**Havok**
Smash Lord
Let me just say that I am as disappointed as you guys are for some of the changes in Marth, it sucks but hey we just gotta play a *new* Marth. It's all good.
I think the game is primarily and foremost a grounded game when at neutral game (which is the majority of a match). You can't airdodge into the floor without landing lag and most of Marth's aerials have lag as well. RIP Double Fair in one short hop RIP Short hop nair. Although they can still be used within the short hop and land with them they can be a liability though. They're decent.
Which brings me to the point I'm trying to make, Marth's ground game, now more than ever, is REALLY important. If Brawl Nair and Fair were top tier, I think in this game his Grab and Dancing Blade are OP for him (upair is up there too). This game has a lot to do with percentage leads so the minor things like Marth's pummel are extremely important.
Grab:
-Every pummel does around 2%
-Most people don't get out of grabs immediately so there's time for at least 2-3 pummels which = about 6%
-Down throw looks like the best throw (right behind forward throw) and it deals 5% and it puts the opponent in a position where up air/up tilt/bair/fair will deal even more damage.
So let's break it down:
-3 Pummels = 6%
-Down Throw = 5%
-(worst case scenario) Fair = 9% - 10% - Can someone confirm this?
That's a whopping 16% per grab. Even more if you can get a couple of more pummels or follow ups. Put them closer to the edge and attempt edge guards. There's the unfortunate situation where we can't grab release (not that I know of yet) or chain grab anymore. *cries* But grab in his arsenal is still amazing.
The reason that I mentioned that being grounded is awesome is because you can nearly cover any approach with pivot grabs, pivot Dancing Blade's and the random aerials you do. Counter is useful now too.
Dancing Blade:
I have mixed feelings about dancing blade. Sometimes it feels like it's Brawl counterpart where you could abuse it as a punish and semi-safe approach just by doing one but then other times different characters have funny ways of getting out of it! Megaman can upB before the last hit, I've gotten daired by Bowser JR etc etc. If you do it too close to your opponent your 3rd and 4th hits won't connect. Odd. And annoying.
But even with all of this Dancing Blade is still beast. It can even land some kills with up version.
I'll keep writing some more later.
I think the game is primarily and foremost a grounded game when at neutral game (which is the majority of a match). You can't airdodge into the floor without landing lag and most of Marth's aerials have lag as well. RIP Double Fair in one short hop RIP Short hop nair. Although they can still be used within the short hop and land with them they can be a liability though. They're decent.
Which brings me to the point I'm trying to make, Marth's ground game, now more than ever, is REALLY important. If Brawl Nair and Fair were top tier, I think in this game his Grab and Dancing Blade are OP for him (upair is up there too). This game has a lot to do with percentage leads so the minor things like Marth's pummel are extremely important.
Grab:
-Every pummel does around 2%
-Most people don't get out of grabs immediately so there's time for at least 2-3 pummels which = about 6%
-Down throw looks like the best throw (right behind forward throw) and it deals 5% and it puts the opponent in a position where up air/up tilt/bair/fair will deal even more damage.
So let's break it down:
-3 Pummels = 6%
-Down Throw = 5%
-(worst case scenario) Fair = 9% - 10% - Can someone confirm this?
That's a whopping 16% per grab. Even more if you can get a couple of more pummels or follow ups. Put them closer to the edge and attempt edge guards. There's the unfortunate situation where we can't grab release (not that I know of yet) or chain grab anymore. *cries* But grab in his arsenal is still amazing.
The reason that I mentioned that being grounded is awesome is because you can nearly cover any approach with pivot grabs, pivot Dancing Blade's and the random aerials you do. Counter is useful now too.
Dancing Blade:
I have mixed feelings about dancing blade. Sometimes it feels like it's Brawl counterpart where you could abuse it as a punish and semi-safe approach just by doing one but then other times different characters have funny ways of getting out of it! Megaman can upB before the last hit, I've gotten daired by Bowser JR etc etc. If you do it too close to your opponent your 3rd and 4th hits won't connect. Odd. And annoying.
But even with all of this Dancing Blade is still beast. It can even land some kills with up version.
I'll keep writing some more later.