Amiibo Training Guide: Marth (SSB4)

Welcome to the Marth amiibo training guide! Thank you for taking the time to visit – your support is much appreciated. Big thanks to Blue for sharing his knowledge of Marth and for contributing to the completion of the guide! Without further ado, let’s get started.

Table of Contents

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Section 1: Character Overview

Character Overview

Marth possesses two specific tools that make him an extremely formidable opponent: his down special, Counter, and his side special, Dancing Blade. Counter is especially effective against powerful foes like Bowser and Ganondorf, and it can even turn the tide of battle in Marth’s favor. Marth’s AI uses Dancing Blade brilliantly, never failing to link all four hits together; the attack is so fast that his opponents will often to fail to block it in time. When tipped, Marth’s smash attacks are incredibly strong, and can KO enemies at disgustingly early percentages. In general, Marth’s tipper mechanic works in his favor – but only as long as his trainer can properly use them.

While Marth has many strengths, he has just as many flaws holding him back from greatness. Marth’s AI has a few minor flaws; he gets greedy with his tipped aerials, and he eventually learns to spam them unless proper precautions are taken. He can also become too reliant on his counter at times, and this may lead to him whiffing the hitbox and getting punished hard in return. Marth’s tipper mechanic can also be a bit of a double-edged sword; if Marth is unable to properly space his tippers, KOing enemies becomes very difficult.

Marth isn’t quite as strong without the aid of equipment. All amiibo have their Attack stats locked at zero, so Marth’s Counter moves are less effective, and his Dancing Blade can’t utilize Lifesteal to restore health. That being said, Marth is still worth training, and brings many promising skills to the table.

The Verdict

Overall, Marth is a great amiibo who can tear unprepared opponents to shreds and easily turn the tide of battle thanks to his powerful tipper mechanic and fast attacks. It’s difficult to get him into the habit of properly spacing his tippers, but if he learns to master this skill, he’ll go very far – maybe even all the way to grand finals.


Section 2: Recommended Equipment

Recommended Stats & Bonuses

For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.

Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:

+60 Attack / +60 Defense / 0 Speed

AutoLifesteal

Recommended Custom Moves

  • Iai Counter: This is a custom move version of Marth’s down special. Iai Counter inflicts more damage, launches foes backwards, and is much quicker. It also deals electric damage. However, its trigger window is much stricter, being almost twice as difficult to activate compared to the default Counter. Since amiibo can react so fast, the shorter activation period is not much of an issue for Marth, and he gets a stronger counter, so it’s a win-win.

Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.


Section 3: Training Your Amiibo

Training Your Amiibo

If you don’t want to participate in the competitive metagame, and would rather train your amiibo for personal use, please read our article on raising an amiibo to fight human players.

Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.

To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.

Training Tips (Equipment & Vanilla)

  • Neutral options: Dancing Blade and up tilt. While Marth’s jab and forward tilt are useful, Dancing Blade outclasses them both. Its incredible speed means that opponents will have trouble blocking or dodging it. This is Marth’s most important move, so teaching him to use it properly is key. If you can’t consistently link all four hits together, don’t worry. As long as you can do it sometimes, you’ll be good to go.
  • Main KO moves: 
  • forward smash and down special. Marth’s forward smash is immensely powerful when tipped – if there’s any one move you need to teach your Marth to space properly, it’s his forward smash. Use it against your amiibo when he’s at high percentages. The tipper on his forward smash is at the very edge of his blade, just a smidgen away from the blue trail it creates. Counters are also a big threat in the competitive amiibo metagame. If Marth can pull off just one Counter against a powerful character like Bowser or Marth, they’re either going to be KOed or suffer major damage. Use Iai Counter several times per mirror match to ensure he learns it. Use slow mode if you’re having trouble getting the timing correct.
  • Moves to avoid: neutral special. Marth may learn to randomly use this attack while in midair, so ignoring Shield Breaker entirely is your best bet to ensure he doesn’t use the move at an inappropriate time.

Training Tips (Vanilla-Only)

  • If you did not feed your amiibo equipment, it’s a good idea to teach it to grab, pummel, and throw its opponents. When grabbing your amiibo, throw it towards the nearest edge. This means you will only need to use forward and back throws. In the equipment metagame, Improved escapability renders most grabs and throws useless. Without the presence of this bonus, your amiibo is free to use its grab as often as it pleases.

When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.


Section 4: Conclusion & Credits

File:SSB4-Wii U Congratulations Classic Marth.png

Conclusion

Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.

If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!

Credits

Thanks again to Blue for compiling all of Marth’s information. Images are courtesy of SmashWiki and the official Super Smash Bros. website.


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