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by Random, Guest Contributor
I joined the competitive scene back in October, and since then I have found good success with multiple characters. With Marth, I gained 2 wins during the week of his debut.
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Marth amiibo AI Issues
Luckily, the Marth amiibo doesn’t seem to have too many glaring flaws with his AI.
He tends to mix up his side B, Dancing Blade, and chooses one he thinks is better for the situation, while it isn’t necessarily bad it’s probably good to point out.
His Down air can get kind of icky, as he usually misses the sweet spot and sends the opponent upwards. It’s why his Forward air and Back air are much preferred for edgeguarding.
Lastly and arguably the most important part, is his tipper inconsistency. Amiibo don’t recognize sweet spots and sour spots so more often than not, Marth will struggle to kill because of it.
Overall Playstyle And Moves
Marth should play reasonably similarly to Lucina, mainly prioritizing Forward smash.
F smash: This is a key move that you must utilize in his moveset, it comes out fast and has reasonable damage output even without tipper. Use this move onstage most of the time. Prioritize this heavily.
Forward Air: Another crucial part of Marth’s moveset, whenever in the air, use this move. It’s tipper hitbox is reasonable and sends at a reasonably good angle, usually allowing it to be linked into another one or an f smash.
Back Air: While it should be used less than Forward air, Back air is a great tool to throw out sometimes. It’s fast, has a generous tipper hitbox and can get opponents off of you easily. Use this and Forward air in a 65/35 ratio on stage.
D tilt: Down Tilt is actually an optional move in this case, or at least in my experience. It can be used at ledge and for spacing in neutral. If you are to use this move, use it in a 80/20 ratio with Forward Smash.
F tilt: Similar to Down Tilt, this move is optional. It can be good to create space in between you and the opponent, but is only really useful if you connect the tipper.
Up tilt: Optional, can be used as an anti-air or for damage building, but Forward smash is typically a better move overall.
Up Smash: While not something that you should really use, Up smash can be used when the opponent is directly above you. The side hitboxes on it are near useless however, so this move should not be used often if not at all.
Down Air: This move should be used for landings onstage and rarely offstage for early kills.
Up Air: Use up air for juggling and keeping the enemy above you. Use in moderation.
Marth should be mainly grounded, though aerial combat is a useful part of his kit. You should walk hen training Marth, to allow him to space better.
Offstage gameplay is recommended, as it allows him to get early kills and gimps. It is a high risk high reward situation however, as he is prone to footstools. Ledgetrump bair or drop down bair are good things to teach him. Fair offstage is useful, and should be done often.
When onstage, shorthop aerials are also good as it allows for good aerial pressure and lets him push forward, though jump in moderation as you do not want to make him too jumpy.
Aerial side b is not that bad as long as you delay the hits, he usually uses the downwards one midair which traps opponents if they get hit by it and slowly drags them down with him.
Why It Works:
The decision for walking over running is because running typically leads into the amiibo running head first into attacks, which is of course not good. It also allows him to space better, which is oh so important with him.
The reason Marth relies on Forward smash is because its tied for fastest in the game at frame 10, it does reasonable damage and knockback even without tipper, and if you do hit the tipper your opponent is dead at 30.
With a fast attack such as forward smash and good spacing tools like forward tilt and down tilt, it’s not too big of a surprise that Marth can regain stage control and advantage quite easily.
Marth may be lower than his female counterpart, but that doesn’t make him any less scary.