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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 has been [[nerf]]ed overall in his transition from ''Brawl'' to '' | 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 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. | 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. | ||
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*[[Shield Breaker]]: | *[[Shield Breaker]]: | ||
**{{buff|Shield Breaker has less ending lag (FAF 53 → 51) although it is still laggier than {{SSBB|Kirby}}'s version from ''Brawl''.}} | **{{buff|Shield Breaker has less ending lag (FAF 53 → 51) although it is still laggier than {{SSBB|Kirby}}'s version from ''Brawl''.}} | ||
**{{buff|A fully charged Shield Breaker deals more shield damage | **{{buff|A fully charged Shield Breaker deals more shield damage, now completely guaranteeing a shield break.}} | ||
**{{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|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×).}} | ||
**{{change|The sourspot now has one extended hitbox rather than 4 normal hitboxes.}} | **{{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%).}} | ***{{buff|As a result, the charged version's sourspot deals consistent damage (22%/20%/18% → 22%).}} | ||
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*[[Dolphin Slash]]: | *[[Dolphin Slash]]: | ||
**{{buff|Dolphin Slash has significantly less landing lag (34 frames → 19).}} | **{{buff|Dolphin Slash has significantly less landing lag (34 frames → 19).}} | ||
**{{nerf|Dolphin Slash has less intangibility frames when grounded (frame 1-5 → 4-5), | **{{nerf|Dolphin Slash has less intangibility frames when grounded (frame 1-5 → 4-5), hindering its utility as an [[out of shield]] option or as an option to stuff out approaches.}} | ||
**{{nerf| | **{{nerf|The sweetspot 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.}} | **{{nerf|Dolphin Slash's sweetspot hitbox is smaller (6.5u → 4u), which makes hitting with a reverse Dolphin Slash harder.}} | ||
**{{change| | **{{change|The sweetspot has more hitlag (0.5× → 0.7×).}} | ||
*[[Counter]]: | *[[Counter]]: | ||
**{{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.}} | **{{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 (frames 5-29 → 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.}} | **{{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.}} | ||
*[[Critical Hit]]: | *[[Critical Hit]]: |
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