Template:SSB4 to SSBU changelist/Marth: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Marth's model features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing, and his hair is slightly more unkempt. His eyes are also sharper.}}
*{{change|Marth has a new model; due to the aesthetic used in ''Ultimate'', it features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing. His hair is slightly more unkempt, and his eyes are sharper. Altogether, Marth's design closely resembles his appearance in most recent ''Fire Emblem'' games.}}
**{{change|{{s|fireemblemwiki|Exalted Falchion}} retains its design from ''{{s|fireemblemwiki|Shadow Dragon and the Blade of Light}}'', but has been altered to better resemble its official artwork. Its scabbard is its most significant change, now being near identical to its official artwork compared to its previous grey blue-pattern scabbard from ''Melee''.}}
**{{change|{{s|fireemblemwiki|Exalted Falchion}} and it's sheathe have be touched up. While retaining its design from ''{{s|fireemblemwiki|Shadow Dragon and the Blade of Light}}'', Falchion has been altered to better resemble its official artwork. Its scabbard is now nearly identical to its official artwork compared to the unique grey blue-pattern scabbard used since ''Melee''.}}
*{{change|Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from ''Shadow Dragon and the Blade of Light''.}}
*{{change|Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from ''Shadow Dragon and the Blade of Light''.}}
*{{change|Marth has several new basic animations. His idle, crouch, and [[sidestep]] all have new animations, and his [[jump]] animations have all been changed as well, resembling (but not identical to) Roy's jumps in ''Smash 4.'' However, he will revert to his previous idle pose and crouch when holding a small [[item]].}}
*{{change|Marth has several new basic animations. His idle, crouch, and [[sidestep]] all have new animations, and his [[jump]] animations have all been changed as well, resembling (but not identical to) Roy's jumps in ''SSB4''. He will revert to his previous idle pose and crouch when holding a small [[item]].}}
*{{change|Marth's sweetspotted moves now a unique heavy sword SFX, similar to {{SSBU|Ike}}'s sword. He shares this distinction with {{SSBU|Roy}}.}}
*{{change|Marth's sweetspotted moves now use a unique heavy sword sound effect similar to {{SSBU|Ike}}'s sword. He shares this distinction with {{SSBU|Roy}}.}}
*{{change|Marth is more expressive overall.}}
*{{change|Marth is more expressive overall.}}
*{{change|Much like in ''Melee'', Marth has a voice clip when performing his first jump. Due to the changes in the last game, he now vocalizes occasionally.}}
*{{change|Much like in ''Melee'', Marth once again vocalizes when performing his first jump.}}
*{{change|Marth's cape has better physics and rigging, allowing for more fluid animations.}}
*{{change|Marth's cape has better physics and rigging, allowing for more fluid animations.}}
*{{change|In non-Japanese versions, Marth is fully dubbed in English. In the Japanese version, Marth has completely new voice clips for the first time since ''Melee''.}}
*{{change|Due to having new voice clips, Marth is much vocal overall. His taunts and victory quotes have been translated for international versions.}}
**{{change|His up taunt has him say, "This is it!" in English, as he points his sword upwards. In Japanese, he says "{{ja|行くぞ!|Iku zo!}}", which means ''"Let's go!"''.}}
**{{change|His up taunt has him say, "This is it!" ("{{ja|行くぞ!|Iku zo!}}" ''("Let's go!")'' in Japanese).}}
**{{change|His side taunt has him say, "I won't lose!" in English. In Japanese, he says "{{ja|僕は負けない!|Boku wa makenai!}}", which also means ''"I won't lose!"''}}
**{{change|His side taunt has him say, "I won't lose!" ("{{ja|僕は負けない!|Boku wa makenai!}}" (also ''"I won't lose!"'') in Japanese). This is the same line also heard in Roy's side taunt.}}
**{{change|His down taunt has him say, "Keep your eyes open!", a phrase similar to "{{ja|みんな、見ていてくれ!|Minna, miteite kure!}}" (''"Everyone, watch over me!"''), which remains the same in the Japanese version.}}
**{{change|His down taunt has him say, "Keep your eyes open!" ("{{ja|みんな、見ていてくれ!|Minna, miteite kure!}}" (''"Everyone, watch over me!"''), which remains unchanged in Japanese).}}
*{{change|Marth's side taunt has been shortened; he only swings his sword once before sheathing it.}}
*{{change|Marth's side taunt and down taunts have been shortened, swinging his blade only once for the former taunt and twice for the latter taunt.}}
*{{change|Marth's victory animations are all different.}}
*{{change|Marth's victory animations have been significantly reworked.}}
**{{change|His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to swinging it above his head first, saying "The day is mine!" ({{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}, ''This time victory is mine.'')}}
**{{change|His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to spinning it in front of him, saying "The day is mine!" ({{ja|今回は僕の勝ちだね。|Konkai wa boku no kachi da ne.}}, ''This time victory is mine.'')}}
**{{change|The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" ({{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}, ''I was able to survive again today.'')}}
**{{change|The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" ({{ja|今日も生き延びることが出来た。|Kyō mo ikinobiru koto ga dekita.}}, ''I was able to survive again today.'')}}
**{{change|The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." ({{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}, ''I can't afford to lose.'') This replaces his old one where he stands with his right arm outstretched before lowering it to his side.}}
**{{change|The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." ({{ja|僕は負ける訳には行かないんだ。|Boku wa makeru wake ni wa ikanainda.}}, ''I can't afford to lose.'') This replaces his old one where he stands with his right arm outstretched before lowering it to his side.}}
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*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}}
*{{change|Marth has a new [[Spot dodge]] animation; he shifts inward to his left with Falchion close to him. This distincts it from {{SSBU|Roy}}, who re-uses Marth's previous spot dodge animation from ''SSB4''.}}
*{{buff|Spot dodge has less ending lag (FAF 27 → 26).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}}
*{{change|Marth is slightly smaller (model size multiplier: 0.96x → 0.95x). This slightly reduces his range, but also makes his hurtboxes slightly smaller, making him slightly harder to hit.}}
*{{buff|Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.}}
*{{buff|Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.}}


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***{{nerf|This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.}}
***{{nerf|This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.}}
**{{change|The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.}}
**{{change|The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.}}
*[[Up tilt]]:
**{{buff|The tipper hitbox deals more damage (9% → 10%) with no knockback compensation, improving its KO potential.}}
**{{buff|The blade hitbox has been moved back slightly (Z: 2 → 0.7), making the tipper easier to land.}}
*[[Down tilt]]:
**{{buff|The tipper hitbox is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the tipper.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's tipper hitbox deals more base knockback (80 → 95), improving its KO potential.}}
**{{buff|The tipper hitbox deals more damage (12% → 13%) and it deals more knockback (80 base/55 scaling → 93/58).}}
**{{buff|The blade hitbox has been moved back slightly (Z: 2 0.5), making the tipper easier to land.}}
**{{buff|The move has gained a [[shieldstun]] multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}}
**{{buff|The move has gained a [[shieldstun]] multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}}
**{{change|It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).}}
**{{change|It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).}}
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*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.}}
**{{buff|Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.}}
**{{nerf|Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall and making the tipper harder to land.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 2.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.}}
**{{nerf|Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 2.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.}}
**{{nerf|The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.}}
**{{nerf|The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Back aerial has altered hitbox placements (2.5u/0u/7.7u → 1.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). reducing it's range, but making the tipper slightly easier to land.}}
**{{nerf|Back aerial has altered hitbox placements (2.5u/0u/7.7u → 1.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). This reduces its range and makes the tipper harder to land.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has altered hitbox placements (2u/0u/0u/6.7u → 0.5u/0u/0u/6.7u (Z-offset), making the tipper easier to land.}}
**{{buff|Up aerial has altered hitbox placements (2u/0u/0u/6.7u → 0.5u/0u/0u/6.7u (Z-offset)), making the tipper easier to land.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage, compounded further by its lower landing lag.}}
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage, compounded further by its lower landing lag.}}
**{{buff|The [[meteor smash]] hitbox is larger (4.3u → 5u).}}
**{{buff|The [[meteor smash]] hitbox is larger (4.3u → 5u), and lower down (Y offset: -3u → -3.3u), improving its range.}}
**{{change|The meteor hitbox has a higher hitlag multiplier (1× → 1.3×).}}
**{{change|The meteor hitbox has a higher hitlag multiplier (1× → 1.3×).}}


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**{{nerf|All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}}
**{{nerf|All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}}
**{{nerf|Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
**{{nerf|Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
*{{change|The speed of Marth's throws is no longer weight-dependent. This improves his down throw's combo potential on heavyweights, but reduces it on lightweights.}}
*{{change|The speed of Marth's throws is no longer weight-dependent. This somewhat improves his down throw's combo potential on heavyweights, but reduces it on lightweights.}}
*{{nerf|All of Marth's throws except up throw trigger a hitlag effect before the release frame, with [[back throw]] also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to [[DI]].}}
*{{nerf|All of Marth's throws except up throw trigger a hitlag effect before the release frame, with [[back throw]] also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to [[DI]].}}
**{{buff|However, back throw's total duration remains unchanged, giving it less ending lag.}}
**{{buff|However, back throw's total duration remains unchanged, giving it less ending lag.}}
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*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).}}
**{{nerf|Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).}}
**{{nerf|The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.}}
**{{nerf|The faster knockback physics, combined with the throw no longer being weight-dependent, hinder its combo potential against much of the cast, due to the move's high base knockback compared to other throws.}}
**{{change|Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.}}
**{{change|Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.}}
*[[Edge attack]]:
*[[Edge attack]]:
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*[[Dolphin Slash]]:
*[[Dolphin Slash]]:
**{{nerf|Dolphin Slash has more landing lag (20 frames → 24).}}
**{{nerf|Dolphin Slash has more landing lag (20 frames → 24).}}
**{{change|It leaves multiple afterimages of Marth during the leap.}}
**{{change|It leaves multiple afterimages of Marth during the leap, akin to the effect used by [[Fox Illusion]] and [[Falco Phantasm]].}}
*[[Counter]]:
*[[Counter]]:
**{{buff|Counter's counterattack has less startup (frame 5 → 4).}}
**{{buff|Counter's counterattack has less startup (frame 5 → 4).}}
**{{buff|The counterbox is bigger (9.2u → 10.5u). It is also higher up (y offset 9.3 → 10).}}
**{{nerf|It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).}}
**{{nerf|It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).}}
**{{change|Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "{{ja|させない!|Sasenai!}}".}}
**{{change|Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "{{ja|させない!|Sasenai!}}".}}

Latest revision as of 07:44, July 19, 2024

Aesthetics

  • Change Marth has a new model; due to the aesthetic used in Ultimate, it features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing. His hair is slightly more unkempt, and his eyes are sharper. Altogether, Marth's design closely resembles his appearance in most recent Fire Emblem games.
    • Change Exalted Falchion and it's sheathe have be touched up. While retaining its design from Shadow Dragon and the Blade of Light, Falchion has been altered to better resemble its official artwork. Its scabbard is now nearly identical to its official artwork compared to the unique grey blue-pattern scabbard used since Melee.
  • Change Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from Shadow Dragon and the Blade of Light.
  • Change Marth has several new basic animations. His idle, crouch, and sidestep all have new animations, and his jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in SSB4. He will revert to his previous idle pose and crouch when holding a small item.
  • Change Marth's sweetspotted moves now use a unique heavy sword sound effect similar to Ike's sword. He shares this distinction with Roy.
  • Change Marth is more expressive overall.
  • Change Much like in Melee, Marth once again vocalizes when performing his first jump.
  • Change Marth's cape has better physics and rigging, allowing for more fluid animations.
  • Change Due to having new voice clips, Marth is much vocal overall. His taunts and victory quotes have been translated for international versions.
    • Change His up taunt has him say, "This is it!" ("行くぞ!" ("Let's go!") in Japanese).
    • Change His side taunt has him say, "I won't lose!" ("僕は負けない!" (also "I won't lose!") in Japanese). This is the same line also heard in Roy's side taunt.
    • Change His down taunt has him say, "Keep your eyes open!" ("みんな、見ていてくれ!" ("Everyone, watch over me!"), which remains unchanged in Japanese).
  • Change Marth's side taunt and down taunts have been shortened, swinging his blade only once for the former taunt and twice for the latter taunt.
  • Change Marth's victory animations have been significantly reworked.
    • Change His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to spinning it in front of him, saying "The day is mine!" (今回は僕の勝ちだね。, This time victory is mine.)
    • Change The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" (今日も生き延びることが出来た。, I was able to survive again today.)
    • Change The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." (僕は負ける訳には行かないんだ。, I can't afford to lose.) This replaces his old one where he stands with his right arm outstretched before lowering it to his side.

Attributes

  • Buff Like all characters, Marth's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Marth walks faster (1.5 → 1.575).
  • Buff Marth runs significantly faster (1.785 → 1.964).
    • Buff Marth's initial dash is significantly faster (1.5 → 2.255).
  • Buff Marth's air speed is faster (1.02 → 1.071).
  • Buff Marth's traction is much higher (0.055 → 0.114).
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  • Change Marth has a new Spot dodge animation; he shifts inward to his left with Falchion close to him. This distincts it from Roy, who re-uses Marth's previous spot dodge animation from SSB4.
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).
  • Change Marth is slightly smaller (model size multiplier: 0.96x → 0.95x). This slightly reduces his range, but also makes his hurtboxes slightly smaller, making him slightly harder to hit.
  • Buff Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit much faster (frame 18 → 11), allowing it to connect better.
    • Nerf Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
    • Nerf Both hits have higher hitlag multipliers (0.7×/1.25× → 1.3×/1.7×), giving opponents more time to SDI the first hit and DI the second hit.
    • Nerf The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Marth, akin to other neutral attacks. This allows it to jab lock much like in SSB4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups, which made it one of Marth's most potent punishment tools in SSB4.
      • Nerf This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.
    • Change The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.
  • Up tilt:
    • Buff The tipper hitbox deals more damage (9% → 10%) with no knockback compensation, improving its KO potential.
    • Buff The blade hitbox has been moved back slightly (Z: 2 → 0.7), making the tipper easier to land.
  • Down tilt:
    • Buff The tipper hitbox is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the tipper.
  • Dash attack:
    • Buff The tipper hitbox deals more damage (12% → 13%) and it deals more knockback (80 base/55 scaling → 93/58).
    • Buff The blade hitbox has been moved back slightly (Z: 2 → 0.5), making the tipper easier to land.
    • Buff The move has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Change It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).
    • Change It has a different animation, with Marth swinging in a slightly more horizontal arc.
  • Forward smash:
    • Nerf Forward smash's non-tipper hitboxes deal less knockback (55 base/80 scaling → 48/75), no longer being able to KO middleweights under 100% at the edge and making the move unsafe at low percents.
  • Up smash:
    • Buff Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
  • Down smash:
    • Buff Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively.
    • Nerf It has one frame more ending lag (FAF 55 → 56).
    • Nerf The second hit's non-tipper hitboxes have less base knockback (70/50/50 → 40), hindering its KO potential.
    • Change The first hit's non-tipper hitboxes have different base knockback in between the previous vertical-launching and horizontal-launching hitboxes (70/50/50 → 60).

Aerial attacks

  • Buff All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.
    • Nerf Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall and making the tipper harder to land.
  • Forward aerial:
    • Nerf Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 2.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.
    • Nerf The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.
  • Back aerial:
    • Nerf Back aerial has altered hitbox placements (2.5u/0u/7.7u → 1.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). This reduces its range and makes the tipper harder to land.
  • Up aerial:
    • Buff Up aerial has altered hitbox placements (2u/0u/0u/6.7u → 0.5u/0u/0u/6.7u (Z-offset)), making the tipper easier to land.
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
    • Buff The meteor smash hitbox is larger (4.3u → 5u), and lower down (Y offset: -3u → -3.3u), improving its range.
    • Change The meteor hitbox has a higher hitlag multiplier (1× → 1.3×).

Throws and other attacks

  • Grabs:
    • Buff Standing grab has less startup (frame 7 → 6).
    • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change The speed of Marth's throws is no longer weight-dependent. This somewhat improves his down throw's combo potential on heavyweights, but reduces it on lightweights.
  • Nerf All of Marth's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
    • Buff However, back throw's total duration remains unchanged, giving it less ending lag.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
  • Forward throw:
    • Change Marth has a new forward throw, a quick elbow strike to the opponent's chest.
    • Nerf Due to the new knockback speed up effect, it has lost its combo potential.
  • Up throw:
    • Buff Up throw deals more damage (4% → 5%).
    • Nerf It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
  • Down throw:
    • Nerf Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
    • Nerf The faster knockback physics, combined with the throw no longer being weight-dependent, hinder its combo potential against much of the cast, due to the move's high base knockback compared to other throws.
    • Change Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shield Breaker:
    • Buff Shield Breaker can be angled vertically.
    • Buff It deals 1.15× its regular damage if it hits an opponent's head.
    • Nerf Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
    • Change Marth composes himself after performing the move.
    • Change The move triggers Special Zoom upon breaking an opponent's shield.
  • Dancing Blade:
    • Buff All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
    • Buff All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
    • Buff All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30 base/70/50/70 scaling → 30/25 (second, up), 40 b/50/35/50 s → 55/30 (third, neutral), 40 b/60/40/60 s → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
    • Buff The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
    • Buff The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
    • Buff The fourth forward swing's tipper has greater knockback overall (60 base/130 scaling → 85/125), improving its KO potential.
    • Buff The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
      • Nerf However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
    • Buff The fourth upward swing's hitboxes have extended downward, no longer causing it to whiff against short opponents and improving its vertical reach.
    • Nerf All swings deal less damage (3%/4% → 2.5%/3% (first & second), 4%/5% → 3%/4% (third, neutral & up), 4.5%/5.5% → 3%/4% (third, down), 5%/7% → 4%/6% (fourth, neutral), 6%/8% → 5%/7% (fourth, up), 6% → 5% (fourth, down, last hit's tipper)).
    • Nerf The first swing has more startup (frame 6 → 9).
    • Nerf The fourth forward swing's non-tipper hitboxes deal less knockback (60 base/130 scaling → 74/103), hindering their KO potential.
    • Nerf The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
    • Change Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to his forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Marth spinning before he slashes the opponent.
    • Change The third downward swing has an altered animation, now being a low outward swing instead of a stab.
  • Dolphin Slash:
    • Nerf Dolphin Slash has more landing lag (20 frames → 24).
    • Change It leaves multiple afterimages of Marth during the leap, akin to the effect used by Fox Illusion and Falco Phantasm.
  • Counter:
    • Buff Counter's counterattack has less startup (frame 5 → 4).
    • Buff The counterbox is bigger (9.2u → 10.5u). It is also higher up (y offset 9.3 → 10).
    • Nerf It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).
    • Change Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "させない!".
    • Change If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
  • Critical Hit:
    • Buff Due to the changes to teching, Critical Hit is almost impossible to tech though at some circumstances such as Shulk's Shield Monado Art can still tech at very low percentage.