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Official 4BR Tier List V4 - Competitive Insight & Analysis

The-Technique

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Marth doesn't have a good recovery either, it's extremely intercept-able since it barely goes anywhere at all, just hit it and you're gold, people don't get that at all. Corrin has safe grounded opnions, dtilt is usually safe on any character as long as they aren't up close to him. side b is almost always safe unless the opponent plays a character like Sonic and they can just run to catch him, corrin doesn't need speed as much as you'd think, he has side B, that's good enough. And if you say "well yes he does he can't be top tier if he doesn't." What is Bayonetta, my good foe?
Marth's up B is intangible on frame 1 and its knockback angle stage spikes characters, which makes it risky to edgeguard him to begin with. Combine that with his amazing startup data on his aerials, you're saying this character *doesn't* have a good recovery?

Corrin's d-tilt is -12 on shield and it isn't even her *safest* grounded option (f-tilt LOL). Your opponent literally has to be either a low/bottom tier or half asleep to not be able to punish Corrin's d-tilt out of shield. Side B is also -11 on shield and the only time its safe is if you're performing the retreating kick. But doing that you're giving up stage control in most scenarios, so that's no good either.
 

WiFi

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Marth is probably one of a few characters I don't feel safe edgeguarding or fair-footstooling as Fox. His Up-B is a very good move for a vertical recovery. Marth's D-tilt is also a way better move than Corrin's D-tilt, considering that tipper D-tilt is far more safe on shield.
 

MERPIS

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, Marcina mains seem to love bashing their own character, and they tend to see some hard even matchups as losing matchups.
Since when do Lucina mains bash their character? If anything they give her way more credit than she deserves.

Marth's up B is intangible on frame 1 and its knockback angle stage spikes characters, which makes it risky to edgeguard him to begin with. Combine that with his amazing startup data on his aerials, you're saying this character *doesn't* have a good recovery?
It's not safe at all, rob any marth of his jump and he's useless, even without using his jump he's still in a good position to be screwed over by good lingering hitboxes.
 
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The-Technique

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rob any marth of his jump and he's useless
you just summed up about 90% of recoveries in this game

also whichever Marth players you've played against where this situation you described occurs frequently, id like to play them. they sound pretty free
 

NINTENDO Galaxy

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Skeeter Mania Skeeter Mania

A player can chase Kamui during the kick, while they are unable to act out of it.

When I see Kamui players on stream, I rarely see the retreat option punished since we tend to say it is safe on shield. Which has lead to players saying "that there is nothing they can do vs. Dragon Lunge since the move is safe, so Kamui can spam it all day", hence some players began to call then brain-dead or noon-friendly.

If this opinion is not true, then my information is outdated. I have not watched much of Kamui recently besides a few of Cosmo's sets.
 

Skeeter Mania

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Skeeter Mania Skeeter Mania

A player can chase Kamui during the kick, while they are unable to act out of it.

When I see Kamui players on stream, I rarely see the retreat option punished since we tend to say it is safe on shield. Which has lead to players saying "that there is nothing they can do vs. Dragon Lunge since the move is safe, so Kamui can spam it all day", hence some players began to call then brain-dead or noon-friendly.

If this opinion is not true, then my information is outdated. I have not watched much of Kamui recently besides a few of Cosmo's sets.
I was talking about stage control, not pin recovery.
 

MercuryPenny

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marth's disadvantage and punish game are garbo and he hasn't gotten notable solo results in ages

surprised that people haven't mentioned that he's terrible against dk and bowser btw
 

ReVerbIsSuperb

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Side B is also -11 on shield and the only time its safe is if you're performing the retreating kick. But doing that you're giving up stage control in most scenarios, so that's no good either.
That's an important aspect I feel gets overlooked. Losing stage control for some characters isn't that big of a deal because of how easily they can regain it once lost, but depending on who she fighting, Corrin's slow ground speed & average airspeed among other things go hand in hand in with how she can sometimes struggle to reset back or box her way out of a corner once she puts herself there.

Corrin works well when she has stage control but her gameplan falls apart a bit when she is without it (unless she in a MU where she can freely overuse pin lol). Using Bair to fend people off in the corner can just auto-push her back in the same spot she was already in for example and using pin again still can get her punished or tossed right back into a disadvantageous scenario. If she's against someone who doesn't have to respect her options as much, she really has to pick and choose her spots carefully.

Another thing about using pin kick away is, depending on who she is fighting, it still might not always be safe. Against a lot of the faster characters in the game (who also tend to be within the realm of her losing or possibly losing MUs) such as: Sheik, Fox, M2, MK, etc, pin has to be used a lot less overall because they can always punish whatever option is chosen (usually with at least a dash attack) even if spaced well.
 

The_Bookworm

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marth's disadvantage and punish game are garbo and he hasn't gotten notable solo results in ages

surprised that people haven't mentioned that he's terrible against dk and bowser btw
How is his disadvantage and (especially) punish game bad? I'd admit that he doesn't have a lot of top solo representatives, but his top players bring out strong results.

He doesn't have a terrible matchup against the DK and Bowser. It is MKLeo's worst matchup though.
 

MercuryPenny

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bad landing options, can only really recover low without getting hit for free and has a lot of trouble getting out of strings. punish game, he's limited to stray hits, airdodge reads and, rarely, 2-hit confirms to knock people offstage. his advantage state yes, there's no arguing that his ledge trapping isn't obnoxious, his neutral game sure, but punish game? nah.
 

Rizen

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Sorry..
I respect Smashboards. It is filled with good discussions and data. I could see arguments come up with good detail and people who defend or agree also give good reason of why they defend or agree.

BUT...
I am just worried of the Ness vs Lucas debate OUTSIDE of Smashboard, such as Twitter or Reddit. They are different than Smashboard because they recieve the most radical opinions and usually believes more bias than fact (Bayonetta bias from Twitter/Reddit is a very good example).When someone compares two characters outside SmashBoard such as Ness vs Lucas, they can use some sort of bias to overpraise or overcriticize them. From this, the character who got criticized hard even though it is a good character, like Ness, can dropped hard because of these said criticism. Instead of figuring out the facts of Ness vs Lucas, they usually criticized the character like Ness for being unviable and praise the character like Lucas for being underrated. Same goes the other way around for Ness and Lucas. I know that it is their opinions, but if that negative and positive opinions, with little to facts and evidence to make it true, spreads to the community, the community will believe in and then it will eventually go so far that it will affect the top players as well. This is what I am worrying about.
Social media has many loud, opinionated idiots. There was a great Bill Maher rant about how the news is using controversy on social media as an excuse to report tabloid dribble. "The internet is outraged about this dress choice. -No it's 3 guys who would get mad if I tweeted good morning", (paraphrased) lol. Language warning btw.

Point being, don't take social media trolls seriously; they'll complain about any and everything.
-16 on shield drop looks awful on paper, yes, and should be easily punishable, but you fail to account for the human aspect of it. The move is just too fast with too little shieldlag to actually punish on reaction.

As for pin, you are entirely correct. Especially because Corrin really likes having stage.
If you're awake enough to shield, you're able to punish from it.

Marth's recovery isn't bad, he's floaty with good air speed, an intangible upB and a fast sword with arching swings the size of Montana.

I'm still on the fence about if Corrin is better than Marth.
Corrin's CQC game is lighter but (s)he brings a great mobility/burst/kill option in lance, a mid range kill move that doubles as a projectile, a quick descending Dair and stronger counter.
Marth's punish game with dancing blade is great, his ground and air sword zoning are also fantastic with huge range that curves, most sword characters lack this kind of coverage above and below them (Cloud's Bair stab for example), and landing with Marth below you is the fourth circle of hell.

I've talked about 'fluid' tiers before where characters are equal yet different. IMO this is a case of such.
 

The-Technique

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bad landing options, can only really recover low without getting hit for free and has a lot of trouble getting out of strings. punish game, he's limited to stray hits, airdodge reads and, rarely, 2-hit confirms to knock people offstage. his advantage state yes, there's no arguing that his ledge trapping isn't obnoxious, his neutral game sure, but punish game? nah.
ok im not gonna pretend that marth is a broken character but man give him a little credit

marth is combo food that is true, but in terms of dealing with strings he can punish fraudulent combos with mid-air up B and fast fall u-air. granted those arent always safe and dependable but still good compared to many characters.

in terms of punish game, yeah he's not going to kill someone from 0 percent like Bayo or convert mad damage like Fox, but a lot of his punish options force opponents to either land or recover to the ledge where he can frame trap and punish landing options reactively, thanks to his amazing startup data on nearly all of his moves.

you're also neglecting that marth can very easily kill just from his neutral options. tipper dancing blade at the edge of the stage? dead. f-tilt? dead. tipper f-air/b-air? dead. and if worse comes to worst, marth can just u-throw you and win.

again im not saying marth is like super amazing, but theres a reason Leo prefers him over Cloud for certain matchups such as Sheik, Bayonetta, and Mario.
 

MERPIS

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ok im not gonna pretend that marth is a broken character but man give him a little credit

marth is combo food that is true, but in terms of dealing with strings he can punish fraudulent combos with mid-air up B and fast fall u-air. granted those arent always safe and dependable but still good compared to many characters.

in terms of punish game, yeah he's not going to kill someone from 0 percent like Bayo or convert mad damage like Fox, but a lot of his punish options force opponents to either land or recover to the ledge where he can frame trap and punish landing options reactively, thanks to his amazing startup data on nearly all of his moves.

you're also neglecting that marth can very easily kill just from his neutral options. tipper dancing blade at the edge of the stage? dead. f-tilt? dead. tipper f-air/b-air? dead. and if worse comes to worst, marth can just u-throw you and win.

again im not saying marth is like super amazing, but theres a reason Leo prefers him over Cloud for certain matchups such as Sheik, Bayonetta, and Mario.
Nice up close kill options at any percent outside of 150+ Marth also has no real good combo tools outside of jab and dancing blade, and most of his combos barely do more than 20% anyways so his punish game is only pretty much his kill moves, which are ass to land against any character that can stay up in marths face or can avoid being pressured by this tips.
 

The_Bookworm

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ye tbh if any of the smash community was actually SMRT they'd realize that she's barely top 25
Wait WHAT LOL

You could make a case for that if the shield mechanic changes never happened, but WHAT!?!
 
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J0eyboi

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Oh, boy, do I have a lot to say.
Marth, unlike Corrin, has tippers on everything, leading to Marth having overall better killpower.
Marth doesn't have better kill power than Corrin. Sure, Marth can kill with tipper Nair at ledge at 80, but Corrin can kill with fair > Side-B or fair > neutral-B at ledge at the same %s. She has a better kill throw, too. Marth can kill earlier, but Corrin has more consistent kill power at high %s.
This also makes Marth a good counter-pick against other swordsmen, as they fight in his favorite range. Corrin does do better at close range, but Marth is faster, has a better recovery (Corrin's recovery is actual garbage, no horizontal recovery aside from Pin, and Up-B covers half the distance of Marth's, Marth's also hits through the stage), and kills much earlier (Tipper nair at ledge with Marth at 70% rage kills at ~60-80%).
"No horizontal recovery aside from pin?" Seriously? For one, Corrin can Bair boost. For another, her Up-B goes much further horizontally than Marth's, and can be angled. For a third, Pin doesn't help horizontal recovery on stages that aren't Smashville. And as mentioned earlier, Corrin and Marth start killing at around the same %s, but Corrin has far fewer gaps in her kill %s with more ways to do so. Marthritis is still a thing. Also, Corrin has longer overall disjoints than Marth, I believe.

Corrin, while the character is good, relies heavily on stage control, and Corrin's safest option, that being Pin, often sees Corrin giving stage control to the opponent. Corrin isn't better than Marth, they are around the same in terms of power. Also, don't listen to Marcina mains complaining about matchups, Marcina mains seem to love bashing their own character, and they tend to see some hard even matchups as losing matchups.
Pin is not Corrin's safest option. It's not even safe against the entire cast. Her actual safest options are Bair (+1 on shield and pushes Corrin away, super safe) and Nair (0 on shield, has to be spaced), neither of which give up stage. Pin is just safe and frame 7.

Skeeter, stage control refers to being in a position that allows you to prevent your opponent from moving around the stage. Going back to stage won't instantly give you it back. Hell, back kick usually doesn't even take Corrin offstage.

Wait WHAT LOL

You could make a case for that if the shield mechanic changes never happened, but WHAT!?!
The use of SMRT leads me to believe MERPIS was being facetious.

Marth's recovery isn't bad, he's floaty with good air speed, an intangible upB and a fast sword with arching swings the size of Montana.
Arcing.

I'm still on the fence about if Corrin is better than Marth.
Corrin's CQC game is lighter but (s)he brings a great mobility/burst/kill option in lance, a mid range kill move that doubles as a projectile, a quick descending Dair and stronger counter.
Marth's punish game with dancing blade is great, his ground and air sword zoning are also fantastic with huge range that curves, most sword characters lack this kind of coverage above and below them (Cloud's Bair stab for example), and landing with Marth below you is the fourth circle of hell.

I've talked about 'fluid' tiers before where characters are equal yet different. IMO this is a case of such.
Don't particularly disagree with anything you said here, but it's worth noting that pin does a lot of what dancing blade does as a punish option, though it's much more affected by staling and kills later.

Nice up close kill options at any percent outside of 150+ Marth also has no real good combo tools outside of jab and dancing blade, and most of his combos barely do more than 20% anyways so his punish game is only pretty much his kill moves, which are *** to land against any character that can stay up in marths face or can avoid being pressured by this tips.
Marth has much more punish game than just his kill options. He has plenty of combos at low percents, and at mid-high percents, he has ridiculous juggling and edgeguarding. Also, jab is a hit confirm, not a combo tool.
 
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MercuryPenny

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marth is combo food that is true, but in terms of dealing with strings he can punish fraudulent combos with mid-air up B and fast fall u-air. granted those arent always safe and dependable but still good compared to many characters.
and also pretty mediocre compared to a lot of top tiers

like even if you don't have free escapes like zss flip jump or a frame 3 nair there's a decent chance you at least have ok landing options a la mewtwo fair, cloud dair or shiek anything

in terms of punish game, yeah he's not going to kill someone from 0 percent like Bayo or convert mad damage like Fox, but a lot of his punish options force opponents to either land or recover to the ledge where he can frame trap and punish landing options reactively, thanks to his amazing startup data on nearly all of his moves.
punish game and advantage are two distinct things, you're letting them bleed into each other here. what marth lacks is 30-40% extended strings and consistent kill setups, while he has no problem ledge trapping and punishing landings, he has trouble dealing large amounts of damage off a successful neutral exchange without further exchanges in advantage

you're also neglecting that marth can very easily kill just from his neutral options. tipper dancing blade at the edge of the stage? dead. f-tilt? dead. tipper f-air/b-air? dead. and if worse comes to worst, marth can just u-throw you and win.
the problem i'm highlighting is marth's fairly weak damage output after winning neutral, rather than his occasional inconsistency

again im not saying marth is like super amazing, but theres a reason Leo prefers him over Cloud for certain matchups such as Sheik, Bayonetta, and Mario.
there likely is, since mayonetta and mario are pretty bad at covering landings because of their lack of quick grounded movement options (plus the latter's bad traction and insert generic range comment here) and thus have issues capitalizing on one of marth's most important weaknesses
 

Rizen

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Arcing.



Don't particularly disagree with anything you said here, but it's worth noting that pin does a lot of what dancing blade does as a punish option, though it's much more affected by staling and kills later.



Marth has much more punish game than just his kill options. He has plenty of combos at low percents, and at mid-high percents, he has ridiculous juggling and edgeguarding. Also, jab is a kill confirm, not a combo tool.
C>H muscle memory, then it doesn't get picked up by spell check. :ohwell:

DB deals a lot of damage and frame traps really well. Pin has better utility and it's own uses but I'd definitely say Marth has the better punish game. Marth has better kill power too. All his tippers hit harder, he's better at zoning and has his own combos like jab>Ftilt. Marth's smashes are also better and more consistent than Corrin's. Corrin's Usmash is terrible and Fsmash is situational to spacing.
 

ぱみゅ

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The reason Kamui is difficult to approach to isn't a mathematical one, isn't about a 8-frame move or a safe-on-shield poke.
It's a projectile+followup attack that they can charge as much as they want and make it tricky and/or very risky to challenge.
:196:
 

ArnoldPalmer

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bad landing options, can only really recover low without getting hit for free and has a lot of trouble getting out of strings. punish game, he's limited to stray hits, airdodge reads and, rarely, 2-hit confirms to knock people offstage. his advantage state yes, there's no arguing that his ledge trapping isn't obnoxious, his neutral game sure, but punish game? nah.
If you haven't noticed yet, most characters in this game are actually pretty **** at landing. Its not as brutal as melee, but disadvantage isn't that great. You only have a small handful of characters with half decent landing options, and most of them can still be exploited in one way or another. Not saying that Marth is great at it anything, just saying that very few characters really are.
 
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D

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I would say slowly as the meta evolves, Marth sinks into high tier, being tied with Lucina. Marth is better than Corrin indeed though, and MKLeo has used Marth quite a lot actually recently. More than Cloud even.
If you haven't noticed yet, most characters in this game are actually pretty **** at landing. Its not as brutal as melee, but disadvantage isn't that great. You only have a small handful of characters with half decent landing options, and most of them can still be exploited in one way or another. Not saying that Marth is great at it anything, just saying that very few characters really are.
Who does have good landing options? Just curious.
Marth is probably one of a few characters I don't feel safe edgeguarding or fair-footstooling as Fox.
Learn to tech boy. I heard that it is not possible to tech if you are too close to a wall and an opponent hits you, but still. I remember @FamilyTeam saying how edge-guarding Marth and Lucina is underrated. With rage, Marth's no-tech up b can kill at low percents but if you can tech properly, I think edge-guarding Marth is fine.
 

The_Bookworm

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No results, worse kill power than marth, worse surprise factor than marth, worse punish and combo game than marth
Lucina's kill power is consistant across all parts of her blade, and her damage output is higher than Marth's sourspots. Her punish and combo game, while inferior to Marth's due to possessing no sweetspot or sourspot hitboxes respectively, is good nevertheless. She is inferior to Marth, but not by a lot.

She does have above average results, with players like Kogarasuma and (especially) Mr. E bringing good results with the character, while some top players like Nairo and komorikiri use her as a counterpick character as a result of her lower learning curve. There was also the briefly sprung up results by ZeRo when he used her as a counterpick.
 
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Envoy of Chaos

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Are people saying Corrin's Pin is safe again? It's punishable on block before she can even take a action of her own you have like 12~ frames to punish (Ness can OOS Nair it on reaction if he blocks it and that's a 20 frame option)imagine what a character with actual air speed or a amazing OOS option can do. Unless she's spaced it perfectly on your shield she should be getting punished before kicking most of the time. If she kicks away, at worst for Corrin your a fast character or a projectile character and can punish, at best for Corrin your a slow character and you gain stage. If she kicks towards you that's punishable by just about everyone unless she's really far away and your really slow. If she jumps she can't do anything until she begins to descend and i believe it even takes her DJ (can't remember) either way you have time to attack her before she starts falling or cover her landing option since you'll likely be right above her. Don't get wrong the move is great, very deadly and a good whiff punish and due to its speed you have to anticipate it early which lets her get free grabs (which is too worrying unless your floaty) but there are very few characters she can just spam Pin and be free from any negative consequences.

Also Lucina does not have a worse punish or combo game than Marth. People put too much stock and value in tippers.
 

NINTENDO Galaxy

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We are back to talking about Marth being bad again. Was it not a year or two ago where many players screamed that Marth is broken (due to MKLEO at Zero Saga) and should be high/top tier? I remember all the hype and rage covered: spaced attacks, tippers killing, dancing blade kiling, nair hit 1 to f-smash, perfect pivots, MKLeo being younger than some of us, and the general shock and awe when something unexpected happens.

At that time, he used options that were not mainstream, or only the Marth mains actively seeked out that information. So to the rest of us, our minds were blown. His playstyle also differed from the norm which contributed to the hype. Now that MKLeo has become a regular to state-side his hype, along with Marth's has gone up or down depending on who you ask ( I only get hype for/watch MKLeo when he travels to Japan, but with him on a win streak there, even that has went down for me). His ways to win have now become common-knowledge to the viewing party so there may be less hype when he does well except for his fans.

Whenever MKLeo does bad, I hear that Marth falling off, or MKLeo lost his touch, or he has been figured out. Call it odd, funny, weird, or peculiar, going back and forth between saying a character is the best, and then taking back that claim later down the line does not add up to me. Is what I'm trying to say is meta-talk or just a gauge on performance within a season? It seems like this is just a fad or a flavor of the month. I'm aware that other games have fads (but they die out within a month to a year) but the one's for Smash still nag at me, to the point where I feel,like I can't ignore them.
 

WiFi

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I would say slowly as the meta evolves, Marth sinks into high tier, being tied with Lucina. Marth is better than Corrin indeed though, and MKLeo has used Marth quite a lot actually recently. More than Cloud even.

Who does have good landing options? Just curious.

Learn to tech boy. I heard that it is not possible to tech if you are too close to a wall and an opponent hits you, but still. I remember @FamilyTeam saying how edge-guarding Marth and Lucina is underrated. With rage, Marth's no-tech up b can kill at low percents but if you can tech properly, I think edge-guarding Marth is fine.
I know how to tech, but Marth's Up-B is really fast, much faster than most other Up-Bs.

As for characters with safe landing options, I would say Sheik, Fox, Mewtwo, Cloud, Mario, Luigi, Link, ZSS, and Kirby tend to have the least landing lag on their aerials. Link just has a big FAF time on his aerials but his landing lag with them is actually quite good. Fox has no lag at all landing with Nair, but he's not safe to land as he is easily juggled. Diddy can throw his Banana beneath him, but that's no good. The only character out of those listed who can truly land safely is Sheik, and maybe ZSS.

Even characters with the least landing lag tend to have other variables that make their landing not-so-safe.

Edit: I said before that Marth tends to pair well with player skill, so its no big surprise that MKLeo does well with him.
 
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Skeeter Mania

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As for characters with safe landing options, I would say Sheik, Fox, Mewtwo, Cloud, Mario, Luigi, Link, ZSS, and Kirby tend to have the least landing lag on their aerials. Link just has a big FAF time on his aerials but his landing lag with them is actually quite good. Fox has no lag at all landing with Nair, but he's not safe to land as he is easily juggled. Diddy can throw his Banana beneath him, but that's no good. The only character out of those listed who can truly land safely is Sheik, and maybe ZSS.
What about Bayonetta or those with landing mixups like Yoshi?
 

WiFi

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Yoshi's does have landing mixups, but his Dair has a noticeable amount of lag upon landing, as does his down-B. He does have good landing options, its just that anybody with a reasonably disjointed Up-Air can snuff them out.

Bayonetta, on the other hand is a strange case. Witch Time makes it scary to contest her landings, as does Witch Twist. However, Bayonetta's landing lag actually depends on how many special moves she does midair. Nair is a pretty good landing option, but overall, she doesn't have too many safe options to land, and Witch Time is the only thing that makes people afraid of juggling what would normally be a very easy character to juggle. Dair is a stall and fall, making it quite easy to react to. This is the reason why top Bayonettas tend to Nair a lot or veer away from their opponents when landing.
 

Frihetsanka

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Still, the fact that people think Marth isn't top tier is surprising.
Not really. People confused MkLeo's skill with Marth being a top tier. Marth is a very solid high tier character (somewhere around #12-14, I'd say) with a reasonable MU chart, but he has several losing MUs and doesn't really do all that well against any top 10 character. Pugwest had Marth with 10 losing MUs, MkLeo 10, Mr. E 14, and false 2. Marth, as a character, seems to lack that little something extra to make him truly, truly scary. Don't get me wrong, he's still a good character, but characters like Mewtwo and Corrin have more "stupid tools", like Mewtwo's fair or Corrin's pin.

Marth is a very skill-based character, you need to have good spacing skills to work with him, as well as having a good microspacing game as well.
Agreed. I'd imagine most players would be better off picking Lucina. Even Mr. E, a top level Marth player, seems to prefer Lucina in many MUs (then again, Lucina is somewhat better than Marth in some MUs).

Marth, unlike Corrin, has tippers on everything, leading to Marth having overall better killpower.
Corrin's up-air, bair, neutral-B, up-throw, and side-B are all better than Marth's. In general, I'd say Corrin has a somewhat easier time killing than Marth, though Marth does have some pretty good options (like jab to f-tilt, or side-B near the ledge, or backair, or tipper f-smash).

This also makes Marth a good counter-pick against other swordsmen, as they fight in his favorite range.
He goes even with Corrin and goes even or slightly loses against Cloud. It's not bad, but it's not exactly "good counter-pick".

Corrin does do better at close range, but Marth is faster, has a better recovery (Corrin's recovery is actual garbage, no horizontal recovery aside from Pin, and Up-B covers half the distance of Marth's, Marth's also hits through the stage), and kills much earlier (Tipper nair at ledge with Marth at 70% rage kills at ~60-80%).
Marth "kills much earlier"? I'm not sure if I really agree there. Anyway, it's true that Marth is faster, but Corrin is heavier. "no horizontal recovery", are you forgetting that Corrin can use her bair to assist her recovery, if needed? And her up-B does travel quite a bit if you angle it. Corrin's can also hit through the stage for some stages (like Battlefield) if you angle it correctly.

Corrin, while the character is good, relies heavily on stage control, and Corrin's safest option, that being Pin, often sees Corrin giving stage control to the opponent.
There's some risk, but the reward can be pretty good if you use it properly. In some MUs (like Fox or Captain Falcon) pin is weaker in general, but against most of the cast it's a very important tool (and it's still used vs fast characters, just not as often).

Corrin isn't better than Marth, they are around the same in terms of power.
Corrin loses 3-4 MUs and might win against Mario and/or Rosalina. Marth likely loses more than that, doesn't do as well against mid tiers or low tiers as Corrin does, and doesn't really beat any top tier character (unless you consider Mario a top tier, I suppose). In practice, Corrin has a better MU spread against relevant character than Marth, which means that Corrin should be higher on the tier list (and it makes her a better meta-pick).

And then there's Cloud who is better than both Corrin and Marth for most MUs (with a few exceptions, like Pikachu). The playerbases for Corrin and Marth likely suffered

A player can chase Kamui during the kick, while they are unable to act out of it.

When I see Kamui players on stream, I rarely see the retreat option punished since we tend to say it is safe on shield. Which has lead to players saying "that there is nothing they can do vs. Dragon Lunge since the move is safe, so Kamui can spam it all day", hence some players began to call then brain-dead or noon-friendly.

If this opinion is not true, then my information is outdated. I have not watched much of Kamui recently besides a few of Cosmo's sets.
It's character-specific. Some characters can punish kick-away, some can't.

I would say slowly as the meta evolves, Marth sinks into high tier, being tied with Lucina. Marth is better than Corrin indeed though, and MKLeo has used Marth quite a lot actually recently. More than Cloud even.
MkLeo actually stated that he believes that Corrin is better than Marth. I'm inclined to agree with him (though I came to that conclusion before he tweeted it, mostly from studying various MUs and seeing that Corrin does better in many relevant matchups and has a better MU spread than Marth does). I highly doubt Marth will drop deeper than, say, #14, though.

Who does have good landing options? Just curious.
Sheik, Zero Suit Samus, Bayonetta.

I was asked, some time ago, to explain why I think Corrin does better than Marth in the following three MUs: Sonic, Mewtwo, and Rosalina. I suppose I'll just post what I have thus far and elaborate more if needed. I should note that I'm generally more knowledgeable about Corrin than Marth (she is, after all, my main). @Minordeth

Sonic :4sonic:: This is a pretty good MU for Corrin. It's possible that she has a slight advantage, though I think it's most likely even. Sonic has some issues playing his game against Corrin, and landing can also be hard since Corrin has good anti-landing tools, and pin is a really good tool in this MU in general (though Sonic can punish kick-away to some extent, since he's really fast). Her disjoints are pretty good against Sonic in general, too. Corrin has an easier time to secure KOs than Sonic, which also helps. Oh, and it's also worth mentioning that Corrin has an easier time to combo Sonic than Marth does, which means that she likely will have to play neutral less than Marth will, which is good, since Sonic's neutral is really, really good. DFS can also be used in some situations to trade with (or even beat) spin dash, which means that Sonic has to be careful when approaching.


Sonic vs Marth is considered slight disadvantage for Marth (and Lucina might be a little better at the MU, since it can be hard for Marth to consistently land tippers). Many consider Sonic Marth's worst MU. It also seems likely to me that Marth's playstyle, which often resolves around stray hits, is better for Sonic since it means they'll reset to neutral more often, while Corrin tends to get longer strings of aerials.


Mewtwo :4mewtwo:: Shadow Ball is really useful for Mewtwo in this MU, since he can use it to force Corrin to approach and use it to punish landings and even occasionally get some KOs with it. Corrin has better anti-air frametrap options than Marth does, making it easier for Corrin to punish Mewtwo's landing options (for instance, nair deals with his airdodge pretty well). Counter can also be a good option for hard reads against Shadow Ball. Oh yeah, and both pin and up-air are incredibly good for killing Mewtwo, due to him being so light. Back-air can also KO Mewtwo fairly early. Her up-throw being stronger than Marth's also helps; in a game against Abadango, MkLeo gets a grab at 127% (with his Corrin being at 42%) and gets the KO (on Town & City). I think this MU is likely even for Corrin (though on the hard side, probably one of the hardest even MUs).

For Marth, I think it's either slight disadvantage or even. This MU is worse for Marth than it is for Corrin (the MU might be a bit better for Lucina, actually). It's somewhat hard for Marth to space tippers against Mewtwo due to Mewtwo's movement options (including a frame 2 airdodge) and the fact that Mewtwo either gets really close to Marth or stays far away. Marth is also 8 units lighter than Corrin (thus often dying earlier) and it's arguably easier for Mewtwo to edgeguard Marth, too.


Rosalina :rosalina:: I think Corrin wins this MU, but it could be even. Corrin has several good tools in this MU. She's really good at killing Luma with bair and pin. She can juggle Rosa quite well and kill her early. Rosa, however, has two really, really good moves in this MU: Up-air and down-air. Up-air has the ”Luma” factor and can KO at like 50% (against many characters, I should add, not just Corrin), and it's really hard for Corrin to land vs Rosa. Then again, it's really hard for Marth to land against Rosa as well. Rosa's down-air can gimp Corrin quite easily, which can be a problem. In a best of 5 with a top level Rosa, it's quite likely that you'll see at least one gimp from Rosa. Still, I think Corrin's tools are enough to make it slight advantage for her, although many believe it's even. It's even or slight advantage for Corrin.

Marth, on the other hand, has much more trouble dealing with Luma. He doesn't have Dragon Lunge or Corrin's bair, which means approaching Rosa can be trouble (especially with Luma walling him out). His up-air isn't as good at killing as Corrin's, and securing the KO can be hard at times (tipper f-smash kills early, but it can be hard to get the spacing right if Luma is around). Overall, this seems like a slight disadvantage or even for Marth, which is worse than Corrin, who either wins or goes even.
 
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J0eyboi

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Learn to tech boy. I heard that it is not possible to tech if you are too close to a wall and an opponent hits you, but still. I remember @FamilyTeam saying how edge-guarding Marth and Lucina is underrated. With rage, Marth's no-tech up b can kill at low percents but if you can tech properly, I think edge-guarding Marth is fine.
Dolphin slash hits frame 5 with 8 frames of hitlag. Humans cannot react fast enough to tech it if they don't expect it, unless you get hit when you're far below the stage. "Learn to tech" really isn't an option.
 

NINTENDO Galaxy

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Oh, and it's also worth mentioning that Sonic has an easier time to combo Sonic than Marth does
Was the Sonic to Sonic part intentional or was the first one suppose to say Corrin?

@ShinyLegendary I'd say Ness has a good landing option if you count his auto-cancelled d-air and how effortless it is to perform.
 

Frihetsanka

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Was the Sonic to Sonic part intentional or was the first one suppose to say Corrin?
To be fair, Sonic probably is better at it than Marth, but yeah, I fixed it now.

I'd say Ness has a good landing option if you count his auto-cancelled d-air and how effortless it is to perform.
Isn't his up-air pretty good for landing as well?
 
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Nah

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-16 on shield drop looks awful on paper, yes, and should be easily punishable, but you fail to account for the human aspect of it. The move is just too fast with too little shieldlag to actually punish on reaction.
I suppose that's fair. 12 frames is a pretty small amount of time in a game that goes at 60fps.

He doesn't have a terrible matchup against the DK and Bowser.
Why wouldn't DK/Bowser be an unfavorable MU for Marcina?

The reason Kamui is difficult to approach to isn't a mathematical one, isn't about a 8-frame move or a safe-on-shield poke.
It's a projectile+followup attack that they can charge as much as they want and make it tricky and/or very risky to challenge.
:196:
You're gonna have to explain to me why, of all things, it's DFS that makes it hard to approach Corrin. The second sentence really doesn't do it for me.

Not that one's general gameplan vs Corrin should involve much approaching anyway
 

Rizen

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Who does have good landing options? Just curious.
:4link: has an excellent landing game, not to be confused with juggle breaking which he sucks at. Nair/Fair/Bair/Zair all have 8-12f of landing lag and are a 0-5 f advantage on shield drop. Dair bounces on shields, hurtboxes and non-transcendent hit bubbles. His FF increases fall speed by 90% (vs the usual 60%) and he has bombs that can be z dropped or thrown down to combo into Fair. He can also FF airdodge>tether the ledge.

Some characters can give him trouble when trying to land. Rosa and Marcina have disjoint enough to detonate bombs without being hurt and the speed to make it work. Multi-hit moves with low damage like Samus' upB put bombs in hitstun without doing enough damage to detonate them and pass through safely.
Dolphin slash hits frame 5 with 8 frames of hitlag. Humans cannot react fast enough to tech it if they don't expect it, unless you get hit when you're far below the stage. "Learn to tech" really isn't an option.
When teching you're not reacting to a move as much as being prepared for the situation. You hop offstage to intercept Marth or whoever: be ready to tech.
With that said, upB makes Marth snap to the ledge whether you tech or not. He's extremely dangerous to hop offstage and intercept. As Link I don't even try and instead use arrows and/or go for a 2 frame F/Dtilt.
 
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Envoy of Chaos

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Yeah unless you can challenge Dolphin Slash safely (which not many characters can) it's ill advised to go off stage and attempt to trade with it unless you give yourself enough time to recognize you need to tech once hit. The move doesn't have a lot of knockback you very well could not trade but take the hit and not actually hit the side of the stage but if your anticipating needing to tech and you press your button to do so but you don't actually hit the stage now your stuck in an air dodge and Marth is holding the ledge above you, not a place to be.

If you want to pressure Marth off stage do it while he's above the ledge his only option to recover his to jump in this situation and intercepting that could very well take his stock. Once he's low and at that point he needs to Dolphin Slash I'd focus on just trapping him at the ledge instead
 
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