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Marth's advantage state as a whole is quite strong. His combination of good speed and range give him excellent [[juggling]] capabilities, as he can easily dash to where a falling opponent might land and catch them with his wide attacks, especially his up tilt and up aerial. His disjointed hitboxes also allow him to challenge opponent's falling attacks safely. Because of this, Marth has an easy time keeping opponents in the air and racking up damage. These traits also grant him strong [[edgeguarding]] abilities, as his wide aerials can cover enemy movement well, and his tippers can outright KO offstage opponents thanks to their power. Moreover, his general floatiness also allows him to recover back to the stage after edgeguarding attempts fairly safely. | Marth's advantage state as a whole is quite strong. His combination of good speed and range give him excellent [[juggling]] capabilities, as he can easily dash to where a falling opponent might land and catch them with his wide attacks, especially his up tilt and up aerial. His disjointed hitboxes also allow him to challenge opponent's falling attacks safely. Because of this, Marth has an easy time keeping opponents in the air and racking up damage. These traits also grant him strong [[edgeguarding]] abilities, as his wide aerials can cover enemy movement well, and his tippers can outright KO offstage opponents thanks to their power. Moreover, his general floatiness also allows him to recover back to the stage after edgeguarding attempts fairly safely. | ||
Marth's special moveset provides interesting options as well; his neutral special, [[Shield Breaker]], deals very high shield damage, even when uncharged, and is useful for covering rolls and landings. [[Dancing Blade]] is a four-hit combo that can be used to punish sidesteps and rolls, as well as effectively rack up damage. At higher percents, it can serve as an effective KOing option. [[Dolphin Slash]] has quick startup, provides slight intangibility during its startup frames, is relatively strong when it first comes out, and has high knockback scaling. These attributes make it an excellent out of shield option and combo-breaker. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can stage spike reckless edgeguarders. Lastly, [[Counter]] provides him with the capability to reverse attacks with 1. | Marth's special moveset provides interesting options as well; his neutral special, [[Shield Breaker]], deals very high shield damage, even when uncharged, and is useful for covering rolls and landings. [[Dancing Blade]] is a four-hit combo that can be used to punish sidesteps and rolls, as well as effectively rack up damage. At higher percents, it can serve as an effective KOing option. [[Dolphin Slash]] has quick startup, provides slight intangibility during its startup frames, is relatively strong when it first comes out, and has high knockback scaling. These attributes make it an excellent out of shield option and combo-breaker. It is also Marth's primary method of recovery, as its speed can make it difficult to intercept, and it can stage spike reckless edgeguarders. Lastly, [[Counter]] provides him with the capability to reverse attacks with 1.2× the damage, KOing if the attack was strong enough; it can also be used against opponents with easily predictable recoveries. | ||
Despite his strengths, Marth has some notable weaknesses. Due to Marth possessing a sword, his moves generally have greater ending lag than characters who fight with physical attacks. Though his attacks have quick startup, many of them come with high ending lag, and also suffer from short hitbox durations, leaving him open for counterattacks during certain situations. As a solely sword-based character, Marth's neutral also suffers from a lack of a projectile, and he can struggle against projectile heavy characters and playstyles. This ties in with his vulnerability once he loses the neutral; despite having below average weight and only average falling speed, Marth is susceptible to combos, and his tall hurtbox provides an easy target. Dolphin Slash is his only reliable combo-breaker, but as it leaves him helpless, it can inadvertently put him in an even worse position. Also, while Counter can be used defensively, it leaves Marth extremely vulnerable to punishment should it whiff. Marth also has little defense against juggling, as his aerials are ineffective at relieving such pressure. His tipper mechanic can disadvantage him when attempting to KO, as his attacks don't generate much knockback if not spaced properly, making his KO potential relatively lackluster without proper spacing (most notably with forward smash, forward tilt and aerials). | Despite his strengths, Marth has some notable weaknesses. Due to Marth possessing a sword, his moves generally have greater ending lag than characters who fight with physical attacks. Though his attacks have quick startup, many of them come with high ending lag, and also suffer from short hitbox durations, leaving him open for counterattacks during certain situations. As a solely sword-based character, Marth's neutral also suffers from a lack of a projectile, and he can struggle against projectile heavy characters and playstyles. This ties in with his vulnerability once he loses the neutral; despite having below average weight and only average falling speed, Marth is susceptible to combos, and his tall hurtbox provides an easy target. Dolphin Slash is his only reliable combo-breaker, but as it leaves him helpless, it can inadvertently put him in an even worse position. Also, while Counter can be used defensively, it leaves Marth extremely vulnerable to punishment should it whiff. Marth also has little defense against juggling, as his aerials are ineffective at relieving such pressure. His tipper mechanic can disadvantage him when attempting to KO, as his attacks don't generate much knockback if not spaced properly, making his KO potential relatively lackluster without proper spacing (most notably with forward smash, forward tilt and aerials). |
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