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===Aesthetics=== | ===Aesthetics=== | ||
*{{change| | *{{change|Marth has a new model; due to the aesthetic used in ''Ultimate'', it features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing. His hair is slightly more unkempt, and his eyes are sharper. Altogether, Marth's design closely resembles his appearance in most recent ''Fire Emblem'' games.}} | ||
**{{change|{{s|fireemblemwiki|Exalted Falchion}} | **{{change|{{s|fireemblemwiki|Exalted Falchion}} and its sheathe have been touched up. While retaining its design from ''{{s|fireemblemwiki|Shadow Dragon and the Blade of Light}}'', Falchion has been altered to better resemble its official artwork. Its scabbard is now nearly identical to its official artwork compared to the unique grey blue-pattern scabbard used since ''Melee''.}} | ||
*{{change|Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from ''Shadow Dragon and the Blade of Light''.}} | *{{change|Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from ''Shadow Dragon and the Blade of Light''.}} | ||
*{{change|Marth has several new basic animations. His idle, crouch, and [[sidestep]] all have new animations, and his [[jump]] animations have all been changed as well, resembling (but not identical to) Roy's jumps in ''SSB4''. | *{{change|Marth has several new basic animations. His idle, crouch, and [[sidestep]] all have new animations, and his [[jump]] animations have all been changed as well, resembling (but not identical to) Roy's jumps in ''SSB4''. He will revert to his previous idle pose and crouch when holding a small [[item]].}} | ||
*{{change|Marth's sweetspotted moves now use a unique heavy sword sound effect similar to {{SSBU|Ike}}'s sword. He shares this distinction with {{SSBU|Roy}}.}} | *{{change|Marth's sweetspotted moves now use a unique heavy sword sound effect similar to {{SSBU|Ike}}'s sword. He shares this distinction with {{SSBU|Roy}}.}} | ||
*{{change|Marth is more expressive overall.}} | *{{change|Marth is more expressive overall.}} | ||
*{{change|Much like in ''Melee'', Marth | *{{change|Much like in ''Melee'', Marth once again vocalizes when performing his first jump.}} | ||
*{{change|Marth's cape has better physics and rigging, allowing for more fluid animations.}} | *{{change|Marth's cape has better physics and rigging, allowing for more fluid animations.}} | ||
*{{change| | *{{change|Due to having new voice clips, Marth is much vocal overall. His taunts and victory quotes have been translated for international versions.}} | ||
**{{change|His up taunt | **{{change|His up taunt has him say, "This is it!" ("{{ja|行くぞ!|Iku zo!}}" ''("Let's go!")'' in Japanese).}} | ||
**{{change|His side taunt has him say, "I won't lose!" | **{{change|His side taunt has him say, "I won't lose!" ("{{ja|僕は負けない!|Boku wa makenai!}}" (also ''"I won't lose!"'') in Japanese). This is the same line also heard in Roy's side taunt.}} | ||
**{{change|His down taunt has him say, "Keep your eyes open!" | **{{change|His down taunt has him say, "Keep your eyes open!" ("{{ja|みんな、見ていてくれ!|Minna, miteite kure!}}" (''"Everyone, watch over me!"''), which remains unchanged in Japanese).}} | ||
*{{change|Marth's side taunt | *{{change|Marth's side taunt and down taunts have been shortened, swinging his blade only once for the former taunt and twice for the latter taunt.}} | ||
*{{change|Marth's victory animations | *{{change|Marth's victory animations have been significantly reworked.}} | ||
**{{change|His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to | **{{change|His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to spinning it in front of him, saying "The day is mine!" ({{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}, ''This time victory is mine.'')}} | ||
**{{change|The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" ({{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}, ''I was able to survive again today.'')}} | **{{change|The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" ({{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}, ''I was able to survive again today.'')}} | ||
**{{change|The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." ({{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}, ''I can't afford to lose.'') This replaces his old one where he stands with his right arm outstretched before lowering it to his side.}} | **{{change|The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." ({{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}, ''I can't afford to lose.'') This replaces his old one where he stands with his right arm outstretched before lowering it to his side.}} | ||
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*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}} | *{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}} | ||
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).}} | *{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).}} | ||
*{{ | *{{change|Marth has a new [[Spot dodge]] animation; he shifts inward to his left with Falchion close to him. This distincts it from {{SSBU|Roy}}, who re-uses Marth's previous spot dodge animation from ''SSB4''.}} | ||
*{{buff|Spot dodge has less ending lag (FAF 27 → 26).}} | |||
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}} | *{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}} | ||
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}} | *{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}} | ||
*{{change|Marth is slightly smaller (model size multiplier: 0.96x → 0.95x). This slightly reduces his range, but also makes his hurtboxes slightly smaller, making him slightly harder to hit.}} | |||
*{{buff|Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.}} | *{{buff|Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.}} | ||
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***{{nerf|This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.}} | ***{{nerf|This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.}} | ||
**{{change|The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.}} | **{{change|The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.}} | ||
*[[Up tilt]]: | |||
**{{buff|The tipper hitbox deals more damage (9% → 10%) with no knockback compensation, improving its KO potential.}} | |||
**{{buff|The blade hitbox has been moved back slightly (Z: 2 → 0.7), making the tipper easier to land.}} | |||
*[[Down tilt]]: | |||
**{{buff|The tipper hitbox is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the tipper.}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff| | **{{buff|The tipper hitbox deals more damage (12% → 13%) and it deals more knockback (80 base/55 scaling → 93/58).}} | ||
**{{buff|The blade hitbox has been moved back slightly (Z: 2 → 0.5), making the tipper easier to land.}} | |||
**{{buff|The move has gained a [[shieldstun]] multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}} | **{{buff|The move has gained a [[shieldstun]] multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}} | ||
**{{change|It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).}} | **{{change|It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).}} | ||
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**{{nerf|Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall and making the tipper harder to land.}} | **{{nerf|Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall and making the tipper harder to land.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf|Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 2.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.}} | **{{nerf|Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 2.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u), with the tipper hitbox now matching the tip of the sword's model instead of extending slightly further. This reduces its range and makes the tipper harder to land.}} | ||
**{{nerf|The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.}} | **{{nerf|The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has altered hitbox placements (2.5u/0u/7.7u → 1.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). This reduces its range and makes the tipper harder to land.}} | **{{nerf|Back aerial has altered hitbox placements (2.5u/0u/7.7u → 1.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)), with the tipper hitbox now matching the tip of the sword's model instead of extending slightly further. This reduces its range and makes the tipper harder to land.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has altered hitbox placements (2u/0u/0u/6.7u → 0.5u/0u/0u/6.7u (Z-offset)), making the tipper easier to land.}} | **{{buff|Up aerial has altered hitbox placements (2u/0u/0u/6.7u → 0.5u/0u/0u/6.7u (Z-offset)), making the tipper easier to land.}} | ||
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**{{nerf|All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}} | **{{nerf|All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}} | ||
**{{nerf|Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}} | **{{nerf|Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}} | ||
*{{change|The speed of Marth's throws is no longer weight-dependent. This improves his down throw's combo potential on heavyweights, but reduces it on lightweights.}} | *{{change|The speed of Marth's throws is no longer weight-dependent. This somewhat improves his down throw's combo potential on heavyweights, but reduces it on lightweights.}} | ||
*{{nerf|All of Marth's throws except up throw trigger a hitlag effect before the release frame, with [[back throw]] also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to [[DI]].}} | *{{nerf|All of Marth's throws except up throw trigger a hitlag effect before the release frame, with [[back throw]] also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to [[DI]].}} | ||
**{{buff|However, back throw's total duration remains unchanged, giving it less ending lag.}} | **{{buff|However, back throw's total duration remains unchanged, giving it less ending lag.}} | ||
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*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).}} | **{{nerf|Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).}} | ||
**{{nerf|The faster knockback physics hinder its combo potential, due to | **{{nerf|The faster knockback physics, combined with the throw no longer being weight-dependent, hinder its combo potential against much of the cast, due to the move's high base knockback compared to other throws.}} | ||
**{{change|Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.}} | **{{change|Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
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*[[Counter]]: | *[[Counter]]: | ||
**{{buff|Counter's counterattack has less startup (frame 5 → 4).}} | **{{buff|Counter's counterattack has less startup (frame 5 → 4).}} | ||
**{{buff|The counterbox is bigger (9.2u → 10.5u). It is also higher up (y offset 9.3 → 10).}} | |||
**{{nerf|It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).}} | **{{nerf|It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).}} | ||
**{{change|Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "{{ja|させない!|Sasenai!}}".}} | **{{change|Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "{{ja|させない!|Sasenai!}}".}} |
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