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(Quit adding the part about him being "among the worst." This makes the article more opinionated than needed at this time, as it is still quite early into the metagame. We have no clear tiers yet.) |
(Undid edit by Kid A:Kid, look at his frame data. Can you seriously tell him he's by any definition good? He should not be able to land hits theoretically.) |
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Marth was overwhelmingly nerfed in his transition from ''Brawl'' to ''SSB4'', likely due to his previous dominance in ''Melee'' and ''Brawl''. He has less reach relative to the rest of the cast, obsoleting one of his key advantages in the previous titles. Many of his staple moves, most notably his forward aerial and down tilt, have more endlag, weakening his ability to control space effectively. Due to his slower movement and the aforementioned nerfs to his reach and endlag, his neutral game, particularly his approaches, is considerably worse than in his previous appearances. Additionally, Marth's attacks are overall less rewarding on hit, as he lost many guaranteed setups into KO moves; this has drastically decreased his comboing and KOing potential. His grabs also launch enemies farther but were not given KOing ability at reasonable percentages to compensate, completely removing direct grab follow-ups, as well as hindering his ability to put opponents in unsafe positions. | Marth was overwhelmingly nerfed in his transition from ''Brawl'' to ''SSB4'', likely due to his previous dominance in ''Melee'' and ''Brawl''. He has less reach relative to the rest of the cast, obsoleting one of his key advantages in the previous titles. Many of his staple moves, most notably his forward aerial and down tilt, have more endlag, weakening his ability to control space effectively. Due to his slower movement and the aforementioned nerfs to his reach and endlag, his neutral game, particularly his approaches, is considerably worse than in his previous appearances. Additionally, Marth's attacks are overall less rewarding on hit, as he lost many guaranteed setups into KO moves; this has drastically decreased his comboing and KOing potential. His grabs also launch enemies farther but were not given KOing ability at reasonable percentages to compensate, completely removing direct grab follow-ups, as well as hindering his ability to put opponents in unsafe positions. | ||
Due to his nerfs, Marth players now have to rely much more on gimmicks (such as raw tippers, [[Shield Breaker]], and [[Counter]]) and the opponent's mistakes to maintain control of the match. Shield Breaker provides more distance when used in the air, giving him slightly more recovery mixups. However, these gimmicks do not serve to aid Marth at all in competitive play, and despite the efforts of dedicated Marth mains such as {{Sm|Mr. E}}, he currently has one of the worst high-level representations in large ''Smash 4'' tournaments. | Due to his nerfs, Marth players now have to rely much more on gimmicks (such as raw tippers, [[Shield Breaker]], and [[Counter]]) and the opponent's mistakes to maintain control of the match. Shield Breaker provides more distance when used in the air, giving him slightly more recovery mixups. However, these gimmicks do not serve to aid Marth at all in competitive play, and despite the efforts of dedicated Marth mains such as {{Sm|Mr. E}}, he currently has one of the worst high-level representations in large ''Smash 4'' tournaments. Due to this, some believe that Marth is now among the worst characters in the game. | ||
===Aesthetics=== | ===Aesthetics=== |
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