Marth (SSBU): Difference between revisions

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→‎Changes from Super Smash Bros. 4: marth changes from 4 to ssbu update
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(→‎Changes from Super Smash Bros. 4: marth changes from 4 to ssbu update)
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Marth has been a high-ranking character in all of his appearances in the series, with both ''Melee'' and ''Brawl'' ranking him as one of the best characters, and although ''SSB4'' initially heavily nerfed him, he was significantly buffed by game updates, allowing him to be ranked as top tier once again. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to ''Ultimate'', but was predominantly nerfed overall.
Marth has been a high-ranking character in all of his appearances in the series, with both ''Melee'' and ''Brawl'' ranking him as one of the best characters, and although ''SSB4'' initially heavily nerfed him, he was significantly buffed by game updates, allowing him to be ranked as top tier once again. Possibly as a result of this, Marth has received a mixture of buffs and nerfs in his transition to ''Ultimate'', but he has been nerfed overall.


Marth benefits from some of the changes to the game's engine. The ability to [[dash cancel]] into any attack improves his grounded spacing ability (especially for his tilt attacks), and allow him to bait attacks with [[fox-trot]]ting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also makes them safer for spacing and approaching, while also enhancing their combo ability, giving the sourspots better safety on hit on landing and more reliable kill confirms into [[tipper]]ed attacks. The changes to [[air dodge]] mechanics also enhance his juggling and edge guarding capabilities, as they provide less leeway for opponents to recover against his wide aerials, further improving his edgeguarding game.
Marth benefits from some of the changes to the game's engine. The ability to [[dash cancel]] into any attack improves his grounded spacing ability (especially for his tilt attacks), and allow him to bait attacks with [[fox-trot]]ting; this is all further compounded by his fast running speed and greatly improved initial dash. The reduced landing lag on his aerials also makes them safer for spacing and approaching, while also enhancing their combo ability, giving the sourspots better safety on hit on landing and more reliable kill confirms into [[tipper]]ed attacks. The changes to [[air dodge]] mechanics also enhance his juggling and edge guarding capabilities, as they provide less leeway for opponents to recover against his wide aerials, further improving his edgeguarding game.
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When it comes to direct changes, [[Dancing Blade]] has been sped up greatly, making its hits link into each other much more consistently, and the tippered fourth forward hit has significantly higher knockback, being able to KO at much lower percentages than before. The ability to angle [[Shield Breaker]] vertically increases the move's coverage, to the point the down angled version will always tipper in a successful [[edge#2 frame punish|2 frame punish]]. Many of his moves such as dash attack, up tilt, up aerial and down aerial are easier to tipper, while some of them are also stronger in both damage and knockback.
When it comes to direct changes, [[Dancing Blade]] has been sped up greatly, making its hits link into each other much more consistently, and the tippered fourth forward hit has significantly higher knockback, being able to KO at much lower percentages than before. The ability to angle [[Shield Breaker]] vertically increases the move's coverage, to the point the down angled version will always tipper in a successful [[edge#2 frame punish|2 frame punish]]. Many of his moves such as dash attack, up tilt, up aerial and down aerial are easier to tipper, while some of them are also stronger in both damage and knockback.


However, Marth has received some noteworthy, direct nerfs, most notablt to his KO ability and [[neutral attack]]. Some of Marth's sourspotted attacks (most notably forward smash and Dancing Blade's fourth forward hit) and tipper forward aerial now deal less knockback, whereas his neutral, forward and back aerials have had their hitbox positionings worsened, making landing the tippers slightly more difficult. Additionally, his up throw, previously an emergency KO option with the aid of [[rage]], is weaker. This makes it more important for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and score KOs. His neutral attack, previously an excellent combo starter and neutral tool due to its first hit, has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, removing its powerful [[jab cancel]] from ''SSB4'' that was useful to Marth's gameplan in exchange of more situational [[lock]] capabilities.
However, Marth has received some noteworthy, direct nerfs, most notably to his KO ability and [[neutral attack]]. Some of Marth's sourspotted attacks (most notably forward smash and Dancing Blade's fourth forward hit) and tipper forward aerial now deal less knockback, whereas his neutral, forward and back aerials have had their hitbox positionings worsened, making landing the tippers slightly more difficult. Additionally, his up throw, previously an emergency KO option with the aid of [[rage]], is slightly weaker as well. This makes it more important for Marth to carefully space his attacks in order to land his tippers to finish strings to deal more damage and score KOs. His neutral attack, previously an excellent combo starter and neutral tool due to its first hit, has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, removing its powerful [[jab cancel]] from ''SSB4'' that was useful to Marth's gameplan in exchange of more situational jab [[lock]] capabilities.


Marth's specials and grab game have also been weakened. [[Dolphin Slash]] and [[Counter]] are a bit more punishable than before, and Dancing Blade deals less damage in exchange for its improved linking potential. Aside from the nerf to his up throw, forward throw has also lost its combo potential. His weaker grab and larger reliance on sweetspotted attacks now weakenes Marth's options against shields, limiting him more to breaking them through the usage of tipper hits and Shield Breaker.
Marth's specials and grab game have also been weakened. [[Dolphin Slash]] and [[Counter]] are a bit more punishable than before, and Dancing Blade deals less damage in exchange for its improved linking potential. Aside from the nerf to his up throw, forward throw has also lost its combo potential. His less rewarding grab and larger reliance on sweetspotted attacks now weakens Marth's options against shields.


Despite benefiting from some of them, Marth is hurt overall by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while further improving his already fast mobility, has made landing his tippers more difficult, as the game's faster pace fosters more aggressive playstyles than in ''SSB4''. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options further magnifies his spacing troubles. All of this is further exacerbated by both the weakening of some of Marth's front-hitting attacks and his weakened grab game. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in [[edge sweet spot]] size, making him easier to edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.
Despite benefitting from some of them, Marth has been also hindered by the gameplay mechanics, due to his defensive playstyle. Particularly, the universal increase in mobility, while improving his approach and further increasing his already fast mobility, has also made landing his tippers more difficult, as the game's faster pace fosters more aggressive playstyles than in ''SSB4''. The removal of perfect pivoting and lack of quick, safe, and reliable grounded micro spacing options further magnifies his spacing troubles. On top of it, Marth's already linear recovery was also made more telegraphed by the changes to air dodging as well as the reduction in [[edge sweet spot]] size, making him easier to edgeguard and thus worsening his survivability. Lastly, the weakening of rage weakens Marth's ability to close out stocks at ludicrously low percentages.


Overall, the benefits Marth gained from the engine do not compensate the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponent while remaining at a safe enough distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues to a degree, making it slightly easier for him to land his tipper hitboxes and slightly improving his grab, though these buffs were not enough to raise his standing. In the end, while Marth remains a relatively viable character, he performs noticeably worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to {{SSBU|Roy}}, {{SSBU|Lucina}} and {{SSBU|Chrom}}, who are widely regarded as much more rewarding than him and thus superior as a result.
Overall, the buffs he got and the benefits Marth gained from the engine do not compensate the nerfs he received and the hindrances the engine has also indirectly given him, as Marth now has a harder time landing his tipper sweet spots, which is especially troublesome as he relies on spacing in order to KO opponents below high percentages. In addition, the knockback nerfs to some of his attacks have made it more difficult for him to consistently KO his opponents at low percentages. This causes Marth to shift to a more offensive playstyle, where he relies more on his sourspotted hits to combo his opponents while remaining at a safe distance from where he can poke them with tippered attacks. Game updates have remedied some of Marth's issues, making it slightly easier and more rewarding for him to land some of his tipper hitboxes and slightly improving his dash grab range, though these buffs did not raise his standing significantly. In the end, while Marth remains a viable character, he performs noticeably worse in ''Ultimate'' compared to ''SSB4'', and is generally seen as inferior to {{SSBU|Lucina}} and {{SSBU|Roy}}, who are widely regarded as more rewarding than him and thus superior as a result.


{{SSB4 to SSBU changelist|char=Marth}}
{{SSB4 to SSBU changelist|char=Marth}}
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