okay but pit is way cuter than any of the other swordsmen soooo
In all seriousness, the swordies have always been a horribly unbalanced class of fighter in smash 4
The balance of sword fighters has been questionable ever since Melee. The balance of sword characters (and weapon-wielders to include D3 and IC's) has ranged from unfortunate (
) to questionable (
) to mind-numbingly disastrous (
).
and
have a very questionable contrast in their designs: Marth not only has the advantage of a tipper and slightly longer reach, but faster dashing and walking speeds, a 1-frame faster jumpsquat, a longer wavedash, and moves that generally deal more knockback with better frame data to top it off. And Marth has the benefit of longer survivability due to his superior recovery.
: I don't think we need that much explanation here. But there's one thing in MK's design that I don't see getting mentioned much: his hitboxes aren't crazy due to their sizes, but for another reason: in all his interations, Marth's range is counterbalanced by the ending lag on his moves, their low active frames, and the fact that they travel in arcs. Meanwhile, Brawl MK (and to a much lesser extent, Smash 4 MK) has the advantage of disjoints
and static hitboxes. Brawl MK's forward aerial was so overtuned because the sword trails were active for 6 frames and covered the whole area in front of him on each of those frames.
This dumb combination of long reach and static hitboxes is precisely why Mach Tornado was such an oppressive move.
--Off topic a little: one reason
's hitboxes are much more tame isn't solely the reduced range; they severely reduced his active frames. Want to know how severely? Fair, uair, dair, f tilt, fsmash, usmash, and dsmash all had their active frames shortened by 50%. In more detail, all of those moves have only 1 active frame (multi-hits have 1 frame on each hit). And just FYI, Smash 4 MK's fair has longer range than in Brawl.--
: similar to Brawl MK, his range is strangely coupled with high hitbox durations (uair and dair, anyone?).
also has this advantage to a degree, but Cloud also has the benefit of great mobility, a charging mechanic that allows him to actually camp and force approaches along with a projectile, and good frame data. I know Sakurai likely intended for Cloud to be really, really good, but from a game balance stand-point, throwing absurd range, long active frames, Limit Break, and high damage output onto a 1.97 dashing speed, 1.1 air speed, and a 4-frame jumpsquat is all obviously going to raise a lot of eyebrows.
: Roy is just a mess of half-baked playstyles. We've already discussed this a while back. He was already overshadowed by
from the start (Roy DLC update was a month after the last patch to majorly change MK pre-1.1.5) because MK was and is a sword character who filled Roy's niche of trading range for mobility, and MK works as much better mix between heavy pressure and combos than Roy, who was clearly intended to play that role (just note: I remember reading a post a long while back that said Roy hard-countered MK).Then
got major buffs and accelerated ahead of Roy. Roy went from being overshadowed to completely invalidated with Cloud's release, and only more so with the buffs to
and the inclusion of
.
: Ike stood out really well for his range, but is now somewhat overshadowed by Cloud. However, Ike still has a niche in his grab game, which is generally the most consistent out of all the swordies. Furthermore, he's heavier than Cloud with a much better recovery, giving him another selling point in his survivability.
......
TL;DR Smash 4 has 13 sword characters, and
are the ones who have niches while not being invalidated by others.