Ultinarok
Smash Lord
First of all, I apologize if this thread breaks the rules. If one of these already exists and I missed it, feel free to close this and direct me accordingly. But I haven't seen one.
Its not news that the Japanese have a very lowly opinion of Marcina in this game, placing them at the bottom of their "tier list" twice in a row, and basically stating that they only characters as bad or worse are Samus, G&W and Mii Swordfighter.
We in the states tend to disagree. Nobody places them high on the list, but most agree they aren't at the very bottom. That said, they do have some glaring weaknesses that hurt their neutral game and their approach options.
It is thus extremely likely we will see some potentially significantly Marcina buffs in the upcoming balance patch, since as far as the home market is concerned, they're the worst in the game.
What changes would you all like to see?
For me it is:
-Improve air speed from 1.2 to 1.35 so Marth gets more true combos and can actually follow-up on juggled foes.
-Reduce the knockback of d-throw and f-throw so that Marth can get set-ups out of them.
-Reduce landing lag on all aerials except Uair and Nair (which is already solid) by a few frames.
-Reduce ending lag on dash attack so Marth can feasible approach with a dash instead of a walk.
-Slightly increase damage of tipped aerials (maybe 1-2% on each. Make them a little more rewarding). Lucina gets 1% more on all aerials.
-Make Dancing Blade harder to DI out of before the finisher.
-Make Falchion very slightly longer so that Marth isn't getting outspaced by characters he shouldn't.
To keep these buffs in check:
-Reduce the potency of Counter a bit.
-Weaken the knockback scaling of S-Smash (but leave it with high base knockback so it keeps its edgeguarding abilities) so that it isn't an absurd finisher. It makes little sense that Marth has one stupidly good finisher and a series of mediocre ones. It also makes no sense that his side-smash is stronger than Ike's when tipped. Lucina's is fine as it is.
I don't think reduced ending lag on any moves other than dash attack is necessary, because then Marth will become overly dominant again and will start countering melee characters. His range should be improved slightly as a trade-off for his end lag. The improved air speed and dash attack are to grant him actual approaches and follow-ups, as are the reduced knockback throws. Marth's damage output in the air should be improved so that his ability to finish opponents in the air goes up slightly.
The weakened Counter and S-Smash are to avoid Marth getting out of hand. Those two moves are ridiculously good compared to the rest of his arsenal, so slight nerfs to those as a trade-off to buffs elsewhere seems fair.
Any ideas?
Its not news that the Japanese have a very lowly opinion of Marcina in this game, placing them at the bottom of their "tier list" twice in a row, and basically stating that they only characters as bad or worse are Samus, G&W and Mii Swordfighter.
We in the states tend to disagree. Nobody places them high on the list, but most agree they aren't at the very bottom. That said, they do have some glaring weaknesses that hurt their neutral game and their approach options.
It is thus extremely likely we will see some potentially significantly Marcina buffs in the upcoming balance patch, since as far as the home market is concerned, they're the worst in the game.
What changes would you all like to see?
For me it is:
-Improve air speed from 1.2 to 1.35 so Marth gets more true combos and can actually follow-up on juggled foes.
-Reduce the knockback of d-throw and f-throw so that Marth can get set-ups out of them.
-Reduce landing lag on all aerials except Uair and Nair (which is already solid) by a few frames.
-Reduce ending lag on dash attack so Marth can feasible approach with a dash instead of a walk.
-Slightly increase damage of tipped aerials (maybe 1-2% on each. Make them a little more rewarding). Lucina gets 1% more on all aerials.
-Make Dancing Blade harder to DI out of before the finisher.
-Make Falchion very slightly longer so that Marth isn't getting outspaced by characters he shouldn't.
To keep these buffs in check:
-Reduce the potency of Counter a bit.
-Weaken the knockback scaling of S-Smash (but leave it with high base knockback so it keeps its edgeguarding abilities) so that it isn't an absurd finisher. It makes little sense that Marth has one stupidly good finisher and a series of mediocre ones. It also makes no sense that his side-smash is stronger than Ike's when tipped. Lucina's is fine as it is.
I don't think reduced ending lag on any moves other than dash attack is necessary, because then Marth will become overly dominant again and will start countering melee characters. His range should be improved slightly as a trade-off for his end lag. The improved air speed and dash attack are to grant him actual approaches and follow-ups, as are the reduced knockback throws. Marth's damage output in the air should be improved so that his ability to finish opponents in the air goes up slightly.
The weakened Counter and S-Smash are to avoid Marth getting out of hand. Those two moves are ridiculously good compared to the rest of his arsenal, so slight nerfs to those as a trade-off to buffs elsewhere seems fair.
Any ideas?