Marth (SSB4): Difference between revisions

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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.
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.


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.
However, Marth has seen a wide range of nerfs that limit his potential more. 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.


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