Super Smash Bros. for Nintendo 3DS/Marth

The Hero-King returns to Smash as the primary Fire Emblem representative. Marth's playstyle still revolve primarily around landing tipper strikes, sweetspots at the tip of his sword whenever he attacks. With good mobility and great range offered by his Falchion, Marth should have no trouble landing tippers with some player expertise. Marth is noticeably weaker than his past iterations, although the basic traits that made him strong is still there. His main flaw is his inability to KO, since his KO moves need precise spacing to unleash their true power. Overall, Marth has lost his dominance in Melee and Brawl, and his flaws now outweigh his benefits. While his defensive playstyle easily rewards good spacing and calculated strategy, the tipper is arguably a hindrance, as it make's his punishes inconsistent and overall unreliable. For these reasons, some player prefer to play Ike instead.

Basic Attributes
Marth is a jack-of-all-trades with above average speed and range, so his stats are mostly average. He is a middleweight, bordering on being light. Marth is notable for having the highest walking speed, as well as above average dashing speed. Marth's jumps are moderately high, and he is slightly floaty. Marth's rolls cover good distance, but they're not particularly fast. Lastly, one of Marth's signature attributes is his tipper attacks. Every move that uses his sword hits harder at the tip. Always aim to land tipper hits when playing Marth.

Final Smash - Critical Hit
Marth charges forward extremely quickly, striking the first foe in his path with massive damage and knockback. This is one of the strongest Final Smashes in the game, capable of causing a one-hit KO in almost any situation. However, it is also the riskiest, as Marth will keep charging until he reaches the edge. Using this on a walkoff stage or in the air, and a miss will cause Marth to charge to his doom, although you can cancel the move early by pressing the button again. This Final Smash is rather difficult to utilize, since there is a fairly long delay after Marth initiates the move until he actually rushes forward, during which opponents could respond. Try to use this when enemies are grouped together to maximize your chances of hitting one. Remember to cancel it if it looks like you've missed.