On the downside, his throws are weak in terms of damage and knockback (usually doing only 4% per throw, with the exception of his down throw, which does 5%. He also has a grab release infinite on Lucas and Ness, a chain grab-release to spike (or slight step Fsmash) on Squirtle, and grab release to spike, Fair, dash attack or Up B on Meta Knight (although it is still considered a hard matchup for Marth). Marth has good standing grab reach and a very long reaching pivot grab which is combined with the fact that he can chain grab a number of characters using his forward throw (if only for a couple of throws).
Marth's Counter, the fastest counter in the game, can be used to punish opponent attacks and interrupt combos. As such, Marth is arguably one of the characters least effected by Stale-Move Negation and it is also a good out-of-shield option as it has almost no start-up lag. It can be directed in a direction through use of the analog stick or up-down-side button. Dancing Blade does high damage and counts as four attacks in the refresh counter, making it great to refresh his other moves as well as inflict high damage on the opponent, and the last hit tilted upwards can KO at higher percents. He also suffers from the Landing lag glitch, although it is not a major problem. As a recovery move, it travels fair vertical distance with almost no start-up, but poor horizontal distance, and it is easily edge hogged if timed properly, while the landing lag is high so landing onstage is also punishable. However, it is easily punished should it miss or be shielded. Dolphin Slash allows Marth to escape from most chain throws due to the invincibility frames it provides, and it can even KO if the opponent is at very high percentages. Marth himself lacks a projectile, but his high mobility allows him to avoid opponents' projectiles. Most of Marth's attacks have little starting lag and good reach, but his attacks can be easily punished when shielded due to often having noticeable ending lag (though his standard special has Shield damage). His attacks, when not tipped, are weak, and hitting with the sweetspot can be difficult (although some attacks are rather easy to sweetspot like Up air and Down tilt). This tip is the basis for Marth's potent down air meteor smash and for his down tilt edge guard. He retains certain qualities, such as increased power and hitlag at the tip of his blade, which defines a great part of his game. He has a great aerial moveset and air defense. Marth retains status as a quick-footed, tall (for his weight class), high-range midweight with strong aerial attacks. With the exception the third method, Marth must be fought and defeated on Castle Siege Attributes
Gecko cheat codes ssbb subspace emmissary unlock dolphin how to#
If you are using the Dolphin Gamecube Emulator and struggling to figure out how to get these codes to work, look no further! Check out my How to setup Action Replay Codes on Dolphin or my How to setup Gecko Codes on Dolphin guides.
If you're looking for the Sonic Heroes (UK) Action Replay Codes then I recommend that you follow the link provided to be taken to that page instead. This page is dedicated to all of the Action Replay Codes that I have for Sonic Heroes (US) on the Nintendo Gamecube.