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(The first proper attributes summary is here.) |
(→Attributes: absolutely none of this is remotely acceptable) |
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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 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, Marth has also 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 former 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 less utility, being too weak for reliable KOs yet too strong for reliable followups. Overall, these changes combine to hinder both his approach and his punishing abilities. | ||
==Changes from ''Brawl''== | ==Changes from ''Brawl''== |