Editing Marth (SSBU)

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Marth himself is somewhat vulnerable to edgeguarding, though he has options for mix-ups with his recovery. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally, since this move grants little horizontal distance, Marth is vulnerable to semi-spikes. While Shield Breaker can aid his horizontal recovery, it covers little distance without charging and does not halt his existing vertical momentum either. Marth is also heavily reliant on his double jump and directional air dodge for mix-ups in his recovery, and is in significant danger if offstage without either of them.
Marth himself is somewhat vulnerable to edgeguarding, though he has options for mix-ups with his recovery. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally, since this move grants little horizontal distance, Marth is vulnerable to semi-spikes. While Shield Breaker can aid his horizontal recovery, it covers little distance without charging and does not halt his existing vertical momentum either. Marth is also heavily reliant on his double jump and directional air dodge for mix-ups in his recovery, and is in significant danger if offstage without either of them.


Overall, Marth's strengths outweigh his weaknesses. While his reliance on spacing and overall safety hinders him in many ways, his high overall mobility, long and disjointed [[range]], above-average frame data and good damage output make up for it, while his punishes are decently strong overall even if the stronger ones are fairly inconsistent. In general, while he is usually considered a good character, he is also seen as weaker and more difficult to use than his Echo Fighter Lucina. Marth has received among the worst results and representation in the [[metagame]] of ''Ultimate''; even if he is not weak, he is considered to be outclassed by Lucina competitively, who shares many of Marth's strengths with lesser weaknesses. However, starting from updates 8.0.0 and 12.0.0, players have started to have a more positive outlook on Marth as a number of his tipper hitboxes were buffed, making them easier to land and overall making him a more consistent character. This has led to the gap between him and Lucina becoming somewhat less polarizing, with some players noting his potential to rise up in the metagame.
Overall, Marth's weaknesses outweigh his strengths. While his reliance on spacing and overall safety hinders him in many ways, his high overall mobility, long and disjointed [[range]], above-average frame data and good damage output make up for it, while his punishes are decently strong overall even if the stronger ones are fairly inconsistent. In general, while he is usually considered a good character, he is also seen as weaker and more difficult to use than his Echo Fighter Lucina. Marth has received among the worst results and representation in the [[metagame]] of ''Ultimate''; even if he is not weak, he is considered to be outclassed by Lucina competitively, who shares many of Marth's strengths with lesser weaknesses. However, starting from updates 8.0.0 and 12.0.0, players have started to have a more positive outlook on Marth as a number of his tipper hitboxes were buffed, making them easier to land and overall making him a more consistent character. This has led to the gap between him and Lucina becoming somewhat less polarizing, with some players noting his potential to rise up in the metagame.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==

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