Rewrite
Smash Apprentice
- Joined
- Jan 22, 2015
- Messages
- 105
The following is a list of (possible) changes that i discovered messing about with Marth in training mode.
All of the following was tested against a Mario in training mode. If it's not Mario it will be stated otherwise.
A friend of mine claimed that Marth felt smoother to move around with. I can't confirm this personally, but we think there may have been an overall change to the characters. I'm unsure about it myself but it certainly feels that way. I think it may be me trying to notice something not there.
The F-Smash tipper, along with his tippers in general feel easier to pull-off. I can't be certain, but I'm certainly hitting them much more consistently. I think this may be a change to sweet spotting in general to make it more lenient. My friend says he's pulling off Falcon's knee for days and only gets the weak hits when he mistimes it horribly.
The un-tipped F -Smash also seems to kill earlier. In training mode while at 0%, I f-smashed Mario at 115% at the edge of FD and it killed. Landing the tip on Marth's kill moves is still crucial, but if you can't quite get it you don;t have to wait until 150% for it to work any more.
Now for other stuff. Please note that in training mode the rage mechanic isn't dispelled, so that may play a bit of a part unless stated otherwise. It's also why I'm reluctant to give exact percentages.
The recovery on fair definitely seems shorter now and before 100% on most characters the un-tippered hit will have them directly in front of you. While a f-air to f-air true combo happens at very specific percentages, if your opponent doesn't air dodge or have an immensely fast mid-air attack you're very likely to hit them with something else. This makes Marth's already ridiculous off stage game even better. <3
And now for combos!
You can TRUE COMBO down throw into tipper up air. Against Lucina I did this at about 30%. Against Mario it happens around 20%. I'm pretty sure this wasn't a thing before, but if it was... oops.
YOU CAN TRUE COMBO FAIR TO FAIR. I first did this un-tippered to tippered and it killed. For both times the first hit was performed on-stage at the edge on a grounded Mario and the second off stage. I performed a short hop and no double jump or fast falling was used. I can't remember the percent Mario was at. The second time was un-tippered to un-tippered and it was done the same way. I did it around the 60% mark. The percentage and timing on it is super strict, but it's back baby.
There's also an almost Ken Combo. It also feels like I should be able to combo fair to d-air, but because I'm on the 3DS every time I go for the d-air I end up fast-falling and it misses. If someone on Wii U could test it for me when the patch is out that would be great.
There's also a pseudo-Ken Combo. If you fair someone and they double jump after they recover from hit stun, you can respond by double jump d-airing. I believe after enough practice, you can definitely space the dunk spot on it. You can also probably use any of Marth's aerials at this point and it will work out.
This isn't a true combo, but at lower percentages if you f-air and your opponent doesn't tech you can just throw out an almost guaranteed tipped Shield breaker. At certain percentages in mid-air, if you f-air them (and they don't DI or air dodge) you can hit them with a tipped shield breaker as well.
I'm also exploring Marth's Dancing Blade options. I've been trying to combo f-air into it, but I haven't gotten it to work out yet. I'm going to continue looking into Marth's changes. If anyone else has discovered anything really interesting about Marth in the new patch, please share it here!
All of the following was tested against a Mario in training mode. If it's not Mario it will be stated otherwise.
A friend of mine claimed that Marth felt smoother to move around with. I can't confirm this personally, but we think there may have been an overall change to the characters. I'm unsure about it myself but it certainly feels that way. I think it may be me trying to notice something not there.
The F-Smash tipper, along with his tippers in general feel easier to pull-off. I can't be certain, but I'm certainly hitting them much more consistently. I think this may be a change to sweet spotting in general to make it more lenient. My friend says he's pulling off Falcon's knee for days and only gets the weak hits when he mistimes it horribly.
The un-tipped F -Smash also seems to kill earlier. In training mode while at 0%, I f-smashed Mario at 115% at the edge of FD and it killed. Landing the tip on Marth's kill moves is still crucial, but if you can't quite get it you don;t have to wait until 150% for it to work any more.
Now for other stuff. Please note that in training mode the rage mechanic isn't dispelled, so that may play a bit of a part unless stated otherwise. It's also why I'm reluctant to give exact percentages.
The recovery on fair definitely seems shorter now and before 100% on most characters the un-tippered hit will have them directly in front of you. While a f-air to f-air true combo happens at very specific percentages, if your opponent doesn't air dodge or have an immensely fast mid-air attack you're very likely to hit them with something else. This makes Marth's already ridiculous off stage game even better. <3
And now for combos!
You can TRUE COMBO down throw into tipper up air. Against Lucina I did this at about 30%. Against Mario it happens around 20%. I'm pretty sure this wasn't a thing before, but if it was... oops.
YOU CAN TRUE COMBO FAIR TO FAIR. I first did this un-tippered to tippered and it killed. For both times the first hit was performed on-stage at the edge on a grounded Mario and the second off stage. I performed a short hop and no double jump or fast falling was used. I can't remember the percent Mario was at. The second time was un-tippered to un-tippered and it was done the same way. I did it around the 60% mark. The percentage and timing on it is super strict, but it's back baby.
There's also an almost Ken Combo. It also feels like I should be able to combo fair to d-air, but because I'm on the 3DS every time I go for the d-air I end up fast-falling and it misses. If someone on Wii U could test it for me when the patch is out that would be great.
There's also a pseudo-Ken Combo. If you fair someone and they double jump after they recover from hit stun, you can respond by double jump d-airing. I believe after enough practice, you can definitely space the dunk spot on it. You can also probably use any of Marth's aerials at this point and it will work out.
This isn't a true combo, but at lower percentages if you f-air and your opponent doesn't tech you can just throw out an almost guaranteed tipped Shield breaker. At certain percentages in mid-air, if you f-air them (and they don't DI or air dodge) you can hit them with a tipped shield breaker as well.
I'm also exploring Marth's Dancing Blade options. I've been trying to combo f-air into it, but I haven't gotten it to work out yet. I'm going to continue looking into Marth's changes. If anyone else has discovered anything really interesting about Marth in the new patch, please share it here!