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While Marth's neutral game is overall good, he suffers from it being generally one dimensional; there is not much room for mix up, especially when compared to characters like {{SSB4|Sheik}} or {{SSB4|Mario}}, who have many options or ways to play in neutral. He also suffers from lacking a projectile, which can give him more trouble playing his neutral game against characters such as {{SSB4|Mega Man}}. Aside from having a fairly fast [[pummel]], his grab game is poor. His throws deal low damage and have high base knockback, making them poor for combos and damage-racking. Except for up throw, they have low knockback scaling, preventing them from KOing at realistic percents, while up throw can KO only starting at 160%, given Marth has no rage. As such, Marth has generally poor options against shields, and Shield Breaker is highly punishable if predicted. Marth's weak throws tie into his inconsistent KO power. Furthermore, his tipper mechanic actually puts him at a disadvantage here, for his normal attacks are weak and do not generate much knockback if not spaced properly. Lastly, his edgeguarding ability, though strong, is flawed, both due to the need for tippers and the moderately high ending lag on his aerials, and especially high ending lag on his down aerial, suffering from roughly 45 frames of ending lag. | While Marth's neutral game is overall good, he suffers from it being generally one dimensional; there is not much room for mix up, especially when compared to characters like {{SSB4|Sheik}} or {{SSB4|Mario}}, who have many options or ways to play in neutral. He also suffers from lacking a projectile, which can give him more trouble playing his neutral game against characters such as {{SSB4|Mega Man}}. Aside from having a fairly fast [[pummel]], his grab game is poor. His throws deal low damage and have high base knockback, making them poor for combos and damage-racking. Except for up throw, they have low knockback scaling, preventing them from KOing at realistic percents, while up throw can KO only starting at 160%, given Marth has no rage. As such, Marth has generally poor options against shields, and Shield Breaker is highly punishable if predicted. Marth's weak throws tie into his inconsistent KO power. Furthermore, his tipper mechanic actually puts him at a disadvantage here, for his normal attacks are weak and do not generate much knockback if not spaced properly. Lastly, his edgeguarding ability, though strong, is flawed, both due to the need for tippers and the moderately high ending lag on his aerials, and especially high ending lag on his down aerial, suffering from roughly 45 frames of ending lag. | ||
Marth himself is vulnerable to edgeguarding. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to it's speed and high stage spike ability, its path is linear and its distance is fixed, making his recovery predictable. Additionally since this move grants little horizontal distance, Marth is vulnerable to [[semi-spike]]s. Shield Breaker can aid his horizontal recovery, but it still covers little distance and has to be charged in order to be a reliable recovery tool. As a result, Marth will be in considerable peril if he is forced offstage without his [[double jump]], since he is heavily reliant on it to mix up the timing of his up special recovery. Despite having below average weight and only average falling speed, Marth is susceptible to combos, and his tall hurtbox makes him easy to hit. Dolphin Slash is his only reliable combo-breaker, but as it leaves him [[helpless]], it can inadvertently put him in an even worse position. While Counter can be used against overly aggressive foes, a cautious opponent will find ways to bait it and punish accordingly. He also has little defense against [[juggling]]. His aerials' ending and landing lag make them ineffective at relieving pressure, and are sometimes unsafe to hit if not tippered. | Marth himself is somewhat vulnerable to edgeguarding. Dolphin Slash is his only reliable vertical recovery option, and while it is still a threat to edgeguarders due to it's speed and high stage spike ability, its path is linear and its distance is fixed, making his recovery predictable (though he can sometimes up-b outside of the ledge snap distance, and then fall down into the ledge snap to mix up his recovery path). Additionally since this move grants little horizontal distance, Marth is vulnerable to [[semi-spike]]s. Shield Breaker can aid his horizontal recovery, but it still covers little distance and has to be charged in order to be a reliable recovery tool. As a result, Marth will be in considerable peril if he is forced offstage without his [[double jump]], since he is heavily reliant on it to mix up the timing of his up special recovery. Despite having below average weight and only average falling speed, Marth is susceptible to combos, and his tall hurtbox makes him easy to hit. Dolphin Slash is his only reliable combo-breaker, but as it leaves him [[helpless]], it can inadvertently put him in an even worse position. While Counter can be used against overly aggressive foes, a cautious opponent will find ways to bait it and punish accordingly. He also has little defense against [[juggling]]. His aerials' ending and landing lag make them ineffective at relieving pressure, and are sometimes unsafe to hit if not tippered. | ||
With customs turned on, Marth gains some options to address some of his drawbacks, at the cost of creating different ones by doing so. Dashing Assault lets him punish landings and rolls, create trap situations, and force opponents off of the stage, but loses its tremendous power and shield breaking capabilities. Crescent Slash gives Marth more horizontal recovery, but with much less vertical recovery. It also grants him a fairly reliable follow-up from his forward throw and aerials at low percents and can punish airdodge landings, but it cannot be used as an out of shield option. Dolphin Jump gives Marth more vertical distance and greater horizontal control, but loses all of its offensive use. Iai Counter has quicker startup (counters from frame 3), increased range and power, and deals [[electric]] damage as well, but has much stricter timing. | With customs turned on, Marth gains some options to address some of his drawbacks, at the cost of creating different ones by doing so. Dashing Assault lets him punish landings and rolls, create trap situations, and force opponents off of the stage, but loses its tremendous power and shield breaking capabilities. Crescent Slash gives Marth more horizontal recovery, but with much less vertical recovery. It also grants him a fairly reliable follow-up from his forward throw and aerials at low percents and can punish airdodge landings, but it cannot be used as an out of shield option. Dolphin Jump gives Marth more vertical distance and greater horizontal control, but loses all of its offensive use. Iai Counter has quicker startup (counters from frame 3), increased range and power, and deals [[electric]] damage as well, but has much stricter timing. | ||
Overall, Marth's strengths | Overall, Marth's strengths definitely outweigh his flaws. He has notable advantages in his tipper mechanic, great disjoint, great mobility, fast startup of his moves, and a sourspot to benefit his combo game. However, his spacing and overall safety is so overly centered on his tipper mechanic that it hinders him in many ways, making his punishes unreliable due to their inconsistency. At his purest, Marth is most rewarding for players with good fundamentals, with many playstyles being able to work with him. Marth does have a dedicated playerbase in competitive play, with notable players such as {{Sm|MkLeo}}, {{Sm|Mr.E}}, {{Sm|Pugwest}}, and {{Sm|False}} achieving strong results at high-level play, as well as some notable results at the top-level. As such, while he is noticeably nerfed from ''Brawl'', he has proven to be a solid pick in competitive play from after his buffs in 1.1.4, right through to the current patch of 1.1.6. | ||
==Changes from ''Brawl''== | ==Changes from ''Brawl''== |
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