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He can but it's not good. The wavedash/waveland is laggy. The fair is lagless tho!Can Marth input short hop fair -> wavedash with the same jump? Ive seen Marth double jump after the fair so I'm curious if the air dodge comes out similarly.
Thank you! Good to be back. <3Thanks, Havok! Glad to see you back <3
Marth has four frames in the air to do whatever he pleases after SH Fair. Two frames for Bair. One can air dodge out of these, but it may not be as good as Ultimate's normal wavedash (especially out of Fair) because it's being inputted from a higher position. It does negate jump squat, so that's good. We'll see if it's useful; I think out of Bair it may be.Can Marth input short hop fair -> wavedash with the same jump? Ive seen Marth double jump after the fair so I'm curious if the air dodge comes out similarly.
Bair -> wavedash was possible in PM and felt amazing but I don't think that would work in Ultimate based off what footage I've seen so far.
Dair isn't new, same as Smash 4 (wish it was Melee/Brawl's).So did Marth get any buffs besides the engine? Feeling a bit bad playing him versus AI.... The new jab is ugh.
Also does the new Dair affect anything in practice?
Thanks for such a detailed response! Though I gotta say it's not very encouraging... I remember Marth had the best walk-speed, but that feature is kinda redundant this game where you can do tilts out of dash.Dair isn't new, same as Smash 4 (wish it was Melee/Brawl's).
Before I start, I will say we don't know about hitbox placement, sizes, and active frames yet.
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To help me think of any buffs, I'll go through each move:
Jab: No, less vertical range and no combos
Dash Attack: No (most characters have less lag here, not Marth)
Ftilt: No
Utilt: No
Dtilt: No
Fsmash: No
Usmash: No
Dsmash: Horizontal knockback on sourspot
Nair: No
Fair: No
Bair: No
Uair: No
Dair: No
Fthrow: No, unless it's no longer weight dependent (need game files); nerf: more end lag and base knockback
Bthrow: Yes, less end lag
Uthrow: No
Dthrow: No, less damage (5 > 4)
Shield Breaker: Yes, the headshot damage
Dancing Blade: No, more startup and end lag, less damage
Dolphin Slash: No, less intangibility
Counter: No, more end lag
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Blanket, game-wide changes:
Less landing lag
Faster run speed
Faster walk speed
Faster air speed
Same weight
More damage on ledge getup attack
Laggier back roll dodge
Faster taunts
Faster pummel
People like to think the developers are messing with Marth's range (they thought so from Brawl > launch Smash 4 too, hitbox data proved otherwise). Every Ultimate gameplay video with Marth, you get YouTube comments mentioning his range. His range is not increased, correct. But it isn't decreased (you didn't say it, I know). Now... did they normalize a few moves to make up for the hitbox imbalances the Smash 4 patches caused? We need to view the data.Thanks for such a detailed response! Though I gotta say it's not very encouraging... I remember Marth had the best walk-speed, but that feature is kinda redundant this game where you can do tilts out of dash.
I'll let you know right now I'm pretty sure the range on his moves was NOT increased (In fact, F-smash might be very slightly shorter, but maybe just placebo), but there might be more specific hitbox improvements.
Jab has NEGATIVE knockback, it moves the enemy slightly towards you.
One buff I found is he cna now jab lock, though that mechanic was heavily nerfed and the range is not ideal for F-smashing during the opening you get. I suppose you can pivot F-smash to try and get the sweetspot.
They weren't very generous with Marth x.x I suppose the landing lag buffs may make his Fair safe now.
Thanks again! I hope better Marth players than me can find cool stuff with him, since I always loved this Character.
Mhm, the tiny butter knife from smash 4. This would definitely explain why the range in some moves feels reduced. Sweetspot would be grazing them with the tip of the sword, but now you actually have to get them properly inside the weapon. As you said, it's not much, but when you play Marth every pixel counts. Thanks for clearing this up!People like to think the developers are messing with Marth's range (they thought so from Brawl > launch Smash 4 too, hitbox data proved otherwise). Every Ultimate gameplay video with Marth, you get YouTube comments mentioning his range. His range is not increased, correct. But it isn't decreased (you didn't say it, I know). Now... did they normalize a few moves to make up for the hitbox imbalances the Smash 4 patches caused? We need to view the data.
I can tell you one thing. The sword model itself (viewed not during an attack) is longer. It's barely noticeable – not like the huge sword Link now uses – but it's enough to get the hitboxes closer to matching the model again. It's taken me a long time to figure this out. Sword length looks more like Melee now (don't freak out... other than Fsmash, Melee Marth did not have noticeably more range). Aesthetically, it is more than welcome. Brawl and Smash 4 Marth's sword model felt like it was hardly longer than his arm; I'm looking at my Marth amiibo as I type.
How? It does very little knockback/hitstun like the other jabs. This isn't true.Marths jab 1 can frame trap.caught a few people with dancing blade afterwards
Was only tested on an incineroar player and young link player who most likely reacted slowly after being in block stun by jab 1.I've been counter jabbed out a few times by different characters during the transition,a few were also able to roll out.can confirm its not true after trying several times ur opponents mustve been shook to hit a button or somethin
Just don't use it. You can still use aerials the same way you have since melee there is just an additional option of hitting both buttons at the same time. Personally all i've found it useful for is very quickly nairing out of shield. It's a pretty piss mechanic otherwise for the reasons you stated.Nair connects very poorly. Especially tipper first hit into second hit.
And this EZ short hop mechanic is ruining the tipper game. Because for Fair and Bair, it automatically moves you forward/backward, effectively schewing your brain's tipper zone. This happens to ever character, but thanks to tippers, it affects Marth the worst.
The way I normally do it is by hitting both buttons at the same time (tap jump + c stick). Trying to avoid the auto-short-hop means your full hop aerial isn't frame perfect. I can barely autocancel full hop Dair.Just don't use it. You can still use aerials the same way you have since melee there is just an additional option of hitting both buttons at the same time. Personally all i've found it useful for is very quickly nairing out of shield. It's a pretty piss mechanic otherwise for the reasons you stated.
Huh? I never knew that I ran into ZeRo again (I did it all the time in Smash 4, because location). Now I have to go look for it....Vipermoon
So...
How'd it feel to fight ZeRo in a 4 player FFA?
lol, you did well to last that long against his wall of explosions.
Ah, don't be so hard on yourself, you did wonderfully, especially for such a new game. In fact, you're adjusting far better than I am at any of my Smash 4 timesinks. Dunno about Ketchup though.I have random stuff to report:
- Fsmash always sends people the way you're facing. No more reverse jank when they're hit from behind you.
- Dancing Blade up finisher very weak, meaning it will never kill. Even tipper. It's purpose is for juggles and to connect even at high percent.
- Dancing Blade has really tiny tipper zones. We're talking pixels.
- Dolphin Slash's 6% body hitbox is gone (the one that hits from behind). What a shame. No more DS recovery hitbox clip > release ledge > Bair.
- DB1 air animation takes forever (so ledge isn't grabbable), and no aerial drift. You would have to interrupt with Fair to get your movement back.
- Short hop DB1 into stuff is still possible, though with far less hitstun and tall characters only.
- Holy grab range! Grab range is HUGE. He starts grabbing before even his fingers! Smash 4 was the wrist. We Melee now.
- Can no longer alter DS fall speed by holding up or down [right after the hitbox]. If you knew about this, you're going to miss it. You can still fast fall after the animation ends of course.
- Running Usmash slides less... huge nerf
- Double jump DB1, if done correctly, will yield a higher recovery. It's easier to input DS as soon as possible because the threat of accidental DB2 is smaller (DB has smaller input windows).
- Tipper Jab literally sucks them in; tried it at 999%. Often making Jab 2 sourspot even if you tippered Jab 1. This has to be a brand new Sakurai angle for Jabs.
- None of our throws are weight based. This makes Dthrow consistent against all characters. I think all of the throws in this game no longer alter animation speed based on opponent weight. All of them are slowed-down for Ultimate in the first place.
- Jab has major range nerfs. I'm not even talking about vertical, but horizontal. No other moves seem to have any range nerfs (DB is all over the place, but it doesn't count – it's all new).
- DB-Up doesn't cover much above Marth like it looks like it does. Hits 2 and 3 absolutely don't hit people on BF platforms, even though the sword goes right through.
- Fsmash on BF platforms is still possible but still inconsistent.
- Marth says "Predictable" as one of his Counter Quotes! SO SASSY. I love this English Dub because of things like this. I heard it first as I countered a recovery, which made a Critical Hit sound by the way – all strong counter hits make the sound.
- Marth has a new crouch, looks more natural. I think it puts him at the same height.
- Dash Attack tipper has more knockback scaling; tipper can kill. Think Roy's Dash Attack, but maybe a little weaker.
- Shield Breaker's Headshot does more damage ONLY. Knockback is unaffected. This is similar to how the damage differences between normal aerials and short hop aerials also don't affect knockback.
Huh? I never knew that I ran into ZeRo again (I did it all the time in Smash 4, because location). Now I have to go look for it....
I'm not comfortable enough with myself in this game to be on Twitch yet. Cringing already. I'm just playing patiently while I figure things out. Sticking to Smash 4 fundamentals for now. But I got into Elite, so my opponents are better. Because of that, online is good so far.
Edit (not really an edit), found it
Oh yeah, that match. I suppose I looked alright. I knew he'd mention me. He knows me as a viewer (also moderator), but he forgot he's met me at a few Michigan tournaments.
Thanks for mentioning it. I had no way of knowing "jp" was ZeRo. What happened to Ketchup (Lol)?
Good to see somebody else noticed this. I'm coming in from playing mostly Melee/64 for the past few years. To me, it feels like Marth's range was nerfed overall. Was this a change in 4 that I missed, or is this new to Ultimate?- Jab has major range nerfs. I'm not even talking about vertical, but horizontal. No other moves seem to have any range nerfs (DB is all over the place, but it doesn't count – it's all new).
I'm comparing to Smash 4. So range (which was buffed in the middle of Smash 4) is unchanged from the latest version of Smash 4 (except Jab).Good to see somebody else noticed this. I'm coming in from playing mostly Melee/64 for the past few years. To me, it feels like Marth's range was nerfed overall. Was this a change in 4 that I missed, or is this new to Ultimate?
Thanks for your other info.
Thanks for the response. I'm not familiar enough with Ultimate's mechanics to make a judgment on balance, but I definitely miss the range -_-I'm comparing to Smash 4. So range (which was buffed in the middle of Smash 4) is unchanged from the latest version of Smash 4 (except Jab).
For your point of view, really the only major difference is Fsmash. Melee's and even Brawl's were huge. Those would be too OP in Smash 4 and Ultimate.
Marth and Lucina are the same height now. They no longer have the little differences they had in Smash 4. They were serious about the Echo thing.being able to buffer techrolls on knockdown means any jablock setups are void. added to that db is so laggy only if ur staggering hits can u catch someone out with a non-true frametrap. some other characters moves are fully broken compared to our boy. even his height compared to lucina maybe puts him at a slight disadvantage when shuffl nair'ing characters. being a third impact player i think perfect shield is definitely th way forward.
unrelated: when was the first balance patch released on smash4 since its initial release?
Thank you, sir. Yes, Ultimate Marcina.Gratz on modship Viper. Is it for the Marth forum?
My reply to your nitpicks in order:Nitpicks about Marth:
-Nair is driving me crazy. The first hit tipper is constantly knocking them out of the move and the second hit ends up whiffing. It’s always been a part of Marth in every game and I’ve always secretly came to terms with it over the year but it’s happening almost every time for me in Ultimate. It’s extremely annoying. What makes it worse is that 1) It seems intentional and 2) Developers are doing that while also giving Chrome/Roy the exact same nair that connects without fail. I don’t understand what the benefit for this is. I’d be okay with it if it was a reward for the player hard SDI’ing up in anticipation but it’s occurring way to frequently for the DI to matter.
-Dancing Blade. Same effing story. Having the opponent knocked out of range. Not at an alarming rate but its noticeable. Again, Chrome/Roy get to use it freely and get the full combo every time. DB4 Down locking the opponent into their shield also really hurts. It completely removed the mind game aspect of it and the punish is guaranteed.
-DB1 coming out at frame 9. I hate it so much. The difference from previous versions of Marth is scary. Thankfully, being able to do tilts out of a dash has made the DB1 nerf pill a little easier to swallow. The complete redesign of dancing blade overall is just… uhg. That said, idk if they can ever patch DB1 to come out earlier. You’d have to assume all of the FE swordsman get that buff too. Chrom getting a buff that significant would elevate his already high rise.
-I don’t like the new jab. I absolutely agree with nerfing the Smash4 version due to all of the “Jab -> insert move” combos that they patched in. I get it. That’s not Marth’s game, he didn’t need it, and I’m glad that aspect is gone. However, the overall range with the new animation is a lot weaker. Feels like he’s swinging a dagger frantically. The old animation and range was fine and I miss it. Getting a tipper jab on a shield was a nice pressure option, that got weakened. I think the move is only likely to see play in the very early stages of this game. It can no longer be used as a spacing tool as it is but when you add parrying into the equation, it’s going to be punished nearly every time.
-I’m trying so hard to find use out of the new dash attack. Feels like Roy's but slightly weaker. The old one was so bad that I applaud the effort for at least TRYING to switch it up. That said, tilts out of dash are just superior in every way. Idk if it’s worth complaining about, not every character can have an all perfect move pool and I’m certainly happy to use my love dtilt anyway.
-Neutral B stalling momentum mid flight. Meh. It is what it is.
-Up throw nerf. I'm pretty sure Sakurai is trolling us. When the enemy is at 190% and I’m at 100%+ and he doesn’t die off the top, I get an entire room of smashers laughing at my despair. I legit wonder why he’s doing these horrible things to us.
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That’s about the extent of my frustrations. I still love the character and the new game, overall. There’s things about him that feel amazing and refreshing. There’s other stuff mid fight that I never dreamed of before that have quickly become staples in my game. Most of the new mechanics in Ultimate translate beautifully for him and I’m more happy about that then I am sad about what I listed above. He is once again a very solid and rewarding character with only a few weaknesses, which puts him imo right in the middle of the high tier cluster.
I’m very worried about what parrying is going to do to Marth, though. I’ve played people that are already consistently parrying my landing aerials and punishing them on command. I’m getting Brawl IC’s wartime flashbacks and it hasn’t been a week yet.
Also, Chrom exists.
Eh, give it a month and a few tourneys. Then, we can sow his meta develops over time.So it's fair to say Roy is better than Marth?