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(→Moveset: 65% way underestimates its power...) |
(Fixed the facts and improved the flow and syntax. The playerbase of Smash 4 Marth is not notable in any way. I haven't seen anyone with my level of neutral game knowledge attempt to revolutionize this character.) |
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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 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''. | ||
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 | 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 relatively safe when properly spaced. His up special, Dolphin Slash lets him recover from below and sweetspot the edge quickly, though its path is linear and easy to intercept. Shield Breaker gives Marth a horizontal boost when used in the air, acting as an alternate recovery option or situational edgeguard tool. | ||
However, Marth has also seen a wide range of nerfs that limit his potential | However, Marth has also seen a wide range of nerfs that limit his potential. 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''== | ||
Marth was significantly [[nerf]]ed overall from ''Brawl'', although he did receive a few positive changes. 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. Because of those changes, he now has less reach relative to the rest of the cast, weakening one of his key advantages in previous games. Many of his staple moves, most notably his forward aerial and down tilt, have more ending lag, weakening his ability to control space effectively. His throws are also too strong to combo but too weak to KO, effectively removing direct grab follow-ups and hindering his ability to put opponents in unsafe positions. Because of these changes, Marth's moves are more punishable, especially on shield, and less rewarding when landed overall, making his neutral and punish games much more inconsistent than they were in ''Brawl''. | Marth was significantly [[nerf]]ed overall from ''Brawl'', although he did receive a few positive changes. 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. Because of those changes, he now has less reach relative to the rest of the cast, weakening one of his key advantages in previous games. Many of his staple moves, most notably his forward aerial and down tilt, have more ending lag, weakening his ability to control space effectively. His throws are also too strong to combo but too weak to KO, effectively removing direct grab follow-ups and hindering his ability to put opponents in unsafe positions. Because of these changes, Marth's moves are more punishable, especially on shield, and less rewarding when landed overall, making his neutral and punish games much more inconsistent than they were in ''Brawl''. | ||
Since update 1.0.6, Marth has been receiving multiple buffs, giving him more followup options and lessening lag from all aerials and some special moves. Thanks to these buffs, Marth is now | Since update 1.0.6, Marth has been receiving multiple buffs, giving him more followup options and lessening lag from all aerials and some special moves. Thanks to these buffs, Marth is now slightly more viable than he previously was, though compared to ''Brawl'' he still remains considerably nerfed overall. While some changes, like a stronger [[Counter]] and better [[Shield Breaker]], serve to aid Marth slightly in tournaments, Marth nonetheless has a mediocre playerbase with sparse results. | ||
===Aesthetics=== | ===Aesthetics=== |
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