EDIT: Nevermind about the sound effects.
His current moves as of now:
AA Combo: Unchanged attack, changed animations.
All tilts are unchanged.
UNMENTIONED: His dash attack is now Sheik's.
Forward Smash: Gripped Slam. He now puts both hands on his blade,
and thrusts it downward.
Up Smash: Multijump. He jumps upward three times, with his sword facing upward. This move is mainly used for characters midair, since the three attack hit together can cause 56% damage. (It's nearly impossible to hit all 3, more common to hit 2 which is about 36%) This attack hits characters on his side, but only gives 7% damage and knocks them sideways, so they don't get hit by the sword. You can jump twice if you don't charge this smash, and 3 times if you do. The jumps go in this order:
Peach Up B,
Mario Up B,
Marth Up B
Down Smash: Spinning Blade. He spins his blade all around him, giving damage mainly to lower characters. Animation from Naryu's Love.
Neutral Air: Midair Spinning Blade. Pit's nair animation Nothing else changed.
No other aerials are changed.
Neutral B: The Power of the Blade. Marth pulls the blade out,
bends down, focuses on the blade gaining strength,
then thrusts it forward.
If B is unheld he doesn't bend down and focus on the blade.
Side B: Quick Save. All of his Dancing Blade attacks are unchanged aside from the first one, which gives no damage but quick intangibility.
Here's a better picture.
Midair Side B: Flip Dodge. ZSS's Down B animation, along with intangibility frames. This move BARELY moves you to the side.
Down B:(Not named) Marth sticks his hand out, warning opponents.
Once they hit him, they give him short intangibility.
Once that runs out, he slashes at the opponent twice, one stuns them...
...and the other gives good knockback. It's almost impossible to hit both.
He also does a quick taunt at the end.
Midair Down B: Spam. Marth replicates his Up B. When first used in the air, it doesn't move him at all. After that, any time makes him jump upward as if using the up b, followed by teleporting back down to the original spot. This move, like the Side B, BARELY moves you upward and lacks intangibility frames. Spam this move for recovery.
The problem with this is, once spammed, he will fall EXTREMELY fast. You better be above ground.
Up B is unchanged.
BThrow is Ike's animation. (No picture. Forgot)
And the grande finale, the
FINAL SMASH.This is a very unique final smash in many ways.
First off, it doesn't zoom in on him. This allows him to surprise opponents when using it.
Secondly, there's no lag.
Third off, this is not Marth's final smash.
He does 7 slashes with his sword (Ike's final smash animation) followed by releasing all the energy he has.
The first 6 slashes will stun and give 10% each. The last one hits the opponent off to the side and gives 10%.
The last hit hits everywhere. This move will spike anyone in the air, and make anyone on ground jump.
It's very weak knockback, and kill around 300%+ damage. But the spike on it is very strong. It can kill characters midair at around 60%.
This last move gives everyone damage.
But the most unique part of the final smash: Remember how he uses all energy left? Well he needs something to keep him alive as well.
What does he use?
The smash ball's energy.
What does this mean?
He keeps the smash ball inside of him. He can't use the final smash again, his B attack goes back to his neutral B, but a smash ball will not reappear and you cannot knock it out of Marth. He will continue to glow the final smash glow until you kill him (since he respawns, his energy is back, so he doesn't need something to use as his energy).
Special thanks to Sumire Omelette for helping me with the final smash.
Didn't turn out the way I thought, but I like this idea better.
Credit to PhantomWings for creating PSA and all the tutorials and guides for helping out with the creation of this.
DOWNLOAD LINK:
FitMarth.pac:
http://www.mediafire.com/?fdzjt9ncy23i7ibFitMarthMotionEtc.pac:
http://www.mediafire.com/?r413y2qib757w9xPLEASE TELL ME IF YOU THINK ANYTHING SHOULD BE TONED DOWN OR NOT.