Super Smash Bros. Melee/Marth

Tippers
All of Marth's abilities have two separate hitboxes, one at the tip of the sword and one for the rest of the sword. The tipper does significantly more knockback and damage, and abilities such as the forward aerial, forward smash and   can KO earlier than usual if hit with the tip.

Reverse Dolphin Strike
Marth's   has a tipper hitbox right behind him, so turing around while    can quickly kill high percent enemies. However, if you miss or if it is blocked, Marth's   is easily punishable.

Melee Items
It is worth noting that, when smashing with a melee item (i.e. beam sword), Marth and Roy swing their sword first, followed by an item swing. Against low-percentage enemies, the first strike is a great check and provides excellent positioning.

Disjointed Hit Box
Marth’s sword is a disjointed hit box. His sword is not part of his body, and if someone hits his sword you will receive no damage.

Grab Range
Marth has the best non-grapple grab range in the game, and the grab hitbox extends well beyond where his hands reach. When considering the usefulness of his throws in chainthrows and combos, Marth can be said to have the best grab game in the game.

Forward Air Combos
Marth's forward air comes out and and finishes extremely quickly, and it is possible to pull off another aerial after short hopping a forward air, provided one performs the forward air quickly enough after leaving the ground. This is a crucial aspect of many of Marth's combos. By far the most popular aerials to perform after a short-hopped forward air is either simply another forward air or an up air to pop them up into the air for an up tilt or grab. Can also perform a Ken Combo by following a forward air with a down air when close to the edge to spike the enemy; can short hop in-between aerials if needed. Invented by the professional player Ken, who was known for playing red Marth.