Marth (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Fixed yet another typo. By me.)
Tag: Mobile edit
No edit summary
Line 18: Line 18:
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, allowing him to fight a step away from danger most of the time; in particular, having the fastest walk speed in the game lets him move quickly without being forced into his dash attack or up smash. Forward tilt, up tilt, and forward aerial are good examples of attacks that cover a lot of ground and keep Marth relatively safe when properly spaced. His up special, [[Dolphin Slash]] lets him recover from below and [[edge sweetspot]] very quickly with minimal startup, though its path remains linear and easy to cover. [[Shield Breaker]] gives Marth a horizontal boost when used in the air, acting as an alternate recovery option or situational edgeguard tool, and is capable of [[Shield break|breaking shields]] more easily than in previous installments, though its high ending lag combined with its short range leaves him vulnerable to attacks.
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, allowing him to fight a step away from danger most of the time; in particular, having the fastest walk speed in the game lets him move quickly without being forced into his dash attack or up smash. Forward tilt, up tilt, and forward aerial are good examples of attacks that cover a lot of ground and keep Marth relatively safe when properly spaced. His up special, [[Dolphin Slash]] lets him recover from below and [[edge sweetspot]] very quickly with minimal startup, though its path remains linear and easy to cover. [[Shield Breaker]] gives Marth a horizontal boost when used in the air, acting as an alternate recovery option or situational edgeguard tool, and is capable of [[Shield break|breaking shields]] more easily than in previous installments, though its high ending lag combined with its short range leaves him vulnerable to attacks.


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 air is a power meteor smash, but it suffers from endlag and an unreliable sweetspot, 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 it difficult to recover from. His down air is a powerful meteor smash, but it suffers from endlag and an unreliable sweetspot, making it extremely situational.


However, Marth has number of weaknesses. One of his most prominent weaknesses is a recurring issue for Marth since ''Melee'' that has only gotten more of a problem: while his attacks have fast startup and good reach, they travel in predictable, low duration arcs, and more concerning, have high endlag. His neutral is also poor, as he must take large risks to win in a neutral position, and if he does, his slow punishes are rather inconsistent despite their power. He also lacks a projectile, making him heavily susceptible to camping. One of his biggest weaknesses is the fact that he has less reach relative to the cast than in ''Brawl'': despite his disjointed range, he has less range than even some non-disjointed characters, with altered hitboxes and animations resulting in less range for many attacks, undermining his former advantage. With the removal of [[chaingrabbing]], all of Marth's throws have less utility, being too weak for reliable KOs yet too strong for reliable followups. Marth can have trouble KOing without edgeguarding if he can't sweetspot his finishers due to the much weaker knockback delivered, requiring very precise hard reads to be effective. Unlike some characters with easy KO confirm set ups (such as throw KO setups), Marth lacks reliable KO setups, making it even more difficult to KO opponents. Overall, these changes combine to hinder both his approach and his punishing abilities.
However, Marth has number of weaknesses. One of his most prominent weaknesses is a recurring issue for Marth since ''Melee'' that has only gotten more of a problem: while his attacks have fast startup and good reach, they travel in predictable, low duration arcs, and more concerning, have high endlag. His neutral is also poor, as he must take large risks to win in a neutral position, and if he does, his slow punishes are rather inconsistent despite their power. He also lacks a projectile, making him heavily susceptible to camping. One of his biggest weaknesses is the fact that he has less reach relative to the cast than in ''Brawl'': despite his disjointed range, he has less range than even some non-disjointed characters, with altered hitboxes and animations resulting in less range for many attacks, undermining his former advantage. With the removal of [[chaingrabbing]], all of Marth's throws have less utility, being too weak for reliable KOs yet too strong for reliable followups. Marth can have trouble KOing without edgeguarding if he can't sweetspot his finishers due to the much weaker knockback delivered, requiring very precise hard reads to be effective. Unlike some characters with easy KO confirm set ups (such as throw KO setups), Marth lacks reliable KO setups, making it even more difficult to KO opponents. Overall, these changes combine to hinder both his approach and his punishing abilities.