Marth (SSBB): Difference between revisions

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==Changes from ''Melee'' to ''Brawl''==
==Changes from ''Melee'' to ''Brawl''==
Marth has received a mix of [[buff]]s and [[nerf]]s in transition from ''Melee''. However, it’s debatable whether Marth has been buffed or nerfed, as he was objectively nerfed in terms of attributes, but buffed in terms of other areas. Marth's incredible ground movement is less effective than in ''Melee'', due to the weakening of [[dash dancing]] and the removal of [[wavedash]]ing. Additionally Marth's [[grab]] range is also much shorter, making it harder to set-up follow-ups out of his throws. Thus, Marth's neutral game as a whole is weaker, due to less safe movement, and ''Brawl'''s more defensive minded [[metagame]], hindering his approach. Additionally, Marth's large combo potential and phenomenal [[edgeguarding]] ability were also toned down, as he can no longer create extended, near zero-to-death juggles with the aid of platforms and can also no longer close out stocks consistently when edgeguarding due to the loss of consistency in his [[down aerial]] as well as the altered physics of ''Brawl''.   
Marth has received a mix of [[buff]]s and [[nerf]]s in transition from ''Melee''. Although he was objectively nerfed in terms of attributes, the buffs that he received can help Marth compensate the nerfs in terms of other areas. Marth's incredible ground movement is less effective than in ''Melee'', due to the weakening of [[dash dancing]] and the removal of [[wavedash]]ing. Additionally Marth's [[grab]] range is also much shorter, making it harder to set-up follow-ups out of his throws. Thus, Marth's neutral game as a whole is weaker, due to less safe movement, and ''Brawl'''s more defensive minded [[metagame]], hindering his approach. Additionally, Marth's large combo potential and phenomenal [[edgeguarding]] ability were also toned down, as he can no longer create extended, near zero-to-death juggles with the aid of platforms and can also no longer close out stocks consistently when edgeguarding due to the loss of consistency in his [[down aerial]] as well as the altered physics of ''Brawl''.   
   
   
Despite this, his nerfed combo and edgeguarding prowess still remains among the best relative to the cast, and the new mechanics of ''Brawl'' help alleviate one of his critical flaws in his poor [[recovery]]. Contrary to popular belief, Marth's overall range was increased relative to the cast, combined with the universal nerf of mobility options, this helps Marth zone out his opponents somewhat better than before. The removal of [[crouch cancelling]] also removes one of his weaknesses in ''Melee'', where many of his non-tipper moves were crouch-cancelable at low percents. His moves are also relatively stronger when tippered, giving him more KO potential.  
Despite this, his nerfed combo and edgeguarding prowess still remains among the best relative to the cast, and the new mechanics of ''Brawl'' help alleviate one of his critical flaws in his poor [[recovery]]. Contrary to popular belief, Marth's overall range was increased relative to the cast, combined with the universal nerf of mobility options, this helps Marth zone out his opponents somewhat better than before. The removal of [[crouch cancelling]] also removes one of his weaknesses in ''Melee'', where many of his non-tipper moves were crouch-cancelable at low percents. His moves are also relatively stronger when tippered, giving him more KO potential.  
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