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==Attributes== | ==Attributes== | ||
Marth | Marth generally falls under the character archetype of being fast, with the ability to easily outmanoeuvre most of his opponents; Marth has a very fast dash, a long wavedash and rather good jumping speed, with average falling speed, contributing to a good SHFFL. With a good dash dance and a disjointed hitbox, Marth has great approach options in the game, both in the air and on the ground. | ||
Undoubtedly Marth's greatest strength is his range in his normal attacks; Falchion grants Marth a disjointed hitbox that can allow him to safely attack from a distance. Additionally, the tip of Falchion, its sweetspot, is remarkably easy to land with, making Marth stronger when he's farther from his opponent. | |||
In addition to his disjointed range, Marth has almost unparalleled combo ability; with a combination of good air speed, good jumping prowess, and an average falling speed, as well as quick, low lag aerials, Marth has among the best air games in ''Melee'', and a great combo ability. Additionally, Marth's grab game is also good, due to a decent grab range, as well as low knockback throws that can potentially chain throw other characters. | |||
Marth also has plenty of powerful attacks, some of which that are also rather fast, such as his up tilt and Reverse Dolphin Slash. Marth's forward smash is feared due to its high priority, speed, and power, and it can actually "break" through some projectiles found in the game; it also works well when wavesmashed, due to Marth's long wavedash. Marth's down tilt and Shield Breaker act as good edgeguarding options. Most notably, however, is his down air; it acts as a powerful spike in NTSC regions, and an equally powerful meteor smash in PAL regions; it can KO reliably even as low as 40%, and many of Marth's attacks can easily combo into his dair, most notably his forward air as part of the [[Ken Combo]]. | |||
Marth's primary flaw is his rather lacklustre recovery. His up special, Dolphin Slash, grants little horizontal distance and decidedly decent vertical distance; its ending lag also makes it very easy to punish, however. Marth's average airspeed also prevents him from moving far after entering a helpless state. However, Marth can mitigate his recovery by using Dancing Blade as to give him some horizontal recovery, though this gives no vertical recovery, as it must be timed well. | |||
Additionally, Marth has a slight weakness of lacking a projectile; while its effect on Marth is debatable, this limits his approach in comparison with other high tiered characters, such as Fox. | |||
==Moveset== | ==Moveset== |