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'''Marth''' ({{ja|マルス}}, ''Marusu'') is a character in ''[[Super Smash Bros. Brawl]]''. Despite being a "hidden" character, Marth appears in the game's opening video, standing back to back with {{SSBB|Meta Knight}}. It is uncertain whether Marth has improved or been nerfed since ''[[Super Smash Bros. Melee]]'' (in which he was ranked 4th on the [[tier list]]), as he has gained the ability to escape from most combos, the tip of his sword is stronger in most attacks, [[Dolphin Slash]] improved, and [[Counter]] deals more damage. On the downside, his standard attack combo is slower, the tip is harder to land with most attacks, his standard special is harder to hit with, and the range of his sword and grabs is shorter. | Confirmed on the [[Smash Bros. DOJO!!]] website on February 7, 2008, '''Marth''' ({{ja|マルス}}, ''Marusu'') is a character in ''[[Super Smash Bros. Brawl]]''. Despite being a "hidden" character, Marth appears in the game's opening video, standing back to back with {{SSBB|Meta Knight}}. It is uncertain whether Marth has improved or been nerfed since ''[[Super Smash Bros. Melee]]'' (in which he was ranked 4th on the [[tier list]]), as he has gained the ability to escape from most combos, the tip of his sword is stronger in most attacks, [[Dolphin Slash]] improved, and [[Counter]] deals more damage. On the downside, his standard attack combo is slower, the tip is harder to land with most attacks, his standard special is harder to hit with, and the range of his sword and grabs is shorter. | ||
He ranks 5th on the current ''Brawl'' tier list (the highest unlockable character on the list), still maintaining a high tier ranking similar to {{SSBB|Falco}} and {{SSBB|Ice Climbers}}. His high placement is due to his long-ranged sword attacks that give him among the best [[reach]] in ''Brawl'', allowing him to [[space]] very effectively, especially against characters with poor range. Marth also possesses attacks that are very low in startup lag and has above average mobility, power when he lands an attack on the tip of his sword (in particular his forward smash and down aerial), strong combo abilities at low percents due to his fast attacks, and a strong air game and edgeguarding abilities (with his forward aerial being very powerful at both aspects). Marth has a few flaws however. His primary recovery move, [[Dolphin Slash]], provides decent vertical distance, but only average horizontal distance, making his recovery predictable and rather easily [[edgehog]]ged. Marth has difficulty KOing without edgeguarding if he can't sweetspot his finishers due to the much weaker knockback delivered, requiring very precise spacing to be effective. However, with the help of consistent spacing of aerials, his problems KOing can be greatly mitigated. He can have problems getting off the ledge above 100% due to his ledge climbing options above 100% being poor, especially when he has [[RCO lag]] and especially against characters like [[Meta Knight]]. His options when directly above the opponent are fairly poor because his down aerial doesn't protect him very well from opponents [[juggling]] him. He also can have difficulty approaching due to his lack of a projectile. Marth has among the strongest matchup spreads in ''Brawl'' (losing only to {{SSBB|Meta Knight}} and {{SSBB|King Dedede}}), and has achieved strong tournament results. | He ranks 5th on the current ''Brawl'' tier list (the highest unlockable character on the list), still maintaining a high tier ranking similar to {{SSBB|Falco}} and {{SSBB|Ice Climbers}}. His high placement is due to his long-ranged sword attacks that give him among the best [[reach]] in ''Brawl'', allowing him to [[space]] very effectively, especially against characters with poor range. Marth also possesses attacks that are very low in startup lag and has above average mobility, power when he lands an attack on the tip of his sword (in particular his forward smash and down aerial), strong combo abilities at low percents due to his fast attacks, and a strong air game and edgeguarding abilities (with his forward aerial being very powerful at both aspects). Marth has a few flaws however. His primary recovery move, [[Dolphin Slash]], provides decent vertical distance, but only average horizontal distance, making his recovery predictable and rather easily [[edgehog]]ged. Marth has difficulty KOing without edgeguarding if he can't sweetspot his finishers due to the much weaker knockback delivered, requiring very precise spacing to be effective. However, with the help of consistent spacing of aerials, his problems KOing can be greatly mitigated. He can have problems getting off the ledge above 100% due to his ledge climbing options above 100% being poor, especially when he has [[RCO lag]] and especially against characters like [[Meta Knight]]. His options when directly above the opponent are fairly poor because his down aerial doesn't protect him very well from opponents [[juggling]] him. He also can have difficulty approaching due to his lack of a projectile. Marth has among the strongest matchup spreads in ''Brawl'' (losing only to {{SSBB|Meta Knight}} and {{SSBB|King Dedede}}), and has achieved strong tournament results. |
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