Same as the above, except Marth will continue alternating between the two slashes.
Forward +
Another upward slash, but at a much wider arc.
Dash +
Same as the above, but lower and while running.
+
Marth jabs his sword low against the floor, hitting his opponent's feet.
+
Marth Slashes in an arc above him.
Smash Forward +
A large downward slash.
Smash +
He slashes in front of him, then behind him.
Smash +
He jabs his sword straight up.
(Lying down)
Marth gets up, then stabs behind him, then in front of him.
(Hanging of Edge)
Marth jumps back up from the ledge while slashing with the momentum.
Smash Forward + (Holding a weapon item)
A unique ability shared with Roy, Marth will actually open with an attack from his sword before following up with an attack with the item he is holding.
Marth holds his sword and charges up. When is released, Marth slashes in front of him. It is so named because it can break a shield when fully charged.
+
Dolphin Slash
A rising slash that sends Marth upward a good distance. An opponent hit just when Marth jumps will be sent forward.
+
Counter
Marth protects himself with his sword for a short while. If he is attacked in this time, he will block the attack and counter attack. This does not work for grabs though.
() +
Dancing Blade
By pressing three more times, Marth will launch a four hit combo. The attacks can be modified by holding up or down while pressing , allowing for many different attack combinations.
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.
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.
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.
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.
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.