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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 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. | ||
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'' ( | 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. | ||
===Aesthetics=== | ===Aesthetics=== |
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