Marth (SSB4): Difference between revisions

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==Attributes==
==Attributes==
{{cleanup|Poorly written.}}
Marth is a character based around the concept of [[tipper]]s, gaining the most reward for remaining a specific distance away from his opponent. However, compared to his strong showing in the previous two games, he is significantly weaker overall in ''SSB4''.


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.
The fundamental ideas of Marth remain intact. He has above-average movement speed overall and a moveset full of disjointed hitboxes that tend to cover wide arcs, allowing him to fight a step away from danger most of the time; in particular, having the fastest walk speed in the game lets him move quickly without being forced into his dash attack or up smash. Forward tilt, up tilt, and forward aerial are good examples of attacks that cover a lot of ground and keep Marth safe when properly spaced. His up special of Dolphin Slash lets him recover from below and sweetspot the edge at a safe distance without fear of being edge-hogged, while Shield Breaker gives Marth a horizontal boost when used in the air, acting as an alternate recovery option or edgeguard tool.


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.
However, Marth has seen a wide range of nerfs that put a large damper on his potential. Most importantly, his overall range is much shorter, with altered hitboxes and animations resulting in less range for many attacks, undermining his primary advantage. His moveset is also slower in general compared to ''Brawl'', with many of his attacks being given more startup lag, more ending lag, or shorter hitbox duration. With the removal of chaingrabbing, all of Marth's throws have very poor utility, being too weak for reliable KOs yet too strong for reliable followups. Overall, these changes combine to worsen both his approach and his punishing abilities.
 
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.
 
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.


==Changes from ''Brawl''==
==Changes from ''Brawl''==