Template:SSB4 to SSBU changelist/Marth
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Aesthetics
- Marth has a new model. Due to the aesthetic used in Ultimate, it features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing, and his hair is slightly more unkempt. His eyes are also sharper.
- Exalted Falchion retains its design from Shadow Dragon and the Blade of Light, but has been altered to better resemble its official artwork. Its scabbard is its most significant change, now being nearly identical to its official artwork compared to its previous Smash-original grey blue-pattern scabbard from Melee.
- Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from Shadow Dragon and the Blade of Light.
- Marth has several new basic animations. His idle, crouch, and sidestep all have new animations, and his jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in SSB4. However, he will revert to his previous idle pose and crouch when holding a small item.
- Marth's sweetspotted moves now use a unique heavy sword sound effect similar to Ike's sword. He shares this distinction with Roy.
- Marth is more expressive overall.
- Much like in Melee, Marth once again vocalizes when performing his first jump
- Marth's cape has better physics and rigging, allowing for more fluid animations.
- In non-Japanese versions, Marth is fully dubbed in English (voiced by Yuri Lowenthal). In the Japanese version, Marth has completely new voice clips for the first time since Melee.
- His up taunt has him say, "This is it!" in English, as he points his sword upwards. In Japanese, he says "行くぞ!", which means "Let's go!".
- His side taunt has him say, "I won't lose!" in English. In Japanese, he says "僕は負けない!", which also means "I won't lose!"
- His down taunt has him say, "Keep your eyes open!", a phrase similar to "みんな、見ていてくれ!" ("Everyone, watch over me!"), which remains the same in the Japanese version.
- Marth's side taunt has been shortened; he only swings his sword once before sheathing it.
- Marth's victory animations are all different.
- His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to swinging it above his head first, saying "The day is mine!" (今回は僕の勝ちだね。, This time victory is mine.)
- The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" (今日も生き延びることが出来た。, I was able to survive again today.)
- The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." (僕は負ける訳には行かないんだ。, I can't afford to lose.) This replaces his old one where he stands with his right arm outstretched before lowering it to his side.
Attributes
- Like all characters, Marth's jumpsquat animation takes 3 frames to complete (down from 5).
- Marth walks faster (1.5 → 1.575).
- Marth runs significantly faster (1.785 → 1.964).
- Marth's initial dash is significantly faster (1.5 → 2.255).
- Marth's air speed is faster (1.02 → 1.071).
- Marth's traction is much higher (0.055 → 0.114).
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
- Marth is slightly smaller (model size multiplier: 0.96x → 0.95x). This slightly reduces his range, but also makes his hurtboxes slightly smaller, making him slightly harder to hit.
- Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit much faster (frame 18 → 11), allowing it to connect better.
- Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
- Both hits have higher hitlag multipliers (0.7×/1.25× → 1.3×/1.7×), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Marth, akin to other neutral attacks. This allows it to jab lock much like in SSB4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups, which made it one of Marth's most potent punishment tools in SSB4.
- This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.
- The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.
- Up tilt:
- The tipper hitbox deals more damage (9% → 10%) with no knockback compensation, improving its KO potential.
- The blade hitbox has been moved back slightly (Z: 2 → 0.7), making the tipper easier to land.
- Down tilt:
- The tipper hitbox is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the tipper.
- Dash attack:
- The tipper hitbox deals more damage (12% → 13%) and it deals more knockback (80 base/55 scaling → 93/58).
- The blade hitbox has been moved back slightly (Z: 2 → 0.5), making the tipper easier to land.
- The move has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).
- It has a different animation, with Marth swinging in a slightly more horizontal arc.
- Forward smash:
- Forward smash's non-tipper hitboxes deal less knockback (55 base/80 scaling → 48/75), no longer being able to KO middleweights under 100% at the edge and making the move unsafe at low percents.
- Up smash:
- Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
- Down smash:
- Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively.
- It has one frame more ending lag (FAF 55 → 56).
- The second hit's non-tipper hitboxes have less base knockback (70/50/50 → 40), hindering its KO potential.
- The first hit's non-tipper hitboxes have different base knockback in between the previous vertical-launching and horizontal-launching hitboxes (70/50/50 → 60).
Aerial attacks
- All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
- Neutral aerial:
- Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.
- Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall and making the tipper harder to land.
- Forward aerial:
- Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 2.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.
- The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.
- Back aerial:
- Back aerial has altered hitbox placements (2.5u/0u/7.7u → 1.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). This reduces its range and makes the tipper harder to land.
- Up aerial:
- Up aerial has altered hitbox placements (2u/0u/0u/6.7u → 0.5u/0u/0u/6.7u (Z-offset)), making the tipper easier to land.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
- The meteor smash hitbox is larger (4.3u → 5u), and lower down (Y offset: -3u → -3.3u), improving its range.
- The meteor hitbox has a higher hitlag multiplier (1× → 1.3×).
Throws and other attacks
- Grabs:
- Standing grab has less startup (frame 7 → 6).
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- The speed of Marth's throws is no longer weight-dependent. This improves his down throw's combo potential on heavyweights, but reduces it on lightweights.
- All of Marth's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
- However, back throw's total duration remains unchanged, giving it less ending lag.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
- Forward throw:
- Marth has a new forward throw, a quick elbow strike to the opponent's chest.
- Due to the new knockback speed up effect, it has lost its combo potential.
- Up throw:
- Up throw deals more damage (4% → 5%).
- It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
- Down throw:
- Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
- The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.
- Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Shield Breaker:
- Shield Breaker can be angled vertically.
- It deals 1.15× its regular damage if it hits an opponent's head.
- Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
- Marth composes himself after performing the move.
- The move triggers Special Zoom upon breaking an opponent's shield.
- Dancing Blade:
- All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
- All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
- All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30 base/70/50/70 scaling → 30/25 (second, up), 40 b/50/35/50 s → 55/30 (third, neutral), 40 b/60/40/60 s → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
- The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
- The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
- The fourth forward swing's tipper has greater knockback overall (60 base/130 scaling → 85/125), improving its KO potential.
- The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
- However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
- The fourth upward swing's hitboxes have extended downward, no longer causing it to whiff against short opponents and improving its vertical reach.
- All swings deal less damage (3%/4% → 2.5%/3% (first & second), 4%/5% → 3%/4% (third, neutral & up), 4.5%/5.5% → 3%/4% (third, down), 5%/7% → 4%/6% (fourth, neutral), 6%/8% → 5%/7% (fourth, up), 6% → 5% (fourth, down, last hit's tipper)).
- The first swing has more startup (frame 6 → 9).
- The fourth forward swing's non-tipper hitboxes deal less knockback (60 base/130 scaling → 74/103), hindering their KO potential.
- The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
- Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to his forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Marth spinning before he slashes the opponent.
- The third downward swing has an altered animation, now being a low outward swing instead of a stab.
- Dolphin Slash:
- Dolphin Slash has more landing lag (19 frames → 24).
- It leaves multiple afterimages of Marth during the leap, akin to the effect used by Fox Illusion and Falco Phantasm.
- Counter:
- Counter's counterattack has less startup (frame 5 → 4).
- The counterbox is bigger (9.2u → 10.5u). It is also higher up (y offset 9.3 → 10).
- It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).
- Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "させない!".
- If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
- Critical Hit:
- Due to the changes to teching, Critical Hit is almost impossible to tech though at some circumstances such as Shulk's Shield Monado Art can still tech at very low percentage.