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(→Attributes: wording was mostly fine, just grammar touch-ups) |
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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. | 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. | ||
With customs turned on, Marth gains some options to address some of his drawbacks. Dashing Assault lets him punish landings and rolls, create trap situations, and force opponents off stage. Crescent Slash gives Marth more horizontal recovery, but with less vertical recovery; it also | With customs turned on, Marth gains some options to address some of his drawbacks. Dashing Assault lets him punish landings and rolls, create trap situations, and force opponents off stage. Crescent Slash gives Marth more horizontal recovery, but with less vertical recovery; it also grants him a reliable followup from his forward throw and can combo out of his aerials. It can create frame traps and can KO earlier off stage near the ledge. Iai Counter has quicker counter start up (3 frames), increased range, and damage, but it has fewer counter frames. It can also be used situationally to improve Marth's recovery. Even if it doesn't hit the opponent, the dashing animation allows Marth to avoid attacks safely. | ||
==Changes from ''Brawl''== | ==Changes from ''Brawl''== |
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