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Super Smash Bros. Ultimate has eight Fire Emblem fighters: Marth, Ike, Roy, Lucina, Robin, Corrin, Chrom, and Byleth. They share sword-focused animations, but their winning plans are different. Marth controls space with precise blade tips, Roy and Chrom force close-range scrambles, Ike waits for punish opportunities, Robin manages limited resources, Corrin makes unusual range and pin decisions, and Byleth changes weapons to match the situation.
Start with the same foundation for every character: recover to the ledge, identify one safe neutral attack, and turn one opening into a launch or edge-guard. Then use the character-specific drills and decision rules below.
Controls and a practice routine that works for all eight fighters
Nintendo’s beginner explanation gives the essential mapping: A performs standard attacks, a quick stick flick plus A performs a Smash Attack, and B activates a character’s special move. Directional inputs determine which attack or special comes out. You can also use the jump button, shield, grab and the control stick to move, short-hop and fast-fall.
The three drills to run before learning advanced routes
- Recover to the ledge. From below the stage, practice using your double jump, air dodge and up special without burning every option at once. Notice where your fighter can grab the ledge and where an opponent can intercept you.
- Find one safe neutral tool. Pick an aerial, tilt, projectile or movement option that lets you approach or hold ground without taking an immediate punish. Use it at different distances and from a short hop.
- Convert one opening. Land a grab, tilt, aerial or projectile hit, then finish with a launch, edge-guard attempt or ledge-trap position. The goal is a repeatable sequence, not a flashy maximum-damage combo.
These drills teach the skills that transfer between characters: movement, spacing, recovery discipline and recognizing when a hit gives you advantage.
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Choosing among the Fire Emblem fighters
| Fighter | Effective range | Damage location or pattern | Mobility and recovery focus | Resource or special mechanic | Preferred plan |
|---|---|---|---|---|---|
| Marth | Best at controlled sword-tip distance | Tipper attacks reward the far end of the blade | Mobile enough to reposition; recovery practice remains important | No extra meter | Spacing and whiff punishment |
| Lucina | Consistent sword range | More uniform damage across the blade | Reliable all-purpose movement and recovery | No extra meter | Fundamentals, ledge trapping and steady spacing |
| Roy | Most threatening at close range | Hilt-centered attacks hit hardest near the body | Fast ground movement; recovery must be protected | No extra meter | Rushdown and close pressure |
| Chrom | Close-to-midrange sword pressure | More even blade damage than Roy’s hilt emphasis | Fast approach; linear recovery demands ledge planning | No extra meter | Fast pressure and ledge routes |
| Ike | Large disjointed swings | Strong, deliberate hits rather than tip or hilt precision | Slower movement; recover early and land safely | No extra meter | Patience and hard punishes |
| Robin | Sword range plus tomes | Varies with Levin Sword and spell choice | Manage airtime and recovery while preserving resources | Limited tome and Levin Sword charges | Set play, zoning and resource-aware neutral |
| Corrin | Lance-like disjoints and dragon attacks | Range and pin commitment determine payoff | Practice up-special distance and pin recovery choices | Pin creates a special movement and attack decision | Range control and conditional pressure |
| Byleth | Switches between several weapon ranges | Weapon-dependent: sword, lance, axe or bow | Deliberate movement; choose a safe return route | Four distinct special weapons | Adaptive spacing and punish selection |
Marth: win by making the tip of the sword matter
Start with three drills
- Recover with up special and directional air movement while saving your double jump for the final approach to the ledge.
- Short-hop an aerial at the opponent’s maximum safe distance, then retreat before their fastest burst option reaches you.
- Whiff-punish a missed attack with a forward-facing sword hit and carry the opponent toward the edge for a launch or edge-guard.
Core game plan
Marth’s blade is strongest at its tip. Your neutral game is therefore a distance-management exercise: stay just outside the opponent’s threatening range, dash in only when you can hit the far end of the sword, and dash back when they swing early. Short-hop aerial spacing and dash dancing are more valuable than constant aggression.
When an opponent misses, punish the recovery of the move rather than swinging first. A tipper hit usually gives you more damage or launch power than a poorly spaced hilt hit. Against shielding opponents, vary between safe aerial pressure, a grab and a retreat; repeatedly landing close to the shield removes the spacing advantage that makes Marth dangerous.
Patch-sensitive details
Nintendo’s version 12.0.0 notes changed Marth’s dash attack, up tilt and down tilt, including the high-damage window. Do not treat old frame charts or combo routes for those moves as permanent. Verify behavior in the current game version, especially if a training-mode punish seems different from an older guide.
Lucina: the accessible spacing baseline
Start with three drills
- Recover from several angles and confirm that your up special reaches the ledge without requiring a risky directional air dodge.
- Use a safe short-hop aerial or tilt at point-blank, midrange and retreating distance; note that the blade remains broadly consistent across its length.
- Convert a neutral hit into a launch, then practice covering the opponent’s ledge get-up options with a waiting position rather than chasing offstage automatically.
Core game plan
Lucina is the clearest entry point for swordfighter fundamentals because her attacks are less dependent on hitting one exact part of the blade. You can focus on timing, movement, shield safety and stage control while still learning how disjointed attacks beat many close-range buttons.
Use safe aerials to occupy space, then take the center when the opponent retreats. At the ledge, hold a position that covers jump and normal get-up, react to rolls and use a quick aerial or tilt when the opponent commits. Lucina’s uniform blade also makes her a useful comparison partner: perform the same spacing drill with Marth and observe how Marth gains more from precision while Lucina loses less when your distance is imperfect.
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When to choose Lucina
Choose Lucina if you want a straightforward swordfighter whose basic plan remains effective without resource tracking or hilt-versus-tip execution. She is also a practical character for learning fundamentals before moving to Marth, Roy or a specialist.
Roy: turn close range into pressure
Start with three drills
- Recover to the ledge while preserving your double jump; Roy’s aggressive ground plan does not make a reckless recovery safe.
- Dash in behind a fast grounded attack or a short-hop aerial, then shield or retreat immediately so you learn when your pressure ends.
- Open the opponent near the center, push them toward the edge with another close hit, and finish with a launch or ledge-trap attempt from hilt range.
Core game plan
Roy’s strongest damage is centered near the hilt, so he wants to occupy the opponent’s space rather than fence from maximum distance. Use fast ground movement to close the gap, force a shield or panic option, and keep the sequence short enough that you can react when the opponent escapes.
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Common mistake
Roy players often continue pressing after the first blocked attack. Learn the point at which your advantage ends; shielding, spot-dodging or backing away can preserve the stock better than forcing another hit.
Chrom: fast pressure with stricter recovery discipline
Start with three drills
- Practice returning from low and far positions with your double jump and up special, identifying when the ledge is reachable and when an opponent can intercept the route.
- Dash through the opponent’s preferred spacing and test a fast sword attack that reaches before their response.
- After a close-range opening, carry the opponent to the edge and rehearse a ledge route instead of extending blindly offstage.
Core game plan
Chrom shares Roy’s desire to fight close, but his sword delivers a more even blade pattern. Use speed to take space, pressure shields and force the opponent to choose between defensive options. His attacks are most useful when you are already in striking distance, so movement and timing matter more than trying to win every exchange from afar.
Recovery discipline is the defining difference between a successful Chrom plan and a string of self-destructs. Before launching an opponent offstage, check your own resources and the likely ledge position. Favor edge routes that let you return rather than trading a possible edge-guard for a lost stock.
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Version awareness
Nintendo’s historical update notes include an adjustment to Chrom’s dash-grab range. Move behavior can therefore differ between versions, and old demonstrations should be treated as patch-specific rather than universal instructions.
Ike: make patience and large disjoints do the work
Start with three drills
- Recover early and land safely, using your double jump and up special before the opponent has a clear chance to trap your final route.
- Stand outside the opponent’s burst range and practice a large sword swing only after they commit to movement or an attack.
- Convert one hard read into a launch, then hold a stable edge position instead of immediately following every airborne opponent.
Core game plan
Ike is built around deliberate neutral. His broad sword swings cover substantial space, but his movement and attacks are not an invitation to chase every approach. Let the opponent enter your range, then punish the missed attack with a strong disjoint or a launch that creates an edge-guard opportunity.
Landing safely is part of Ike’s offense. Mix drift, fast-fall timing and defensive options so the opponent cannot wait underneath a predictable aerial. Once you have advantage, choose a high-value read: cover a jump, intercept a recovery or hold the ledge. Ike rewards a player who is willing to wait for a clear commitment.
Robin: combine neutral control with resource management
Start with three drills
- Recover while tracking your remaining special resources; do not spend every projectile or sword charge before you need to return.
- Alternate a tome-based option and a Levin Sword attack so you learn which distance each tool controls.
- Use one projectile or sword hit to force an approach, then convert the opening into a launch or ledge position before disengaging to recharge.
Core game plan
Robin’s neutral changes as resources are consumed. The Levin Sword and tomes are limited, so every projectile, thunder spell and powered sword attack should serve a purpose: hold space, force a shield, cover a jump or start a punish.
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- New stages and fighters are joined by the combined rosters of every past Super Smash Bros. game
- Play any way you want—locally, online, in TV mode, Tabletop mode, Handheld mode, or even with GameCube Controllers
- Fight faster and smarter with new and returning techniques, like the perfect shield and directional air dodge
Keep track of what is available before choosing an aggressive route. If a key tome or sword charge is gone, disengage and recharge rather than pretending your strongest option still exists. Resource awareness also changes how you ledge-trap: spend a projectile when it covers a likely get-up, not simply because it is ready.
Patch-sensitive specials
Nintendo’s update notes have changed Robin’s special-move behavior. Frame, power and recharge claims from older guides may no longer apply, so confirm current values in the game before building a precise combo or timing around them.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Corrin: control space, then decide whether to pin
Start with three drills
- Practice your up-special recovery at several heights and distances, checking the current version’s reach rather than relying on an old number.
- Use the lance-like sword and dragon-infused attacks to hold a line, then retreat when the opponent refuses to enter it.
- Land one opening, choose between holding space and committing to a pin, and finish with a launch or edge-guard only when the route is covered.
Core game plan
Corrin’s range gives you more than a simple long sword. The pin creates a commitment decision: you can use it to threaten a location, hold the opponent in place or alter your movement, but a predictable pin can be punished. First establish control with safer range tools; commit when you have read the opponent’s escape.
Dragon-infused attacks can change the shape of a neutral exchange by reaching unusual angles. Use them to discourage approaches and to make the opponent respect space near the ledge. Corrin is strongest when you make the opponent react to your range rather than repeatedly choosing the same pin timing.
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Nintendo has adjusted Corrin’s up-special distance and other move properties in past updates. Recovery numbers and routes should be checked against the current game version before you rely on an exact distance.
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Byleth: select the right weapon for the job
Start with three drills
- Recover with your available movement options and practice returning without spending a weapon-based special merely to travel.
- Cycle through sword, lance, axe and bow options in training mode, identifying one safe space-control tool for close, mid and long range.
- After an opening, choose the weapon that best matches the situation: bow to catch a distant recovery, axe for a high-impact punish, lance to keep space or sword for a dependable close attack.
Core game plan
Byleth is the Fire Emblem: Three Houses representative and was added to Ultimate through downloadable content. The character’s identity is weapon selection rather than one fixed sword range.
Use the long-reaching lance to contest approaches and control a lane, the bow to threaten opponents at distance, the axe when a committed punish is available, and the sword when you need a dependable close attack. Each choice has a different risk profile, so ask what the opponent is likely to do next before selecting a special.
Because Byleth’s swings can be deliberate, avoid treating every hit as permission to keep attacking. Secure stage position, cover the opponent’s most likely escape and return to a range where your next weapon choice is meaningful.
A practical learning order for the whole roster
- Begin with Lucina. Learn movement, short-hop aerials, shielding, grabbing, ledge trapping and recovery without tipper, hilt or resource requirements.
- Try Marth. Repeat Lucina’s drills while moving the blade tip to the correct distance; this isolates precision as the new skill.
- Try Roy or Chrom. Move the practice point inward and learn when close pressure ends. Add recovery planning before attempting extended offstage plays.
- Add Ike. Slow the pace, wait for whiffs and practice converting one hard read into a safe edge position.
- Add Robin. Track charges during every stock so resource decisions become automatic instead of an emergency.
- Add Corrin. Practice holding space first, then use pin only after you can explain what escape it covers.
- Finish with Byleth. Choose a weapon based on distance and opponent behavior rather than selecting the same special every time.
Patch notes, training mode and reliable expectations
Named Fire Emblem fighters and individual moves have changed across Ultimate updates. Nintendo’s version 12.0.0 notes specifically record Marth changes, while older update notes document adjustments affecting Chrom, Robin and Corrin. For that reason, treat frame data, recovery distances, damage values and combo routes as version-dependent. Check the current game version in Ultimate before practicing a precise punish.
No universal tier placement, matchup percentage or tournament statistic establishes which of these eight is objectively best for every player. The useful choice is the one whose central task you are willing to practice: tip accuracy, uniform spacing, close pressure, patience, resource tracking, pin decisions or weapon selection.
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