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Fabulous Empire: The Marth and Lucina Game Play Coalition

True Blue

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Nah myan. I love doubles too much to not make it hard on everyone. Though also helps to have a partner with obnoxious kill power to possibly combo off of. lol.

I just hope Doubles in SM4SH is just as fun and combo potential related. lol. And hopefully Ryo likes the new Ike, with all of his Nerfs... lol

Edit: But during that Lucina match I was like "I don't think I can ever find a good opportunity to Shieldbreaker... Fudge.

Also played a game the day before that and my friend played Marth and ShieldBreakered my Shield, not fully charged but half way there, and it didn't break. Was like, "I thought this was supposed to be buffed?" lol
 
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LIQUID12A

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Just putting this here. Will post my thoughts later. NAKAT is currently considered the strongest Brawl player in NJ. His opponent Nairo is a tournament champion as well and has won an apex.
A reminder to everyone; tag me whenever you post a video so I can edit it into the Video Thread.
 

Capt. Falconminetor

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I do not know who this young man is using Lucina, but he is truly fearsome. Probably the best display of spacing, control and being able to flow from situation to situation, that I have seen thus far.

Tell me, does this look slow? Does she look boring and ineffective just because she cant SHFF Fair? Is she camping? Is she defensive? No, no ,no and nooooooooooo.

She goes in, but she does it HER way. The way Lucina (and Marth by extension) are made too. With proper spacing and intelligent mix-ups.

Dat d-tilt though


DAT D-TILT THOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!
So does this mean that Lucina can KO with an U-throw at around 135% to 140%? (That or it's just Greninja being light-weight).
It's at 5:19 mark by the way.
 
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Emblem Lord

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So apparently a reddit user named kuraido_ has pointed out that there are more differences to Marth and Lucina than just their tipper related mechanics. He claims that, while their movement speeds and weight may be the same, the speed of their attacks varies. Some of Marth's attacks come out faster, while some of them are slower. Still not much, and I don't have the game myself so I can't back up his claims, but if true, it's something.
I actually mentioned that and saw that in their movelist demo vids. But the speed differences looked pretty negligible except for Lucinas DB and Marth's u-tilt.
 

NinjaLink

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I actually mentioned that and saw that in their movelist demo vids. But the speed differences looked pretty negligible except for Lucinas DB and Marth's u-tilt.
I'll test again but I know for a fact SH Fair frame wise seems exactly the same.

EDIT: After going back and for between them checking the animations, Marth and Lucina seems exactly the same, frame for frame. Only differences of course are the properties for some moves. Marth dsmash hits outwards, tippered or not. Lucina on the other hand can hit outwards or upwards if you center it. Just an example.
 
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Raziek

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Nope. I tried multiple times to make sure. The inside hits out. The tip hits harder and out lol
Can verify this. I was surprised too.

I'll also add that the second swing of Lucina's D-Smash seems much stronger than the first.
 

Shaya

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So wait, I think Marth's down smash still sent people upwards?

First time I had the opportunity to play, mostly Marth, a little Lucina. A little Falco too.
If you can tip, Marth is better, he definitely can feel short on ability/potency if you aren't getting tips though.

Lots of wifi play, ****ing still the same old ****. Rolls don't have invincibility on start up like they did in Brawl, so I was getting used to punishment not the roll but the initial roll (like hitting Palutena while invisible, lol). But yeah, still couldn't do much about rolls unless I was at tipper spacing. Wifiwifiwifwifwifiwfiwfiwifwifwifiwi

Match ups that were just ******** were little mac, lucario and zero suit. Basically roll away to side b/dash attack >>>>>>>>>>>>>>>>>>>>> Marth with ping. Lucario gets to the point where side b is 1/3rd to half FD length and his rolls are still massive :(. I was also enjoying not being able to shield Charizard's Side-B on reaction :<

Down tilt is amazing. But you cannot turn around in it anymore. This really sucks. Like really sucks. Forcing yourself into the laggy get up animation to turn around is disgusting.
Dancing blade out of dash is golden. Still very golden. I may be wrong, but it feels like subsequent dancing blade hits are less laggy, maybe even less so than the first.
Tipper forward smash killing with good DI on lightweights at like 60-70%? Golden.
Single hit neutral air is really easy to have happen, good utilt or forward smash fodder.
Dolphin Slash breaks out of a lot of characters multijabs still... not little mac's apparently though beyond 10%? (gotta love it working at 0% but not afterwards :<)
Shieldbreaker is so solid. I'm not sure if it'll be viable as is considering its still a 20 frame move, but it's range is huge and it's deceptively potent at killing, even uncharged.
Up Tilt has very low knock back untippered, hits of this in certain scenarios is guaranteed follow ups at kill percent. I think DI/VI has a thing to do with this, but probably workable.
Forward air is ... good on a rising short hop and full hop. It's... so... awkward/useless otherwise. Tall characters are golden, but otherwise it just isn't really a potent walling move at all anymore, it's kinda like this aerial forward tilt now, with every short character (and everyone else once they figure out crouching) just don't particularly care about it at all. It just isn't an effective move, there's no scenario I saw where being grounded and being in a position to down tilt or ftilt wasn't... better.
Marth's edge guarding is still dominant, I would say its actually worse for the opponent in Smash 4 than it is in Brawl. Just time an edge trump just as they recover, go onto stage and then "complete control" scenario.
Grab game is kinda fine, kinda bad. I don't know why so many other characters get down throw to free things at every percent, including at kill percent. Feels like I'm playing Project M :< In Marth's case it's just down throw into back airing their directional air dodge frame trap. If they're instantly jumping a lot or whatever, up throw is surprisingly helpful.
Up Smash is pretty potent. I kinda need to test this on both characters, but horizontally it felt the move was just... reaching where it shouldn't. This is possibly a huge the case with Lucina, but I was finding how successful I was just "using" up smash to be... surprising? Solid damage, solid start up, hitbox and can kill.
Down air... completely useless? Way way too slow, techable for opponents on the ground meaning doubly completely useless once people know how to do that consistently.


Over all, he feels like he does in PM. A solid character but nothing exceptional, able to compete, but will still end up losing due to the whole risk/reward factor likely rarely if ever being in his favour. Way too many moves that don't seem to be useful in this game (like a lot of why so many of his moves were usable in brawl was because of the frame trapping nature of Forward Air; no frame trapping forward air = rest of his moveset actually don't have use cases). Compared to perceivable high tiers, his grab game is very mediocre. On a character with no free **** out of grabs, the fact he's only getting 4% to most characters 10%+ really shows, those 10% throws into guaranteed 15% aerials also really starts to be noticeable in the long run, really really noticeable; depressingly noticeable.

Getting kills is where we'll fall short in the long run (as in the PM comparator) I think. Sure scrape even with mac, lucario, bowser, get to a point where nothing you do follows up into anything and you're otherwise shield fodder (because you don't have anything out of grab), and then suddenly their single sub 10 frame kill move that covers infinite range is going to get you, and it's going to get you at 90%. While they're at 180% and you're really hoping up throw won't get VI'd down. But yeah, Marth has nothing with his default moveset that will help him cover the fact that people running away from him will not ever put themselves in a dangerous position against this character, at least on an FD ruleset.

Custom specials could be critical. The whirlwind shieldbreaker has been on my mind so hard. Like, oh, I actually have something that has competitive range with other characters in the game? That's helpful!
The horizontal up-b may have use cases. Sweetspots at it's max horizontal I think, it could have really weird usages.

Oh and before someone goes wahwah, I think optimally we would beat little mac.
 
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NinjaLink

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Keep in mind the nature of this game. Marth will be one of the strongest edgeguarders and that is very important in this game since mostly everyone has a decent recovery. Plus the fact of how the ledge works. Having invincibility only while on the ledge and no carryon invincibility means marth can just read the getup animation and punish quite well. Also will be strong for trump punishes. Don't be afraid Marth players. Get yo azz offstage and edgeguard lol
 

Emblem Lord

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The only thing will remotely affect my gameplay is the lock-in with d-tilt. Thats disgusting and makes me not want to touch Marth or Lucina. I'm sure its a universal change to the entire case but it murders his trap game. I will need to heavily rely on Reversal Dancing Blade to cover rolls.

Also I feel nair will cover what fair did not but the trade off is that it doesnt cover Marths front as well.

Also if any character ever lives past 100% in this game with edge guarding the way it is...i will kill myself. It's too easy in this game.

Cant wait to get my hands on the game but come on...we all know Marth is low tier online.


Also going back to his d-tilt traps. lol.

Reverse Lunge Breaker anyone?

lololololol

Marth is fine. Seriously. You just ranted about how so many of his tools are good then ended by saying hes average. That makes no sense at all. He cant be ultra dominant in footsies and be mediocre. You not even tapping half of what he is in an online environment.

Relax shaya. On wii U version when lucario rolls we gonna body him same as always.
 
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Shaya

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Edge guarding being basically a lock on stock is grand.
I should've just cut "wifi experiences" from "opinions", to avoid muddying things up. I thought my general explanation was hinting "mid tier" (like a 4:6 spread with everyone type of character). There's definitely a disparity between what Marths gets for his efforts compared to others. Of course Marth's tools are good, having good tools makes you an average character to be quite honest. And a mid tier Marth is fine.

My thoughts centre on losing a lot of the frame trap "potential"/variability on Forward Air, and not having dumb + free stock taking punishes.

I think with gc controllers, and hell even the game not played online, marth is solid enough, the risk/reward for tippers still makes him worthwhile (in fact probably better than Brawl). I don't believe character designs are so disparate/******** like PM to make the difference between top tier and Marth as depressing, but just that same "general feel" of a character who's only optimal a fraction of the time; if he doesn't have the means of capitalising on defensive playstyles in any meaningful way, he'll struggle competitively (and if he can handle those things then he's probably still high tier).
 
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Shaya

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Marth reaches vertically better than Lucina.
Battlefield platforms are significantly more finnicky to hit people on with Lucina than Marth. Tipper Forward Smash for example will hit above marth's head and towards it's maximum horizontal range, but I couldn't get Lucina to do the same thing (only got her to hit directly above her head).
I guess this really only applies to Forward Smash and Jab, but nevertheless, something.

This is testing on ROB. I also found out by accident that Rosalina's feet are invincible... for a moment I really thought Marth didn't have any moves other than ftilt/up tilt that reached battlefield platforms.
I think the "area" that marth can hit people on platforms is slightly bigger than it was in Brawl.
 
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Emblem Lord

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If Marth is as dominant in his matches during footsies as you claim then he wont need those free set-ups from grabs especially if juggle traps are still a thing and Azen showed that hey...they still are.

Seriously who can actually mess with this dude in neutral? Little Mac, Sheik...who else? Who else can just go toe toe with his combination of speed and range? Maybe DK but hes huge. He makes a mistake and its air traps galore same as always. Same for DDD.

Again I do not see 4/6 vs everyone. I see a ton of 5/5s. Others may have more reward but my question is..how do they get that reward vs someone they cannot hit consistently without taking ultra stupid risks that could cost them a stock.
 

Shaya

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I never really said he was dominant in footsies. But eh, yeah, 5/5s are feasible too :p
DB/Dtilt are... similar or -maybe- slightly worse to Brawl Marth footsies. Which as we know, is good enough to compete with every character in the Brawl cast.

Anyway my initial testing is showing that Marth's aerials have variable landing lag... joy.
 
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Emblem Lord

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I already knew that nair had very little recovery which is why fair nerf never bothered me. Footsies is definitely closer among the cast. If you look at everyones tools, it seems almost the entire cast has been homogenized in that regard. Everyone seems to have at least a very good d-tilt for poking. What does it for Marth imo is that all his normals overall are good.

Lack of guaranteed stuff off grabs don't really phase me. That's not Marth's BnB. Forcing reactions at mid range is. As long as he has at least ONE button that lets him do that, he will see success.

Also I feel that around 50% and higher grab set-ups are negligible. Throw them off the stage and go for the stock. What Marth needs is guaranteed low percent follow-ups which he has been shown to have.
 
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Shaya

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Neutral air landing lag: 15 or 16 (varies for some reason, not yet sure)
Forward air landing lag: 19 flat (haven't seen any variations).
Up Air: 17
 
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Emblem Lord

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The variation is probably due to landing after first or second hit.

Also at higher percents maybe d-throw to dolphin slash is viable if you really want damage. Saw a lucina do it on youtube and it looked like a combo.

Shaya next time you play and go for dtilt trap if they roll behind try dash forward pivot grab, pivot ftilt or dash reverse dancing blade. One of these will hopefully be our go to answer.
 
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Shaya

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Or I'm just bad at counting; bleh. Pretty sure it's 16.


| Start up | End | Landing Lag
Neutral Air | 6~7 | 50 | 16
Up Air | 4~5 | 44 | 16
Back Air | 6~7 | 39 | 20
Forward Air | 5~6 | 37 | 19
Down Air | 8~9 | 59 | 29
Jump | 5 | |
Short Fall | | | 5

Start ups are guesses* (swiping particles are liars potentially, at the very least i don't think the moves come out earlier)
 
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Emblem Lord

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Can you show dash attack? Recovery looks way better.

Actually can you show all his moves?
 
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Shaya

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You're not going to like what I tell you people about our other moves...
It's pretty depressing to see literally blanket nerfs on start up and cooldown on nearly every single move...

*sigh*.
Also testing smashes and dash attacks are ****ing hard without c sticks and I was too dumb to think buffering, but I don't even know how easy it'll be to buffer a dash attack.

But yeah, not seen a single move that has less lag or less start up than their Brawl counterpart. Dash attack is somewhere between 49 (unchanged) and 55.

Marth Nerf Formula:
Add 2-3 frames start up on every move.
Add 5-8 frames of ending lag to the move.

Like jesus christ wow. NO ONE EVEN USED UP TILT OR FORWARD TILT IN BRAWL, WHYYY SAKURAI.

Meanwhile at Lucario:
> take away stock deficit aura (oh NO, the calamity, nerfed to oblivion)
> increase range on every move, and also have that increased range scale with aura
> buff the frame data on every single move
> was a high tier character in Brawl who lost to ****ing Meta Knight and Dedede (due to being close to 0-death'd by him from a down throw: guaranteed up smash out of it too) only. Joy.
 
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Emblem Lord

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He lost to us too. Much in the same way we lost to mk. Could not play footsies

Btw frame data is also relative. If everyones frame data is different then the nerfs are negligible.
 
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Shaya

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How badly Lucario lost to Marth was meager at best. Not an "advantage" by my standards.
At high level it's kinda simple
Lucario power shields something from Marth, and he gets in with low cool down high-combo ability move at any percent, and kills Marth at 100%, or can throw out one of those 20 frame moves he has that kills, that has enough range to reach Marth in retreats.
Marth power shields something from Lucario, and if Lucario is above 120%, he -may- be able to punish with dancing blade. If he doesn't kill Lucario, or build up a lead and play to time him out/hard core camp him, Marth loses.

Marth really has no approach on Lucario.
I guess a lot of Marths "weaknesses" in the match up are shared by Lucario, and Marth's general damage racking ability, zoning and "footsies" are competent. However, that match up is not liked by any high level Brawl Marth; Mikehaze been going MK only in that match up from 2010, and Ramin goes for zero suit. I've played nearly every good lucario ever other than Lee Martin in and out of tournament.

You may not like my opinion/thoughts on this (although you've said "Marth is overrated" before), but Marth struggles in every Brawl match up that he doesn't basically 0-death them from a forward throw (Snake, Falco, Olimar, Diddy) or has a grab release kill option on. Having "better footsies" with Marth is a very shallow strength, I'll take MK having better footsies than Marth while having him have to respect my grab and falling forward air, then a character who just has to "DI well until above 100% and if there isn't a stock deficit, wreck free win" ANY DAY IN TOURNAMENT.
 
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Emblem Lord

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I dont think either character can approach the other. There is alot of space control not so much full on attacking
 

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Alright you guys, save it for the MU thread later down the road when we know more about the game. Only character I'm worrying about is DK at this point.
 

Emblem Lord

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Opinions and thoughts are great but Marths results in Brawl are simply too solid.

BTW I was basically the ONLY Marth main that NEVER said he was top tier in the first few weeks of brawl. I knew who he would struggle with and who he would destroy.

I'm not delusional about what hes capable of. Never have been.

But in this new game I'm seeing a common design philosophy among all the chars nerfs and buffs. And I do not see a large disparity in tiers.

If we could see success in Brawl with all its nonsense, I dont see how Marth cant succeed in a game that emphasizes fundamentals and solid play.
 

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You also claimed Zelda was good in Brawl. /trolling

I think in the worst case scenario, some of the zoning chars like Duck Hunt are hard counters (about 65/35) to large characters, but yeah. The game balance so far seems relatively tame.
 

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If Marth walks away with a ton of 5/5s, some 6/4s in his favor, and a handful of 4/6s (honestly I really only feel like DK and MAYBE Sheik can call this right now) I would consider Marth more than tournament viable and a triumph in terms of game design.
 

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I would assume Greninja is strong against Marth for similar reasons as Sheik. Differences between the chars is Greninja's slightly worse at long range zoning and has fewer reliable combos, but has more options for edgeguarding and recovery and better Smashes.
 

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I'm fine with that. Point is he is not friggin Mario or Ganondorf. He will be viable in the metagame. His normals are too good for him to not be a threat. His counter and Shield Breaker give him options to escape traps. Dancing Blade is solid damage and a great move refresher. Beastly edgeguarding.

Strongest mid tier? Sure, I'll take it.
 

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Any aggressive Lucinas out there? I really want to see if that style is more ideal for her.
 

Shaya

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Shaya you also said that first hit of nair is an awesome set-up move. Arent you stressing grabs alot? Honestly I dont see grabs as that great since grabs lose to everything that attacks do but attacks leave you safe, grabbing doesnt. Ok CF grabbed me and got a follow up thats cool. He should get that since he gets outpoked really badly. Same for Mario, Fox, etc.

These chars put themselves at risk every time they attempt to establish momentum through their offense. They deserve their reward.
Hmm, how do I put it. It's the same scenario with dancing blade tippers. If you tipper with the first hit of nair, they're out of it, like 90% of the time.
So "awesome" + "set up", awesome maybe, set up wasn't the best word.
It's like the frame trap tool that has things that lead from it. Falling to the ground and you're bringing in a retreating neutral air and if they get swiped by it at all, it's pretty good, pokes them straight up at any percent and up tilt always combos, hence stuff like uair and forward smash will likely always combo too.

Neutral air in itself isn't this like... set up move like Zero Suit's Neutral B I guess, but it's still relatively safe to throw out if your opponent is in a defensive position, or if you're just floating back to the ground. If I can get okay at using it for actual aggressive frame trapping, then I'll be a lot happier.

It would mean, in aerial terms, this is a air to ground only affair, as first hit of nair like 7-8 frames, while the entire move is around 50. Ain't no follow ups on something that's probably -25 or so on hit if you do the entire animation.
 
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