Marth (SSB4): Difference between revisions

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Marth currently ranks 19th on the ''SSB4'' [[tier list]] in the C tier. This is a moderate fall from his 5th place position out of 38 in ''Brawl''. Marth's upsides include good overall mobility and disjointed [[range]] on many attacks. All of his sword-based attacks in particular are quite rewarding if they land only at the tip of his sword, often dealing absurdly high knockback despite their quick startup, most notably his forward smash and [[Shield Breaker]]. However, the drop on Marth's tier placement is largely due to his initial transition into the game and the myriad of nerfs he received in the process. The transition had hindered his reach relative to the cast (though he still has a long reach overall, and it was also buffed in its transition), and slightly increased the ending lag on many attacks, making his moveset less safe as a whole. His forward aerial, a staple move in his [[approach]]ing and [[combo]] games, is laggier and less versatile than before. His throws are now ineffective for comboing past extremely low percents, while still unreliable for KOing, worsening his [[punish]] game. Marth's linear recovery is still susceptible to [[edgeguarding]] even with the new ledge mechanics (though it remains relatively risky to intercept due to it's stage spike potential), and he is vulnerable to combos, [[juggling]], and [[projectile]] [[camping]] due to his lack of safe methods to relieve [[pressure]].
Marth currently ranks 19th on the ''SSB4'' [[tier list]] in the C tier. This is a moderate fall from his 5th place position out of 38 in ''Brawl''. Marth's upsides include good overall mobility and disjointed [[range]] on many attacks. All of his sword-based attacks in particular are quite rewarding if they land only at the tip of his sword, often dealing absurdly high knockback despite their quick startup, most notably his forward smash and [[Shield Breaker]]. However, the drop on Marth's tier placement is largely due to his initial transition into the game and the myriad of nerfs he received in the process. The transition had hindered his reach relative to the cast (though he still has a long reach overall, and it was also buffed in its transition), and slightly increased the ending lag on many attacks, making his moveset less safe as a whole. His forward aerial, a staple move in his [[approach]]ing and [[combo]] games, is laggier and less versatile than before. His throws are now ineffective for comboing past extremely low percents, while still unreliable for KOing, worsening his [[punish]] game. Marth's linear recovery is still susceptible to [[edgeguarding]] even with the new ledge mechanics (though it remains relatively risky to intercept due to it's stage spike potential), and he is vulnerable to combos, [[juggling]], and [[projectile]] [[camping]] due to his lack of safe methods to relieve [[pressure]].


His current position is a result of his heavy buffs brought by recent updates like [[1.1.3]] and [[1.1.4]], particularly in reach, [[interruptibility]] and damage for many of his attacks, and all subsequent patches went to further nerf some of his harder matchups. Since the buffs in said update, Marth has achieved some notable results in lower-level tournaments and has also achieved significantly better results in bigger tournaments, with {{Sm|Mr.E}} having placed 5th at [[KTAR XVII]] and 13th at [[EVO 2016]] (and notably defeated {{Sm|ZeRo}} 2-1), and {{Sm|Pugwest}} placing 17th at [[Pound 2016]], [[GOML 2016]] and EVO 2016, while such results before the patch were almost unspoken of for him. He has also started gaining results in Japan, one of his driest regions for results, thanks to {{Sm|Fuwa}}. Lastly, he recently had {{Sm|Leo}} win [[Smash Factor 5]] while using Marth through a majority of the tournament, notably being able to reset the Grand Finals bracket against {{Sm|Mr. R}}'s Sheik 3-0, using Marth. As a result, Marth has the 2nd largest rise between the first and the second official ''Smash 4'' tier lists (+22), second to {{SSB4|Mewtwo}}. Another result of these buffs resulted in {{Sm|Dabuz}} and {{Sm|ZeRo}} claiming that Marth's placement is too low and that he is a top tier character (although this is highly debatable).  All in all, his tier placement is considered to be accurate. though he is still overshadowed by his top/high placements in ''Melee'' and ''Brawl'', however, he is still achieving strong tournament results as a result to his buffs.
His current position is a result of his heavy buffs brought by recent updates like [[1.1.3]] and [[1.1.4]], particularly in reach, [[interruptibility]] and damage for many of his attacks, and all subsequent patches went to further nerf some of his harder matchups. Since the buffs in said update, Marth has achieved some notable results in lower-level tournaments and has also achieved significantly better results in bigger tournaments, with {{Sm|Mr.E}} having placed 5th at [[KTAR XVII]] and 13th at [[EVO 2016]] (and notably defeated {{Sm|ZeRo}} 2-1), and {{Sm|Pugwest}} placing 17th at [[Pound 2016]], [[GOML 2016]] and EVO 2016, while such results before the patch were almost unspoken of for him. He has also started gaining results in Japan, one of his driest regions for results, thanks to {{Sm|Fuwa}}. Lastly, he recently had {{Sm|Leo}} win [[Smash Factor 5]] while using Marth through a majority of the tournament, notably being able to reset the Grand Finals bracket against {{Sm|Mr. R}}'s Sheik 3-0, using Marth. As a result, Marth has the 2nd largest rise between the first and the second official ''Smash 4'' tier lists (+22), second to {{SSB4|Mewtwo}}. Another result of these buffs resulted in {{Sm|Dabuz}} and {{Sm|ZeRo}} claiming that Marth's placement is too low and that he is a top tier character (although this is highly debatable).  All in all, his tier placement is considered to be accurate, though he is still overshadowed by his top/high placements in ''Melee'' and ''Brawl''.


==Attributes==
==Attributes==
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