Marth (SSB4): Difference between revisions

→‎Attributes: Guys, Marth's recovery is shit. Put a hitbox below the ledge. Wow he's dead!
(→‎Attributes: Guys, Marth's recovery is shit. Put a hitbox below the ledge. Wow he's dead!)
Line 16: Line 16:
Marth is a character based around the concept of [[tipper]]s, gaining the most reward for proper [[spacing]] and remaining a specific distance away from his opponent. However, compared to his strong showing in the previous two games, he is weaker overall in ''SSB4'' due to the many nerfs placed upon him, which make this iteration of him in ''SSB4'' inferior to his ''Melee'' and ''Brawl'' iterations.
Marth is a character based around the concept of [[tipper]]s, gaining the most reward for proper [[spacing]] and remaining a specific distance away from his opponent. However, compared to his strong showing in the previous two games, he is weaker overall in ''SSB4'' due to the many nerfs placed upon him, which make this iteration of him in ''SSB4'' inferior to his ''Melee'' and ''Brawl'' iterations.


The fundamental ideas of Marth remain intact. He has above average movement speed overall and a moveset full of disjointed hitboxes that tend to cover wide arcs with low startup, allowing him to fight a step away from danger most of the time while being able to react quickly. His forward tilt, up tilt, down tilt and forward aerial are good examples of attacks that cover a lot of ground and keep Marth relatively safe when properly spaced. As mentioned before, the tip of Marth's sword deals much higher knockback and damage, and with proper spacing, Marth has some of the strongest punishes of any character, with his sweetspotted forward smash having the third highest knockback in the game and several other moves gaining impressive power if landed. Having the fastest walk speed in the game also lets him move quickly without being forced into his dash attack, up smash or grab. His specials have good utility: his up special, [[Dolphin Slash]] lets him recover from below and [[edge sweetspot]] very quickly with minimal startup, and the latter allows him to use it as an effective [[out of shield]] or as a method to escape combos. [[Shield Breaker]] is an effective punish against shields due to its high [[shield damage]], and can improve his recovery by giving him a horizontal boost when used in the air (even more so if fully charged), acting as an alternate recovery option or situational edgeguard tool, although the move is punishable if missed. [[Dancing Blade]] is useful for racking up damage or catching bad [[dodge]]s due to its multiple hits, and his [[Counter]] can now KO at moderate percentages upon countering a strong enough move, making it a formidable tool for hard reads.
The fundamental ideas of Marth remain intact. He has above average movement speed overall and a moveset full of disjointed hitboxes that tend to cover wide arcs with low startup, allowing him to fight a step away from danger most of the time while being able to react quickly. His forward tilt, up tilt, down tilt and forward aerial are good examples of attacks that cover a lot of ground and keep Marth relatively safe when properly spaced. As mentioned before, the tip of Marth's sword deals much higher knockback and damage, and with proper spacing, Marth has some of the strongest punishes of any character, with his sweetspotted forward smash having the third highest knockback in the game and several other moves gaining impressive power if landed. Having the fastest walk speed in the game also lets him move quickly without being forced into his dash attack, up smash or grab. His specials have good utility: his up special, [[Dolphin Slash]] lets him recover from below and [[edge sweetspot]] very quickly, though it's path is linear and easy to intercept. The move has  minimal startup, allowing him to use it as an effective [[out of shield]] or as a method to escape combos. [[Shield Breaker]] is an effective punish against shields due to its high [[shield damage]], and can improve his recovery by giving him a horizontal boost when used in the air (even more so if fully charged), acting as an alternate recovery option or situational edgeguard tool, although the move is punishable if missed. [[Dancing Blade]] is useful for racking up damage or catching bad [[dodge]]s due to its multiple hits, and his [[Counter]] can now KO at moderate percentages upon countering a strong enough move, making it a formidable tool for hard reads.


Marth is also decent with [[edgeguarding]] relative to the cast (as edgeguarding is much less effective). The range, startup, and wide arc of his forward and back airs make them reliable for punishing careless recoveries from above the ledge, as well as to the side of it;  however, their endlag makes this rather risky. His down tilt sends opponents at a [[semi-spike]] angle, making good at edgeguarding as well. His down air is a powerful [[meteor smash]], but it suffers from high endlag and an unreliable sweetspot (the only meteor smash is if it hits on frame 11 and gets tippered), making it extremely situational.
Marth is also decent with [[edgeguarding]] relative to the cast (as edgeguarding is much less effective). The range, startup, and wide arc of his forward and back airs make them reliable for punishing careless recoveries from above the ledge, as well as to the side of it;  however, their endlag makes this rather risky. His down tilt sends opponents at a [[semi-spike]] angle, making good at edgeguarding as well. His down air is a powerful [[meteor smash]], but it suffers from high endlag and an unreliable sweetspot (the only meteor smash is if it hits on frame 11 and gets tippered), making it extremely situational.
1,491

edits