by: GamerJohn
Welcome to Amiibo Doctor! In addition to training this amiibo, we also have the most cutting-edge guides for nearly every amiibo in the competitive amiibo scene’s many Discord servers. You should also reference our Raid Boss amiibo guides, and if you’re having trouble winning in competitive amiibo, check the official amiibo tier list! Happy training!
I joined the amiibo scene around 2021 and have put a good amount of time into Marth as a character. I pushed Marth to a 31 rating on Amiibots and have gotten multiple good results with him in as high as B+ tournaments throughout Ultimate’s amiibo scene. At the time of this writing I have the #1 Marth on Amiibots.

AI Issues
Marth’s main AI issue is his Dancing Blade usage. He’ll use it on his own with his own selection of inputs for it and sometimes he’ll mess it up. He also has a tendency to land with it which nine times out of ten will leave him open.
On some stages, Marth is prone to SD’ing due to recovering too far away from the ledge, which most often happens on Smashville and Town and City. He’ll be fine on every other legal stage, though, so don’t worry that much!
Overall Playstyle
Marth’s game plan to is stay grounded, swat you with his sword, and jump when the opportunity strikes (usually above his opponent after grabbing them).
Marth has a very strong juggling game to go along his with his disjoints and grabs. His grab game and juggle game can help fight against the current parry meta of amiibo.
How to Train the Marth Amiibo in Smash Ultimate
Moves to Use
Forward Smash: this is Marth’s best kill option. The move kills at 30% when tippered and thanks to danger zones in his AI, he’ll use it from max range if allowed to.
Forward Tilt: this move is safer than Forward Smash and covers platforms, which is honestly what I recommend since Up Tilt and Up Smash aren’t that great for his AI. Up Tilt forces him to either do it again or Up Air randomly (resulting in a whiff in some cases) and Up Smash just sucks. Don’t use this move more than Forward Smash solely because you don’t want Dash attack values on your palette.
Down Tilt: use this move from far away too. It’s a good move to maintain distance from you and your opponent when used at max range. It’s a safe option at a distance.
Grab: crucial to teach Marth as it counters his biggest weakness, parrying. It’s also his best way to trigger his Up Air juggles, making this move a must!
Up Air: I recommend teaching Marth this move at the later ends of his training, so he doesn’t end up edge guarding with Up Air or just using it incorrectly. But, this move is by far his best anti-air and damage racker at mid percents.
Up Tilt: optional. Regularly, this move is good; the tipper is huge, it can combo into Up Air, and it can be a good anti-air, but it can be a bit of a problem with its coding to sometimes either do another Up Tilt and miss or whiff the combo from poor positioning. Plus, you have a good amount of moves to keep track of already. This move might get in the way of your other, more effective moves. You may use Up Tilt if you want to, but please be cautious.

Landing Options
Prioritize in this order: Forward Air, Down Air, and then sprinkle in some Back Air for coverage.
Forward Air is a big hitbox that covers high and low that can help you greatly when landing from the side.
Down Air is an even bigger hitbox with the ability to combo and kill opponents, but the issue is that it has more end lag than Forward Air. Use this move less often for landing to get a good, safe mix.
Back Air is honestly optional for landing. This move sometimes just gets used either too early or too late, but if you want to have a hitbox to cover your back when landing, go for it!
Edge Guarding
Prioritize Forward Air, Down Air (sweetspot and tipper Down Air) and ledgedrop Back Air, in this order. Offstage Marth is a necessity.
Forward Air, as stated in “Landing Options,” is a huge hitbox that covers Marth and is really good at swatting amiibo offstage. This move is his main option for gimping opponents.
Down Air is good to have to cover any vertical instances of edge guarding. Marth knows how to spike with it pretty well and if he just hits the sweetspot instead he’ll just send them horizontally. Very rarely will he mess up Down Air and let the opponent live.
Back Air is a strong move and since you’re ledgedropping, you won’t add anything unnecessary, and he gets to keep his jump. It’s a win-win!
Moves to Avoid
Down Special (Counter): nine times out of ten, this move will never work on an amiibo so don’t even try. It’s not worth your time.
Side Special (Dancing Blade): it’s hard-coded and you’re much better off without it as stated in his “AI Issues,” so don’t even increase its values.
Down Smash: it leaves Marth vulnerable if shielded and you’re already going for edge guards so there’s no point to this move at all.
Neutral Air: this move is heavily outclassed by his other four aerials and he doesn’t know how to link it correctly.
Dash attack: this is Marth’s worst move. Reset the match if Marth lands this move or if you use it. It ends up leaving him vulnerable and parried at the end, plus it can’t kill.
Up Smash: not only is this move laggy and inconsistent with the side hitboxes, but Marth also sometimes just doesn’t juggle correctly with it. There have been instances where after his dash dance he’ll just Up Smash in the wrong spot. You’re better off with Forward Tilt and Up Tilt.

Why It Works
Marth by himself is a pretty basic amiibo with almost no multi hits and very vulnerable to parrying when taught the “usual” universal way of training. Adding in his grab game, juggle game, and edge guarding allows him to work around playstyles he would never be able to contend with otherwise.
