponent and 
smash; it sounds basic, but that strategy can work quite well, especially 
against slowpokes. Rolling near the edge of the stage will result in you 
rolling stationarily once you hit the edge - that is, you won't roll off the 
stage. It's nice to know that you can't kill yourself rolling this way, and 
more importantly, rolling at the ends of the stages serves as a long dodge 
(since you aren't actually going anywhere, it's more of a dodge than a roll) 
that can trick edge guarders and the like.

DODGE (Tap Down while shielding)! The CPU doesn't dodge, but you should. It's 
like a very quick parry - you're totally invincible during a dodge and the 
recovery time is not much (it should take your opponent longer to recover 
from his/her attack than it should take you to recover from your dodge) so 
you want to do this. Don't dodge little moves that your opponent can easily 
follow up on; instead, dodge grabs and other moves that your opponent commits 
himself to. For example, if Ganondorf is right next to you he might try a 
quick Up+B seeing as how you can't shield against it or jump away. In this 
situation, you can dodge, and then you'll have tons of time to counter-
attack. Get your timing right and dodging will become a useful part of your 
game, even if you don't do it often.

CROUCH! DonBazooka has some great information about crouching that I 
completely overlooked: "I've noticed that when you crouch it stabilizes your 
character far more than standing does. Marth has a decent crouching attack 
that is quick and annoying. Crouching and poking someone is very useful 
because many times you'll either block [counter] or attack the other person. 
Even if you do g