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(→Changes from Brawl: The only people who think Marth is a midtier are bad players whose opinions don't matter.) |
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Forward air is no longer safe on shield or landing, completely removing its former utility as an approach option. Down tilt is much more unsafe as a poke and edge guard due to the hitbox being much smaller and having increased endlag. Down air's animation is reverted, making it much harder to use to meteor smash with (the sweetspot lasts 1 frame and meteors only if hit in the middle of the swing arc), and hits 3 frames slower. Marth's approach game is thus very unsafe and unrewarding compared to other characters. It should also be noted that the Ken Combo does not exist for Marth unless the opponent makes the mistake of jumping after the fair and before the dair; this means that Ken Combo is not a true combo for Marth anymore. Marth's grabs all now have much more knockback without much utility to put the opponent in bad positions. Additionally, Marth doesn't benefit from the universal removal of chaingrabs that he had in Brawl. Marth's combo throw is now down throw, which leads to back air/up air at low to mid percents and very rarely to another aerial. Up throw can kill floaties at 150% minus rage, and can kill almost the entire cast at 150% with rage all on Final Destination. Forward throw can combo to forward smash if the opponent DI's inward, which requires a DI mixup. With Marth having shorter range, having the majority of his staple moves nerfed, having almost no combo game now, and having a sub-par grab game, Marth players have to rely on getting tippers much more than past appearances. Marth has to play more defensively to wall out opponents due to his now poor neutral game. | Forward air is no longer safe on shield or landing, completely removing its former utility as an approach option. Down tilt is much more unsafe as a poke and edge guard due to the hitbox being much smaller and having increased endlag. Down air's animation is reverted, making it much harder to use to meteor smash with (the sweetspot lasts 1 frame and meteors only if hit in the middle of the swing arc), and hits 3 frames slower. Marth's approach game is thus very unsafe and unrewarding compared to other characters. It should also be noted that the Ken Combo does not exist for Marth unless the opponent makes the mistake of jumping after the fair and before the dair; this means that Ken Combo is not a true combo for Marth anymore. Marth's grabs all now have much more knockback without much utility to put the opponent in bad positions. Additionally, Marth doesn't benefit from the universal removal of chaingrabs that he had in Brawl. Marth's combo throw is now down throw, which leads to back air/up air at low to mid percents and very rarely to another aerial. Up throw can kill floaties at 150% minus rage, and can kill almost the entire cast at 150% with rage all on Final Destination. Forward throw can combo to forward smash if the opponent DI's inward, which requires a DI mixup. With Marth having shorter range, having the majority of his staple moves nerfed, having almost no combo game now, and having a sub-par grab game, Marth players have to rely on getting tippers much more than past appearances. Marth has to play more defensively to wall out opponents due to his now poor neutral game. | ||
However, Marth has been consistently buffed in the majority of patches. | However, Marth has been consistently buffed in the majority of patches. Marth's jab is better; It can reliably combo into itself now, jab can combo into a grab, forward tilt, or forward smash as well. Still, He also had a few of his new found shortcomings addressed or improved with less end lag on his aerials and tilts, However he is still weaker than he has been in previous entries with Marth still being generally regarded as inferior to his previous appearances. | ||
==Changes from ''Brawl''== | ==Changes from ''Brawl''== |
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