Marth (SSB4): Difference between revisions

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I'm temporarily reverting back to the original version so I can do the best job of re-writing it
(Undid edit by 64.2.3.194: drop your vendetta, dude)
(I'm temporarily reverting back to the original version so I can do the best job of re-writing it)
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==Attributes==
==Attributes==
{{competitive expertise}}
{{cleanup|Poorly written.}}
{{incomplete|Explain more on his pros and his flaws, regarding his gameplay. Must be concise and neutrally written.}}
Marth is a tall, mid-weighted character, with his size being identical to his past appearances. Perhaps as a result of Marth's strength compared to other characters in ''Melee'' and ''Brawl'', he has been generally [[nerf]]ed compared to previous games. Marth retains his [[tipper]] mechanic where his Falchion's most powerful hits are at the tip of his blade.


Marth's height gives him good reach against other characters, albeit with a shorter sword range than previous games. As far as movement, Marth shares the fastest walk speed out of the entire cast with Lucina. Marth's combo game has been weakened due to his aerials generally having more endlag.
Marth is a tall, mid-weighted character, with his size being identical to his past appearances. Most likely due to Marth being a top/high tier character in the past in Melee and Brawl, he has been nerfed significantly with little compensation.


==Changes from ''Brawl''==
Marth's height gives him good reach against other characters, however, a huge nerf that was given to Marth was a shorter sword, limiting that reach. It should be noticed that Marth's range is much less safe overall from his appearance in Brawl. This forces players to be much more observant when approaching and being defensive. The majority of Marth's staple moves are either slower, or the hitbox does not last as long (i.e down tilt, forward air, down air). As far as movement, Marth shares the fastest walk speed out of the entire cast with Lucina and has a slightly faster running speed than in Brawl but has slightly slower air speed from Brawl. It should be noted that Marth's combo game has been noticeably toned down, especially concerning his forward aerials and up aerials compared to Brawl and Melee. Lastly, Marth's grab utility has been nearly removed as Marth has only one semi-reliable combo throw and a weak kill throw.
Marth has been generally [[nerf]]ed compared to previous games. While his sword length was not directly nerfed, Marth has different sword swing animations for some of his attacks, which reduce the [[reach]] of those attacks overall, reducing the relevance of one of his previous advantages. Many of his Marth's moves have more endlag than previously, making his aerial game and ability to approach somewhat worse than ''Brawl''. Unlike previous appearances, all of his throws have significantly increased base knockback, which removes most of his confirmed follow-ups after a grab.
 
Marth's special moves that were very important for competitive play (Dancing Blade and Dolphin Slash) have seen noticeable nerfs, while Shield Breaker and Counter being better than they were in Brawl. Dancing Blade, known for being almost inescapable in Brawl, has increased endlag and does not connect as reliably; also, the third downard hit of dancing blade doesn't meteor smash anymore, removing one of Marth's edge-guard mixups. Dolphin Slash does less damage but from recent patches was given a knockback buff; since edge-hogging no longer exists in Super Smash Bros. 4, Dolphin Slash allows Marth to recover at a safe, low, distance where he can sweetspot grab the ledge without fear of someone stealing it from him. Thanks to the universal change in Super Smash Bros. 4 regarding no reduction to shield damage, shield breaker can now break shields more easily; the move, however, remains unsafe if it does not break the opponents shield, or if missed. The attack also gives a slight horizontal boost when used partially charged in the air; when fully charged, the move launches Marth a good distance horizontally forward in the air. Counter in this game is stronger, having a damage multiplier of 1.2x and having more knockback growth than in Brawl.
 
Forward air is no longer safe on shield or landing, completely removing its former utility as an approach option. Down tilt is much more unsafe as a poke and edge guard due to the hitbox being much smaller and having increased endlag. Down air's animation is reverted, making it much harder to use to meteor smash with (the sweetspot lasts 1 frame and meteors only if hit in the middle of the swing arc), and hits 3 frames slower. Marth's approach game is thus very unsafe and unrewarding compared to other characters.  It should also be noted that the Ken Combo does not exist for Marth unless the opponent makes the mistake of jumping after the fair and before the dair; this means that Ken Combo is not a true combo for Marth anymore. Marth's grabs all now have much more knockback without much utility to put the opponent in bad positions. Additionally, Marth doesn't benefit from the universal removal of chaingrabs that he had in Brawl. Marth's combo throw is now down throw, which leads to back air/up air at low to mid percents and very rarely to another aerial. Up throw can kill floaties at 150% minus rage, and can kill almost the entire cast at 150% with rage all on Final Destination. Forward throw can combo to forward smash if the opponent DI's inward, which requires a DI mixup. With Marth having shorter range, having the majority of his staple moves nerfed, having almost no combo game now, and having a sub-par grab game, Marth players have to rely on getting tippers much more than past appearances. Marth has to play more defensively to wall out opponents due to his now poor neutral game.


Marth's special moves received a mix of buffs and nerfs, as [[Shield Breaker]] and [[Counter]] were made more powerful, with [[Dancing Blade]] and [[Dolphin Slash]] being made weaker.
However, Marth has been consistently buffed in the majority of patches. Marth's jab is better and can reliably combo into itself now. His jab can also combo into a grab, forward tilt, or forward smash as well but these follow ups are reliant on bad DI. Still, He also had a few of his new found shortcomings addressed and slightly improved with less end lag on his aerials and tilts. However he is still weaker than he has been in previous entries with Marth still being generally regarded as highly inferior to his previous appearances.


Since update 1.0.6, Marth has been receiving multiple minor buffs that have improved him relative to the games' launch, generally reducing endlag across his moveset. Marth's jab now transitions faster thus linking more reliably, the second hit has increased knockback, and has improved follow-up capabilities due to the angle change, as well as benefiting from a better jab cancel. His up tilt has less endlag and increased knockback on all hitboxes making it a better KO move. Neutral aerial does slightly more damage on all hitboxes. All of his aerials have slightly less landing lag. All variations of [[Dolphin Slash]] and [[Shield Breaker]] also have slightly reduced lag. Dancing Blade has 5 more frames to input the next hit, so it's less likely the player will do a Counter or Dolphin Slash by accident. Dolphin Slash has increased knockback scaling, almost reverting itself back to its ''Brawl'' strength.
==Changes from ''Brawl''==
Likely due to his dominance in ''Melee'' and ''Brawl'', Marth was overwhelmingly [[nerf]]ed overall. The minimal amount of [[buff]]s he received are all negligible and not enough to compensate for the much more massive nerfs. While his sword length was not directly nerfed, Marth has different sword swing animations for some of his attacks, which reduce the [[reach]] of those attacks overall. Aside from those changes, he now has less reach relative to the rest of the cast, obsoleting one of his key advantages in previous titles. Many of his staple moves, most notably his forward aerial and down tilt, have more end lag, weakening his ability to control space effectively. Due to his slower movement and the aforementioned nerfs to his reach and endlag, his neutral game and punish game, along with his approaches, are now incredibly inconsistent. Marth's attacks are overall less rewarding on hit, as he lost many guaranteed setups into KO moves; this has drastically decreased his comboing and KOing potential. His grabs also launch enemies farther but were not given KOing ability at reasonable percentages to compensate, completely removing direct grab follow-ups, as well as hindering his ability to put opponents in unsafe positions. Additionally, unlike other characters who were nerfed for ''SSB4'', Marth does not appear to benefit as much from most of the game's universal changes.


Marth has a middling representation in large ''SSB4'' tournaments, which has increased slightly over time.
Due to his nerfs, Marth players now have to rely much more on gimmicks (such as raw tippers, [[Shield Breaker]], and [[Counter]]) and the opponent's mistakes to maintain control of the match. However, these gimmicks do not serve to aid Marth at all in competitive play, and despite the efforts of a small amount of dedicated Marth players such as {{Sm|Mr. E}}, he currently has very poor representation in large ''SSB4'' tournaments.


Since update 1.0.6, Marth has been receiving multiple buffs (minus to small damage nerf to his jab and loss of his jab lock.) . Marth's jab now transitions faster thus linking more reliably, the second hit has increased knockback, and has improved follow-up capabilities due to the angle change, as well as benefiting from a better jab cancel. His up tilt has less endlag and increased knockback on all hitboxes making it a better KO move. Neutral aerial does slightly more damage on all hitboxes. All of his aerials have slightly less landing lag. All variations [[Dolphin Slash]] and [[Shield Breaker]] also have slightly reduced lag. Dancing Blade has 5 more frames to input the next hit, so it's less likely the player will do a Counter or Dolphin Slash by accident. Dolphin Slash has increased knockback scaling, almost reverting itself back to its ''Brawl'' strength. Thanks to these buffs, Marth is now somewhat more viable than he previously was. However, none of the buffs so far have proven to be significant and haven't really compensated for his worsened approach ability and neutral game.
===Aesthetics===
===Aesthetics===
*{{change|Visually, Marth's appearance has been updated. His design takes elements from [[:File:MarthFE12.png|his attire]] seen in ''{{s|fireemblemwiki|Fire Emblem: New Mystery of the Emblem, Heroes of Light and Shadow}}''<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUgHsEEJTmg ''Super Smash Bros.'' Miiverse]</ref> and {{s|fireemblemwiki|Fire Emblem: Shadow Dragon}} (as opposed to his design from ''[[Fire Emblem: Mystery of the Emblem]]'', which was used in ''Melee'' and ''Brawl'').}}
*{{change|Visually, Marth's appearance has been updated. His design takes elements from [[:File:MarthFE12.png|his attire]] seen in ''{{s|fireemblemwiki|Fire Emblem: New Mystery of the Emblem, Heroes of Light and Shadow}}''<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUgHsEEJTmg ''Super Smash Bros.'' Miiverse]</ref> and {{s|fireemblemwiki|Fire Emblem: Shadow Dragon}} (as opposed to his design from ''[[Fire Emblem: Mystery of the Emblem]]'', which was used in ''Melee'' and ''Brawl'').}}
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