Marth (SSB4): Difference between revisions

236 bytes removed ,  9 years ago
You don't know shit. Do you know how to edgeguard someone who always goes to the ledge? Free stock. Do you even know what a frame trap is? An escapable move out of a throw isn't a frame trap. I'm sorry you can't accept a character being bad.
(I haven't find exact high percentage yet for CS follow up to stop working. So far, I heard that it works from 0% to high percent.)
(You don't know shit. Do you know how to edgeguard someone who always goes to the ledge? Free stock. Do you even know what a frame trap is? An escapable move out of a throw isn't a frame trap. I'm sorry you can't accept a character being bad.)
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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 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 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 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. 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 grants him a reliable followup from his forward throw at low to high percent; Marth also gains a KO set up near the ledge, allowing him to KO opponents at earlier percents. It can also combo out of his aerials and create frame traps. 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.
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 fairly reliable followup from his forward throw at low percents and can combo out of his aerials. 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''==
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 noticeably 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. However, said playerbase has been growing over time as more dedicated Marth mains try to develop his character, especially after the buffs in recent patches.
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 noticeably 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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