WeltallZero
Smash Cadet
I'm a big fan of balance, so when I saw that Marth's FS seemed horrendously overpowered, I just had to check if there was something else to it. I just popped into Training (with a custom stage designed to grab those pesky Smash Balls easier), and got cracking. These are my findings. First, what we aleready know:
1) Marth's Final Smash in the air will kill him if he hits noone. This was pretty much known, but I can verify it: he will keep going and going indefinitely, even on the other side of a large stage, and side-KO himself. So, it becomes increasingly risky to use this in the air the further the opponent is from you.
2) On the ground, he'll keep going right until the end of the platform he's in (or until he hits an enemy, obviously), making it totally safe. He even goes into his "losing balance" animation on the edge.
3) This is the most important finding. Playing 1-on-1, and assuming you're not in trouble already, this FS by itself can EASILY be evaded, and I mean 100%. It was said that you had to start the evade animation before he went into his FS pose, because time stopped. Well, it turns out time does NOT actually stop, it just slows down considerably.
Actually, this makes it far EASIER to dodge this attack! If you start a down-evade at any point of his startup animation, you're pretty much guaranteed to dodge it, even at point-blank distance. In fact, I found that it's easier to dodge it point-blank than if he's far away. When he is far from you, if you start the down-evade right away you'll be out of the dodge before he arrives, and you'll get hit. You can still, however, dodge it rather easily; just don't start the dodge until he's abut half a stage away.
I hope this eases the minds of some people who are as obsessed about game balance as I am. ^_^;
1) Marth's Final Smash in the air will kill him if he hits noone. This was pretty much known, but I can verify it: he will keep going and going indefinitely, even on the other side of a large stage, and side-KO himself. So, it becomes increasingly risky to use this in the air the further the opponent is from you.
2) On the ground, he'll keep going right until the end of the platform he's in (or until he hits an enemy, obviously), making it totally safe. He even goes into his "losing balance" animation on the edge.
3) This is the most important finding. Playing 1-on-1, and assuming you're not in trouble already, this FS by itself can EASILY be evaded, and I mean 100%. It was said that you had to start the evade animation before he went into his FS pose, because time stopped. Well, it turns out time does NOT actually stop, it just slows down considerably.
Actually, this makes it far EASIER to dodge this attack! If you start a down-evade at any point of his startup animation, you're pretty much guaranteed to dodge it, even at point-blank distance. In fact, I found that it's easier to dodge it point-blank than if he's far away. When he is far from you, if you start the down-evade right away you'll be out of the dodge before he arrives, and you'll get hit. You can still, however, dodge it rather easily; just don't start the dodge until he's abut half a stage away.
I hope this eases the minds of some people who are as obsessed about game balance as I am. ^_^;