Marth (SSB4): Difference between revisions

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The first proper attributes summary is here.
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(The first proper attributes summary is here.)
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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 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.
Marth is also good with edgeguarding. His simple aerials hit in arcs and have decent power, making them good edgeguarding tools except up air and neutral air due to their knockback angle and purpose. Forward air and back air are reliable for their good power, especially when tipped, and down air, while situational, is devastating and is almost guaranteed to gimp if it hits on frame 11.
 
Marth, however has some of the biggest weaknesses in the game. One of the weaknesses is a problem he had since his debut in ''Melee'' that has only gotten worse as the series went on, is horrid end lag on his attacks. Although they are low on startup, they have among the highest ending lag in the game. This means that if attacks whiff (which is much easier due to his shorter reach) he can be punished heftily.
 
Marth also has a poor neutral due to overall physics and character changes prevent being able to get hit first without taking risks. Marth is now forced to hit first in a neutral position, which he cannot afford to do safely due to the high end lag of his attacks.
 
Due to his poor traction and slow ending attacks, he also suffers from a poor approach. His bad traction combined with lackluster OOS options besides Dolphin Slash give him a lacking out of shield game.
 
A final disadvantage working against Marth is an awful punish game, as his finishers are inconsistent, difficult to tipper, and generally require hard reads to land successfully.  
 
Marth is overall a character with good strengths, but fall short quite a bit overall. He pales in comparison to his previous appearances and is considered often a mid-low tier character that leaves much to be desired, but also has quite a bit in his kit.


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