Editing Marth (SSBU)

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However, Marth has received some noteworthy, direct nerfs, most notably to his KO ability and [[neutral attack]]. Some of Marth's attacks, like his sourspotted forward smash and Dancing Blade's fourth forward hit, as well as his tippered forward aerial now deal less knockback, whereas his neutral, forward and back aerials have had their hitbox positionings worsened, making landing the tippers slightly more difficult. Additionally, his up throw is slightly weaker as well. This makes it more important for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and score KOs. His neutral attack, previously an excellent combo starter and neutral tool due to its first hit, has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, removing its powerful [[jab cancel]] from ''SSB4'' that was useful to Marth's gameplan in exchange of more situational jab [[lock]] capabilities.
However, Marth has received some noteworthy, direct nerfs, most notably to his KO ability and [[neutral attack]]. Some of Marth's attacks, like his sourspotted forward smash and Dancing Blade's fourth forward hit, as well as his tippered forward aerial now deal less knockback, whereas his neutral, forward and back aerials have had their hitbox positionings worsened, making landing the tippers slightly more difficult. Additionally, his up throw is slightly weaker as well. This makes it more important for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and score KOs. His neutral attack, previously an excellent combo starter and neutral tool due to its first hit, has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, removing its powerful [[jab cancel]] from ''SSB4'' that was useful to Marth's gameplan in exchange of more situational jab [[lock]] capabilities.


Marth's specials and grab game have also been weakened. [[Dolphin Slash]] and [[Counter]] are a bit more punishable than before, and Dancing Blade deals less damage in exchange for its improved linking potential. On top of the worsened KO ability on his up throw, forward throw has also lost its combo potential, which weakens Marth's options against shields.
Marth's specials and grab game have also been weakened. [[Dolphin Slash]] and [[Counter]] are a bit more punishable than before, and Dancing Blade deals less damage in exchange for its improved linking potential. Aside from the nerf to his up throw, forward throw has also lost its combo potential. His less rewarding grab and larger reliance on sweetspotted attacks now weakens Marth's options against shields.


Despite benefitting from some of them, Marth has been also hindered by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while improving his approach and further increasing his already fast mobility, has also made landing his tippers more difficult, as the game's faster pace encourages aggressive playstyles more than in ''SSB4''. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options further magnifies his spacing troubles. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in [[edge sweet spot]] size, making him easier to edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.
Despite benefitting from some of them, Marth has been also hindered by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while improving his approach and further increasing his already fast mobility, has also made landing his tippers more difficult, as the game's faster pace fosters more aggressive playstyles than in ''SSB4''. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options further magnifies his spacing troubles. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in [[edge sweet spot]] size, making him easier to edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.


Overall, the buffs Marth got and the benefits he gained from the engine do not compensate for the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponents while remaining at a safe distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues, making it slightly easier and more rewarding for him to land some of his tipper hitboxes and slightly improving his dash grab range, though these buffs did not raise his standing significantly. As a result, Marth performs worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to his Echo Fighter and semi-clone, {{SSBU|Lucina}} and {{SSBU|Roy}}, who are widely regarded as more rewarding than him and thus superior as a result.
Overall, the buffs Marth got and the benefits he gained from the engine do not compensate for the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponents while remaining at a safe distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues, making it slightly easier and more rewarding for him to land some of his tipper hitboxes and slightly improving his dash grab range, though these buffs did not raise his standing significantly. As a result, Marth performs worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to his Echo Fighter and semi-clone, {{SSBU|Lucina}} and {{SSBU|Roy}}, who are widely regarded as more rewarding than him and thus superior as a result.
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In stark contrast to pre-release ''Ultimate'', where it was speculated that Marth could be the best character in the game, Marth initially saw a near-nonexistent playerbase due to nerfs such as smaller tipper hitboxes and the removal of perfect pivoting to space tippers consistently. As a result of this, all of Marth's prominent players from ''Smash 4'' dropped him in favor of other characters, most notably his echo fighter {{SSBU|Lucina}}, who was widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from {{Sm|MkLeo}} in the second half of 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from [[OrionRank]] co-founder {{Sm|Barnard's Loop}} showing that Marth had the third worst representation in the game in April 2020.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title=Barnard's Loop's stats}}</ref>  
In stark contrast to pre-release ''Ultimate'', where it was speculated that Marth could be the best character in the game, Marth initially saw a near-nonexistent playerbase due to nerfs such as smaller tipper hitboxes and the removal of perfect pivoting to space tippers consistently. As a result of this, all of Marth's prominent players from ''Smash 4'' dropped him in favor of other characters, most notably his echo fighter {{SSBU|Lucina}}, who was widely considered to be more effective and easier than Marth as a character. Despite seeing brief usage from {{Sm|MkLeo}} in the second half of 2019, Marth was considered an "irrelevant" character in tournament play, with data collected from [[OrionRank]] co-founder {{Sm|Barnard's Loop}} showing that Marth had the third worst representation in the game in April 2020.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title=Barnard's Loop's stats}}</ref>  


Subsequent patches buffed several of Marth's tipper hitboxes, making it easier to connect tippers reliably. Furthermore, since the end of the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], Marth's representation has steadily improved at locals and minor circuits, with success from players such as {{Sm|Kreeg}}, {{Sm|Ignaize}} and {{Sm|Rizeasu}}. Finally, MkLeo briefly brought the character back into his roster in late-2022 and early-2023, defeating players such as {{Sm|Riddles}} and {{Sm|Cosmos}}. As such, some players began arguing whether Marth was underrated in the metagame, due to the positive traits he shares with Lucina and other highly regarded sword-wielding characters, as well as the untapped potential from his tipper mechanic offering him high KO capabilities with safe disjoints. However, other players pointed to how his tipper hitboxes remained inconsistent despite the buffs and that his overall representation remained poor, often hovering around the bottom 10, with all of Marth's best players often using other characters alongside Marth. With little change in Marth's reputation in the post-online metagame, his placement has remained the same on the first two tier lists, ranking 54th on the first in B- tier, and dropping a spot to 55th on the second, although due to the restructuring of the tier list, he is now ranked in C+ tier.
Subsequent patches buffed several of Marth's tipper hitboxes, making it easier to connect tippers reliably. Furthermore, since the end of the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], Marth's representation has steadily improved at locals and minor circuits, with success from players such as {{Sm|Kreeg}}, {{Sm|Ignaize}} and {{Sm|Rizeasu}}. Finally, MkLeo briefly brought the character back into his roster in late-2022 and early-2023, defeating players such as {{Sm|Riddles}} and {{Sm|Cosmos}}. As such, some players began arguing whether Marth was underrated in the metagame, due to the positive traits he shares with Lucina and other highly regarded sword-wielding characters, as well as the untapped potential from his tipper mechanic offering him high KO capabilities with safe disjoints. However, other players pointed to how his tipper hitboxes remained inconsistent despite the buffs and that his overall representation remained poor, often hovering around the bottom 10, with all of Marth's best players often using other characters alongside Marth. With little change in Marth's reputation in the post-online metagame, his placement has remained the same on the first two tier lists, ranking 54th on the first as a lower-mid tier character, and 55th on the second in the C+ tier.


=={{SSBU|Classic Mode}}: A Kingdom of Dragons==
=={{SSBU|Classic Mode}}: A Kingdom of Dragons==

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