Marth (SSBU): Difference between revisions

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Marth's advantage state as a whole is considerably strong. His combination of good [[speed]] and [[range]] give him powerful [[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 fast and disjointed hitboxes also allow him to challenge the opponent's falling attacks safely, and his tipper only further complements this. Because of this, Marth has an easy time keeping opponents in the air and racking up damage with his up tilt and powerful up aerial. These traits also grant him strong [[edgeguarding]] abilities, as his wide aerials can cover enemy movement well, and when tippered 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 considerably strong. His combination of good [[speed]] and [[range]] give him powerful [[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 fast and disjointed hitboxes also allow him to challenge the opponent's falling attacks safely, and his tipper only further complements this. Because of this, Marth has an easy time keeping opponents in the air and racking up damage with his up tilt and powerful up aerial. These traits also grant him strong [[edgeguarding]] abilities, as his wide aerials can cover enemy movement well, and when tippered 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]], the aptly named [[Shield Breaker]], deals very high [[shield damage]], even when uncharged, and is useful for covering rolls and landings. Its best used while descending from the air when the opponent is most likely to expect a simple aerial and shield accordingly, and can even be used off-stage to challenge opponents that shield next to the edge intending to cover Marth's ledge recovery options. [[Dancing Blade]] is a four-hit [[combo]] that can be used to punish sidesteps and rolls, as well as effectively rack up damage. The final upward hit immediately puts the opponent into a disadvantaged state, and the final downward hits deal high damage. The final neutral hit can serve as an effective KOing option at higher percents, but if it successfully tippers, it can KO as early as 70% at the edge with no rage. More situationally, the first hit of Dancing Blade by itself can be used as a knowledge check on opponents: although it cannot truly combo into anything other than the rest of the move, if an opponent is not prepared to escape after getting hit by the near-instant strike, it can be used extend strings in the air, be followed up with the first hit of neutral aerial, and assist in gimping recoveries by interrupting unprepared opponents off-stage. However, those who are aware of the gap after the hit can escape with relative ease, so its use is not recommended at higher level. [[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, whilst also giving him an easy and reliable combo finisher and KO option. It is also Marth's primary method of [[recovery]], as its speed can make it difficult to intercept, and it can stage [[spike]] reckless edge guarders. 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 slow and easily predictable recoveries.
Marth's special moveset provides interesting options as well; his [[neutral special]], the aptly named [[Shield Breaker]], deals very high [[shield damage]], even when uncharged, and is useful for covering rolls and landings. Its best used while descending from the air when the opponent is most likely to expect a simple aerial and shield accordingly, and can even be used off-stage to challenge opponents that shield next to the edge intending to cover Marth's ledge recovery options. [[Dancing Blade]] is a four-hit [[combo]] that can be used to punish sidesteps and rolls, as well as effectively rack up damage. The final upward hit immediately puts the opponent into a disadvantaged state, and the final downward hits deal high damage. The final neutral hit can serve as an effective KOing option at higher percents, but if it successfully tippers, it can KO as early as 70% at the edge with no rage. More situationally, the first hit of Dancing Blade by itself can be used as a knowledge check on opponents: although it cannot truly combo into anything other than the rest of the move, if an opponent is not prepped to escape after getting hit by the near-instant strike, it can be used extend strings in the air, be followed up with the first hit of neutral aerial, and assist in gimping recoveries by interrupting unprepared opponents off-stage. However, those who are aware of the gap after the hit can escape with relative ease, so its use is not recommended at higher level. [[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, whilst also giving him an easy and reliable combo finisher and KO option. It is also Marth's primary method of [[recovery]], as its speed can make it difficult to intercept, and it can stage [[spike]] reckless edge guarders. 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 slow and easily predictable recoveries.


Despite his strengths, Marth has some notable weaknesses. The most severe of these is his extreme reliance on tippers and spacing ability, which gives him a subpar up-close game at higher percents, and makes it more difficult for Marth to KO and threaten faster characters such as {{SSBU|Pikachu}}, {{SSBU|Fox}}, and {{SSBU|Sonic}}, who rapidly pass in and out of Marth's 'Goldilocks zone' of tippers when engaging him at close range. The low [[shieldstun]] and [[hitstun]] generated by non-tippered moves make it possible for opponents to act out quicker than he can, causing Marth to struggle against shields if his attacks are improperly spaced, and [[Shield Breaker]] is highly punishable if predicted. His [[tipper]] mechanic can equally disadvantage him when attempting to KO, as his attacks do not generate much [[knockback]] if not spaced properly, making his KO potential very inconsistent without proper spacing and understanding of his effect ranges (most notably with [[forward smash]], [[forward tilt]], and aerials). Lastly, his [[edgeguarding]] ability, though strong, is flawed, both due to the need for tippers to definitively gimp recoveries and the moderately high [[ending lag]] on his aerials. As a result, Marth is reliant on being in a certain distance for his moves to be safe while retaining the neutral. Additionally, unlike in past iterations, Marth can have a fairly difficult time consistently landing his tipper sweetspots to begin with as a result of the faster engine and alterations to his hitboxes that made his tipper smaller. His ability to KO effectively other than a raw tippered move in [[Neutral_game|neutral]] exists in rare and difficult setups that are heavily affected by individual character [[Hitbox|hurtboxes]], player [[Directional_influence|DI]], and Marth's own [[rage]], that eventually disappear once his opponent reaches an especially high percentage, leaving him very little choice but to 'fish' for an aforementioned tipper, a sourspotted smash attack, any of his specials, or an edgeguard scenario; this phenomenon is referred to by the community as "Marthritis".
Despite his strengths, Marth has some notable weaknesses. The most severe of these is his extreme reliance on tippers and spacing ability, which gives him a subpar up-close game at higher percents, and makes it more difficult for Marth to KO and threaten faster characters such as {{SSBU|Pikachu}}, {{SSBU|Fox}}, and {{SSBU|Sonic}}, who rapidly pass in and out of Marth's 'Goldilocks zone' of tippers when engaging him at close range. The low [[shieldstun]] and [[hitstun]] generated by non-tippered moves make it possible for opponents to act out quicker than he can, causing Marth to struggle against shields if his attacks are improperly spaced, and [[Shield Breaker]] is highly punishable if predicted. His [[tipper]] mechanic can equally disadvantage him when attempting to KO, as his attacks do not generate much [[knockback]] if not spaced properly, making his KO potential very inconsistent without proper spacing and understanding of his effect ranges (most notably with [[forward smash]], [[forward tilt]], and aerials). Lastly, his [[edgeguarding]] ability, though strong, is flawed, both due to the need for tippers to definitively gimp recoveries and the moderately high [[ending lag]] on his aerials. As a result, Marth is reliant on being in a certain distance for his moves to be safe while retaining the neutral. Additionally, unlike in past iterations, Marth can have a fairly difficult time consistently landing his tipper sweetspots to begin with as a result of the faster engine and alterations to his hitboxes that made his tipper smaller. His ability to KO effectively other than a raw tippered move in [[Neutral_game|neutral]] exists in rare and difficult setups that are heavily affected by individual character [[Hitbox|hurtboxes]], player [[Directional_influence|DI]], and Marth's own [[rage]], that eventually disappear once his opponent reaches an especially high percentage, leaving him very little choice but to 'fish' for an aforementioned tipper, a sourspotted smash attack, any of his specials, or an edgeguard scenario; this phenomenon is referred to by the community as "Marthritis".