Editing Marth (SSB4)
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Possibly as a result of his strengths in previous appearances, Marth | Possibly as a result of his strengths in previous appearances, Marth has been [[nerf]]ed overall in his transition from ''Brawl'' to ''Smash 4'' (especially during the initial release of the game). While Marth's disjoint has been slightly increased, he has less range owing to the hitboxes on most of his moves either being smaller or (in a few cases) removed entirely. This makes his range shorter relative to the cast when combined with some returning veterans having increased range overall as well as with a number of newcomers possessing many disjointed attacks, slightly hindering his key advantage from past games (though he still has one of the longest ranges in the game). As a result, this makes it slightly harder for him to control space. Arguably the largest nerf he has received is to his aerial game, another strength in previous iterations: his forward and down aerials are laggier; with the former being laggier in every regard having more startup lag with a shorter hitbox duration, higher ending and landing lag (with it no longer being possible to perform two forward aerials in a short hop), and auto-cancels much later, hindering his main approach option from ''Brawl'', while the latter has more startup lag and the [[meteor smash]] is smaller, weaker, only lasts one frame and no longer reaches in front of him, hurting its edgeguarding utility despite the removal of [[meteor canceling]]. | ||
Marth's | Marth's overall damage output has been reduced and his frame data is worse which further exacerbate his worse spacing capabilities and the weakened power of his non-tippered attacks, the smaller hitboxes on his tippered attacks and increased ending lag, his KO power is more inconsistent than before. The base knockback on his throws has been significantly increased, making them even more ineffective for combos past extremely low percents despite the changes to [[hitstun canceling]] and [[DI]], and removes his ability to [[tech-chase]]. However, their knockback scaling is still low, and so, aside from [[up throw]], they cannot KO realistically. This is further compounded by the removal of [[chain grab]]bing, as the low damage output of his throws is more pronounced. The changes to aerial [[grab release]]s also hurts his grab game as Marth was one of the characters who could abuse aerial grab releases the most. His aerials are also less effective for comboing and juggling due to their increased landing lag and (in the case of forward aerial) ending lag. Marth has also seen a couple of nerfs to his specials as [[Dancing Blade]]'s first hit is much laggier and Dancing Blade connects less reliably as each hit is stronger and transitions more slowly while [[Dolphin Slash]] is weaker and has less [[intangibility]] when used on the ground. | ||
However, Marth has received noticeable buffs in other areas. [[Shield Breaker]] has improved utility especially when fully charged due to the weaker shields and higher [[shieldstun]], and [[Counter]] reflects attacks with significantly increased knockback. Some of his moves are stronger when tippered, an example being forward smash, which is now the third strongest in the game. As [[Dolphin Slash]] was relatively susceptible to [[edge-hogging]] and suffered from the [[landing lag glitch]], it greatly benefits from the new ledge mechanics, improving Marth's recovery. His ground game has also been buffed in some ways, with his neutral attack, forward tilt, up tilt and down smash all having decreased ending lag, as well as jab launching opponents vertically. While this removes its ability to [[jab lock]], it allows for many new combo and KO setups he lacked in previous games, which compensates for the loss of the combo ability in his throws. Many of his tipper hitboxes have moved further along his sword, and largely benefit from both the increased shieldstun and shield damage and moves with above average [[hitlag]] multipliers being safer on shield, improving his spacing game. His grounded mobility options are also improved, such as possessing a faster dashing speed, having one of the most useful extended dash dances of the game, and the changes to perfect [[pivot]]s gives him a greater microspacing option. Both of these aid his ground game further and give him options to extend his bait and punish options. These changes give him a better grounded spacing and combo game at the cost of having to more properly space and time his aerials. Marth also benefits from the introduction of [[rage]] as while it reduces his own endurance combined with the changes to hitstun canceling, it improves his own KO potential most notably with his tippers and his up throw making it easier for him to close out stocks. | |||
However, Marth has received noticeable buffs in other areas. [[Shield Breaker]] has improved utility due to | |||
In the end, while Marth was previously considered to be one of the characters to have been the most severely nerfed in the transition to ''Smash 4'' (alongside {{SSB4|Meta Knight}}, {{SSB4|King Dedede}}, {{SSB4|Dr. Mario}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, and {{SSB4|Wario}}), game updates brought useful buffs that significantly increased his effectiveness, while his key strengths remain from his previous two iterations were retained albeit to a lesser extent. While he is still nerfed from ''Brawl'' overall, the changes to the game's mechanics benefit him (despite receiving some noticeable nerfs from them) and most other returning veterans who were in ''Brawl''{{'}}s higher tiers saw a similar treatment which has lead him to being similarly effective relative to the cast and he is still be considered as a viable character in ''Smash 4''{{'}}s metagame. | In the end, while Marth was previously considered to be one of the characters to have been the most severely nerfed in the transition to ''Smash 4'' (alongside {{SSB4|Meta Knight}}, {{SSB4|King Dedede}}, {{SSB4|Dr. Mario}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, and {{SSB4|Wario}}), game updates brought useful buffs that significantly increased his effectiveness, while his key strengths remain from his previous two iterations were retained albeit to a lesser extent. While he is still nerfed from ''Brawl'' overall, the changes to the game's mechanics benefit him (despite receiving some noticeable nerfs from them) and most other returning veterans who were in ''Brawl''{{'}}s higher tiers saw a similar treatment which has lead him to being similarly effective relative to the cast and he is still be considered as a viable character in ''Smash 4''{{'}}s metagame. |