Marth (SSB4): Difference between revisions

2,250 bytes added ,  5 years ago
(→‎Changes from Super Smash Bros. Brawl: Updated ground moves/aerials.)
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===Attributes===
===Attributes===
*{{change|Marth is slightly heavier than in ''Brawl'' (87 → 90), improving his endurance but making him easier to combo at early percentages from the changes to hitstun cancelling.}}
*{{change|Marth is slightly heavier (87 → 90), improving his endurance but making him easier to combo at early percentages from the changes to hitstun cancelling.}}
*{{buff|Almost all of Marth's attacks have slightly increased range compared to ''Brawl'' (apart from forward smash and Shield Breaker), ranging from a 0.25 increase to a 3.5 increase (2.5 before 1.1.4, as certain moves were increased further in said patch).}}  
*{{buff|Most of Marth's attacks have slightly increased reach compared to ''Brawl'' due to the tipper hitboxes on a large majority of his moves being positioned further along his sword (although most of his tipper hitboxes are now smaller).}}  
*{{nerf|Despite this, his range is worse relative to the cast hindering his ability to wall out his opponents. This is further exacerbated by the nerfs some of his key spacing tools received such as his [[forward aerial]].}}  
**{{nerf|Despite this, his overall range is worse due to most of his attacks having smaller hitboxes making his attacks harder to land and hindering his ability to wall out his opponents. This is further exacerbated by the nerfs some of his key spacing tools received such as his [[forward aerial]].}}  
*{{buff|Marth [[dash]]es faster (1.7 → 1.785).}}
*{{buff|Marth [[dash]]es faster (1.7 → 1.785).}}
*{{nerf|The changes to [[Pivot Walk|pivot walk]]ing hinders Marth's approach options with his [[walk]].}}
*{{nerf|The changes to [[Pivot Walk|pivot walk]]ing hinders Marth's approach options with his [[walk]].}}
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*{{change|Marth [[falling speed|falls]] faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos.}}
*{{change|Marth [[falling speed|falls]] faster (1.5 → 1.58). This slightly improves his vertical endurance, but makes him more susceptible to combos.}}
*{{buff|Marth's [[fast fall]]ing speed is faster (2.1 → 2.528), improving his air game and making him less susceptible to juggling.}}
*{{buff|Marth's [[fast fall]]ing speed is faster (2.1 → 2.528), improving his air game and making him less susceptible to juggling.}}
*{{change|Marth's [[gravity]] is higher (0.06715 → 0.075), hindering his endurance and making him more susceptible to combos, but allowing him to reach his falling speed faster.}}
*{{change|Marth's [[gravity]] is higher (0.06715 → 0.075), hindering his endurance, making him more susceptible to combos and reducing the height of his jumps, but allowing him to reach his falling speed faster.}}
*{{buff|Marth's soft landing is 1 frame faster (3 frames → 2).}}
*{{buff|Marth's soft landing is 1 frame faster (3 frames → 2).}}
*{{nerf|Marth's [[item throw]] is weaker (1 → 0.966). Additionally, the removal of [[glide toss]]ing hinders his approach with items.}}
*{{nerf|Marth's [[item throw]] is weaker (1 → 0.966). Additionally, the removal of [[glide toss]]ing hinders his approach with items.}}
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===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Marth's [[grab]] more startup lag (frame 6 → 7) and has less range.}}
*[[Grab]]s:
*{{buff|Dash grab has less startup lag (frame 9 → 8). Dash and pivot grab also have less ending lag (FAF 40 (dash), 36 (pivot) → 37/35).}}
**{{nerf|Marth's standing grab more startup lag (frame 6 → 7).}}
**{{nerf|Marth's grabs have less range (particularly around his body) as they only has one smaller extended grabbox as opposed to multiple normal grabboxes (4u/4u (standing), 4u/4u/4u (dash/pivot) → 3.3u (standing/pivot), 2.6u (dash)).}}
**{{buff|Dash grab has less startup lag (frame 9 → 8). Dash and pivot grab also have less ending lag (FAF 40 (dash), 36 (pivot) → 37/35).}}
*{{nerf|The changes to aerial [[grab release]]s hinder Marth as he no longer has any guaranteed followups out of his aerial grab release on any character outside of his new custom [[up special]] Crescent Slash.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Marth as he no longer has any guaranteed followups out of his aerial grab release on any character outside of his new custom [[up special]] Crescent Slash.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw has significantly higher knockback (70 (base), 45 (scaling) → 100/50). This removes many of his follow-up options after a forward throw unless at extremely low percentages, as he can now only lead into a neutral aerial or forward aerial until around 20%, as opposed to having multiple mix-ups right up until high percents. Due to the aforementioned change, Marth can also no longer [[chaingrab]] or tech chase opponents with his forward throw.}}  
**{{nerf|Forward throw has significantly higher knockback (70 (base), 45 (scaling) → 100/50) although the throw is still too weak to KO at realistic percents. This removes many of Marth's follow-up options after a forward throw unless at extremely low percentages, as he can now only lead into a neutral aerial or forward aerial until around 20%, as opposed to having multiple mix-ups right up until high percents. Due to the aforementioned change, Marth can also no longer [[chaingrab]] or tech chase opponents with his forward throw.}}  
**{{buff|Forward throw's significant increase in base knockback improves its ability to set-up edgeguards at lower percents, especially on characters with weak recoveries.}}
**{{buff|Forward throw's significant increase in base knockback improves its ability to set-up edgeguards at lower percents, especially on characters with weak recoveries.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw has much more base knockback (50 → 80). While this harms its follow-up ability, this makes it better at creating space and getting opponents off-stage and setting up for potential edge-guards.}}
**{{change|Back throw has much more base knockback (50 → 80) hindering its followup and tech-chasing potential, but improving its spacing potential as well as allowing it to set up for potential edge-guards more effectively.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has more base knockback (60 → 70), improving its KO potential.}}
**{{buff|Up throw has more base knockback (60 → 70), improving its KO potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw sends foes at an upwards trajectory (135° → 100°), with more base knockback (65 → 95), which gives some new follow-up options with his aerials at low percents. This new trajectory also gives Marth a new throw for getting opponents above him without needing to stale his kill throw in up throw.}}
**{{buff|Down throw sends foes at an upwards trajectory (135° → 100°), with more base knockback (65 → 95), which along with the changes to hitstun canceling, gives some new follow-up options with his aerials at low percents. This new trajectory also gives Marth a new throw for getting opponents above him without needing to stale his kill throw in up throw.}}
**{{nerf|Down throw's upwards trajectory and higher knockback removes its ability for tech-chases and it can no longer chain grab opponents.}}
**{{nerf|Down throw's upwards trajectory and higher knockback removes its tech chasing potential and it can no longer chain grab opponents.}}


===Special moves===
===Special moves===
*[[Shield Breaker]]:
*[[Shield Breaker]]:
**{{buff|Uncharged Shield Breaker now gives Marth a bigger horizontal boost when used in the air, aiding Marth's recovery. A fully charged Shield Breaker also deals more shield damage (40 → 50), and a tippered Shield Breaker has more base knockback (50 → 60) and has increased hitlag (1.5× (uncharged)/1× (fully charged) → 1.6×), combined with the aforementioned shield changes, this makes the fully charged variant even more effective at breaking shields (now completely guaranteeing a shield break).}}
**{{buff|Shield Breaker has less ending lag (FAF 53 → 51) although it is still laggier than {{SSBB|Kirby's}} version from ''Brawl''.}}
**{{nerf|Uncharged Shield Breaker deals less [[shield damage]] (42 → 25) and less [[hitlag]] when uncharged and sourspotted (1.3× → 1×), making the move worse at breaking shields despite the significant increase in shield damage (having a 1.19x multiplier instead of a 0.7x multiplier) as well as the increase in [[shieldstun]]. Marth also no longer steps an extra distance forward when using Shield Breaker, making the move's range shorter. In addition, a sourspotted Shield Breaker deals less knockback (30 (uncharged base)/50 (fully charged base), 100 (scaling) → 30/90 (both)). Lastly, Shield Breaker has a shorter duration (frames 19-22 → 19-20).}}
**{{buff|A fully charged Shield Breaker deals more shield damage (40 → 50).}}
**{{buff|The tipper now has a larger extended hitbox rather than a normal hitbox (2.5u → 3u). It also has increased base knockback (50 → 60) and hitlag (1.5× (uncharged)/1× (fully charged) → 1.6×).}}
***{{buff|Combined with the aforementioned shield changes, this makes the fully charged variant even more effective at breaking shields (now completely guaranteeing a shield break).}}
**{{change|The sourspot now has one extended hitbox rather than 4 normal hitboxes.}}
***{{buff|As a result, the charged version's sourspot deals consistent damage (22%/20%/18% → 22%).}}
**{{nerf|Shield Breaker has a shorter duration (frames 19-22 → 19-20).}}
**{{nerf|Uncharged Shield Breaker deals less [[shield damage]] (42 → 25) and less [[hitlag]] when uncharged and sourspotted (1.3× → 1×), making the move worse at breaking shields despite the significant increase in shield damage (having a 1.19x multiplier instead of a 0.7x multiplier) as well as the increase in [[shieldstun]].}}
**{{nerf|Marth also no longer steps an extra distance forward when using Shield Breaker, making the move's range shorter despite the tipper being larger.}}
**{{nerf|The sourspot deals less knockback (30 (uncharged base)/50 (charged base), 100 (scaling) → 30/90 (both)).}}  
*[[Dancing Blade]]:
*[[Dancing Blade]]:
**{{buff|The downward hits of Dancing Blade deal slightly more damage (down hit 3: 4%/5% → 4.5%/5.5%, down hit 4 final hit: 3%/5% 4%/6%). The second (FAF 47 39) and third (FAF 51 44) hits also have less ending lag. The forward fourth hit also deals more knockback (50 (base), 125 (scaling) → 60/130).}}
**{{nerf|The first hit has more startup lag with a shorter duration (frame 4-7 → 6-8) and more ending lag (FAF 30 → 42) significantly hindering its followup potential.}}
**{{nerf|The first hit of Dancing Blade has more startup lag with a shorter duration (frame 4-7 → 6-8) and more ending lag (FAF 30 → 42) significantly hindering its followup potential. The downward fourth hit also has more ending lag (FAF 66 → 72), and the third hit downward no longer [[meteor smash]]es (270° → 44°). It is also harder to connect each hit together compared to ''Brawl'', due to the fact of each hit having slightly increased base knockback and transitioning into the next hit slower (though it still connects far better than it did in comparison to ''Melee'', and still connects together very well until just over 100%). Its hover effect in midair is also much weaker to the point it is almost negligible, hindering Marth's recovery.}}
***{{nerf|The move's increased ending lag combined with Marth's higher gravity also makes its hover effect in midair much weaker to the point it is almost negligible, hindering Marth's recovery.}}
**{{change|The third upward hit of grounded Dancing Blade has a new animation, where Marth twists around and swings up instead of downwards.}}
**{{nerf|The first hit has altered knockback (35/50 (base), 25 (scaling) → 25/75) making it connect into the later hits less reliably.}}
**{{buff|Both variants of the second hit have less ending lag (FAF 41 → 39).}}
**{{nerf|The upwards second hit has increased knockback (20 (base), 30 (scaling) → 30/(70/50) making it connect into the later hits less reliably.}}
**{{nerf|The downwards second hit has increased base knockback (22 → 30) making it connect into the later hits slightly less reliably.}}
**{{buff|All variants of the third hit have less ending lag (FAF 47 → 44).}}
**{{change|The upwards third hit has a new animation when used on the ground, where Marth twists around and swings up instead of downwards.}}
**{{nerf|The upwards third hit's sourspots have increased base knockback (30 → 40) making it connect into the fourth hit less reliably.}}
**{{buff|The upwards third hit's sweetspot has decreased knockback (30 (base), 60 (scaling) → 40/40) making it connect into the fourth hit more reliably.}}
**{{nerf|The forward third hit no longer has set knockback (55/60 (set), 100 (scaling) → 40/(50/35)) making it connect into the fourth hit less reliably.}}
**{{buff|The downwards third hit deals more damage (4%/5% → 4.5%/5.5%) and has has decreased knockback (30 (base), 80 (scaling) 28/50) making it connect into the fourth hit more reliably.}}
**{{nerf|The downwards third hit's angles have been altered (361°/270° 44°) no longer having a meteor smash hitbox. This along with its reduced knockback hinders its edgeguarding potential.}}
**{{nerf|The upwards fourth hit has decreased knockback scaling (130 118).}}
**{{nerf|The forward fourth hit deals less damage (6%/8% → 5%/7%) although its knockback was compensated (50 (base), 125 (scaling) → 60/130).}}
**{{buff|The final hit of the downwards fourth hit deals more damage (3%/5% → 4%/6%).}}
**{{nerf|The downwards fourth hit has more ending lag (FAF 66 → 72) and its final hit has significantly decreased knockback (60 (base), 120 (scaling) → 70/80).}}
***{{nerf|Altogether, these changes hinder Dancing Blade's utility and reliability.}}
*[[Dolphin Slash]]:
*[[Dolphin Slash]]:
**{{buff|Dolphin Slash has significantly less landing lag (34 frames → 20).}}
**{{buff|Dolphin Slash has significantly less landing lag (34 frames → 20).}}
**{{nerf|Dolphin Slash has less intangibility frames when grounded (frame 1-5 → 4-5), making it less safe as an [[out of shield]] option. Sweetspotted Dolphin Slash also deals less damage (13% → 11%), making it slightly weaker despite its increased knockback scaling (68 → 74). Dolphin Slash's sweetspot hitbox is smaller (6.5u → 4u), which makes hitting with a reverse Dolphin Slash harder.}}  
**{{nerf|Dolphin Slash has less intangibility frames when grounded (frame 1-5 → 4-5), making it less safe as an [[out of shield]] option or as an option to stuff out approaches.}}
**{{nerf|Sweetspotted Dolphin Slash also deals less damage (13% → 11%), making it slightly weaker despite its increased knockback scaling (68 → 74).}}
**{{nerf|Dolphin Slash's sweetspot hitbox is smaller (6.5u → 4u), which makes hitting with a reverse Dolphin Slash harder.}}  
**{{change|Sweetspotted Dolphin Slash has more hitlag (0.5× → 0.7×). This makes it safer on shield, but easier to DI.}}
**{{change|Sweetspotted Dolphin Slash has more hitlag (0.5× → 0.7×). This makes it safer on shield, but easier to DI.}}
*[[Counter]]:
*[[Counter]]:
**{{buff|Counter has increased base knockback (40 → 60) and has a slightly higher damage multiplier (1.1× → 1.2×), being able to KO reliably off of strong countered attacks at very low percentages.}}
**{{buff|Counter has increased knockback scaling (40 → 60) and has a slightly higher damage multiplier (1.1× → 1.2×), being able to KO reliably off of strong countered attacks at very low percentages.}}
**{{nerf|Counter has more start-up with a shorter duration (frame 4-27 → 6-27).}}
**{{nerf|Counter has more start-up with a shorter duration (frames 5-29 → 6-27).}}
**{{nerf|Counter's hitbox has a shorter duration (frames 5-9 → 5-7) with no animation change giving it less range behind Marth.}}
**{{change|Marth now grunts instead of talking when his Counter is triggered.}}
**{{change|Marth now grunts instead of talking when his Counter is triggered.}}


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