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Balancing Marth

Thinkaman

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Thinkaman
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Link to original post: [drupal=669]Balancing Marth[/drupal]



Marth seeks to leverage his "jack-of-all-trades-master-of-none" speed, range, and power to outclass his opponent in at least one of them through excellent spacing.

Marth has trouble against those who maximize use of their own speed, range, or power advantage over him. Marth should be an even, interesting matchup for most characters.
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-Side-B too spammable.
-Aerials too fast.

- Reduce Side-B damage except for forward track.
- Reduce Side-B knockback except for up track.
- Slightly increase fair initial lag.
- Increase bair ending lag.
- Reduce nair damage and knockback growth.

Changes to Marth are slight, just bringing him down a bit to the level of the majority of the cast. This changed Marth just has to be marginally more conservative in the air. One of the more important implications is the nerf to his excellent edgehopping game. However, he is still a fast powerhouse, with tippered moves still offering some of the best knockback for your speed of any moves in the game.
 
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