368
edits
m (→Attributes) |
|||
Line 26: | Line 26: | ||
Marth's playstyle, as in all of his other playable appearances, revolves around effective [[spacing]], due to his aforementioned [[tipper]] mechanic; his sword attacks do the most [[damage]] and [[knockback]] near the tip of the sword. His frame data is overall above-average, with many attacks having a low startup and wide [[range]] all-around, allowing him to space efficiently. Because of this, Marth aims to fight a step away from danger, without leaving himself too open to punishment. | Marth's playstyle, as in all of his other playable appearances, revolves around effective [[spacing]], due to his aforementioned [[tipper]] mechanic; his sword attacks do the most [[damage]] and [[knockback]] near the tip of the sword. His frame data is overall above-average, with many attacks having a low startup and wide [[range]] all-around, allowing him to space efficiently. Because of this, Marth aims to fight a step away from danger, without leaving himself too open to punishment. | ||
Marth maintains well above-average KO potential in addition to his speed and maneuverability, with his sweet spotted attacks boasting impressive damage and knockback. His [[forward tilt]] is one of his most reliable tools on the ground, possessing a good range and a sweetspot that is easy to hit with, especially above Marth. It is good for closing out stocks as it can KO as early as 95% near the edge while remaining relatively safe. His [[down tilt]] sets up a tech chase situation starting at 60%, and his [[up tilt]] covers a relatively wide area around Marth himself and of among the strongest of its kind in the game. His aerials also possess high damage and knockback when sweetspotted, combined with his aerial maneuverability, grant him a respectable air game. When tippered, his forward smash can KO before 40% next to the ledge while uncharged, making it one of the most deceptively powerful forward smashes in the game. The meteor smash of his down aerial, while requiring exact timing and spacing to connect, can not only gimp recoveries but also bounce opponents off the ground in such a way that it can immediately chain into tippered | Marth maintains well above-average KO potential in addition to his speed and maneuverability, with his sweet spotted attacks boasting impressive damage and knockback. His [[forward tilt]] is one of his most reliable tools on the ground, possessing a good range and a sweetspot that is easy to hit with, especially above Marth. It is good for closing out stocks as it can KO as early as 95% near the edge while remaining relatively safe. His [[down tilt]] sets up a tech chase situation starting at 60%, and his [[up tilt]] covers a relatively wide area around Marth himself and of among the strongest of its kind in the game. His aerials also possess high damage and knockback when sweetspotted, combined with his aerial maneuverability, grant him a respectable air game. When tippered, his forward smash can KO before 40% next to the ledge while uncharged, making it one of the most deceptively powerful forward smashes in the game. The meteor smash of his down aerial, while requiring exact timing and spacing to connect, can not only gimp recoveries but also bounce opponents off the ground in such a way that it can immediately chain into tippered attacks such as forward smash at medium percentages, and up smash as well as aerials at higher percentages. His tipper mechanic benefits greatly from stages with low platforms such as {{SSBU|Battlefield}}, allowing Marth to tipper with much more ease against opponents using forward tilt, up tilt, and especially his forward smash by covering said platforms with mostly the tipper areas of said attacks. Higher platforms follow a similar pattern except with his aerials, most notably up aerial. If Marth himself is standing on a low platform, he can combo the first hit of neutral attack, which pulls his opponent inward and downward, into a falling down aerial, though this requires some setup and his opponent to be airborne. He may also combo down aerial into itself once, provided his opponent is of average height or taller. | ||
While Marth's tipper has great KO power, the larger hitboxes of his sourspots provide benefits as well; thanks to their lower damage and knockback, they allow him to effectively [[combo]] into attacks one after another at a wider range of percentages. Most commonly, a sourspotted up tilt sets up into aerial-based combos and juggles if it connects late. His neutral aerial's first hit also acts as an effective combo starter and extender when sourspotted and landed as close to the ground as possible. This is also true for his up aerial. He also benefits from being one of the few characters in the game who can outright [[KO]] through playing his [[neutral]] and [[spacing]] game; essentially, while Marth's neutral reward is not as rewarding or damaging as some characters, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent set-ups and follow-ups. | While Marth's tipper has great KO power, the larger hitboxes of his sourspots provide benefits as well; thanks to their lower damage and knockback, they allow him to effectively [[combo]] into attacks one after another at a wider range of percentages. Most commonly, a sourspotted up tilt sets up into aerial-based combos and juggles if it connects late. His neutral aerial's first hit also acts as an effective combo starter and extender when sourspotted and landed as close to the ground as possible. This is also true for his up aerial. He also benefits from being one of the few characters in the game who can outright [[KO]] through playing his [[neutral]] and [[spacing]] game; essentially, while Marth's neutral reward is not as rewarding or damaging as some characters, Marth has the ability to win neutral exchanges with relative ease and safety, as well as having consistent set-ups and follow-ups. |
edits