FallenHero
Smash Ace
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Same.Hmm, I'm not too keen on expressing personal things yet, I will get around to it at some point I'm sure.
In terms of business as usual (Marth), this diatribe written live now has been in the back of my mind for a while, full of negativity, I warn you not to read it if you think it will be worth getting upset [at me] over.
(begins spoiler box). Marth to me isn't a redeemable character at this time. I've had a lot of ups and downs in thought, and despite me knowing his match ups against his cohort and various stronger characters of a certain archetype are noticeably positive, he does feel low tier to me.
Exactly. His weight in unbalanced. With his weak kit, it does not match his hurtbox size and data at all. This is true especially this patch after other characters' mobility buffs, kill power buffs, landing lag buffs, and Cloud's existence. Yeah, he did get the nearly universal run speed increase from Brawl but that's it. He unfortunately wasn't among the lucky bunch that received huge air (or ground) speed buffs in the transition to Smash 4 (though IMO Marth would feel weird with more air speed; I actually prefer Melee's 0.9 air speed for him where it is coupled with the walking fortress Melee Marth is).I've all but rekindled my love of Marth as a character through Roy; and any exercise I go through points further towards him. Marth in smash4 is completely and utterly a subset of Marth in Brawl, the only areas this isn't the case are his slight gains in weight (but he's the lightest swordfighter after MK and for his data/abilities is way too light) and shieldbreaker. In a game where nearly everyone has better mobility due to the game's speed up, Marth moves the same as he did in Brawl with a significantly worse moveset.
This is exactly what I've been learning in tournament. I have been soul searching for a consistent game plan. Marth has consistency issues for many reasons in this game and I just can't organize my gameplay the way I want to. There comes a point where blaming yourself is not enough.Marth lacks rewarding game play in Smash4, as in the whole "I have a goal to advance and when it's achieved I not only feel good about it, it means I've beaten my opponent and outplayed them in a consistent way". Marth is completely devoid of such capabilities, and is one of the only few characters in the cast that I feel has no light at the end of a tunnel, even if he is overall stronger and more consistent than lower chars. The closest thing to this would've been shieldbreaker medium charge breaking shields, but we lost that full second set up with multiple escape routes in the shield change patch; FAIRLY to some extent, shieldbreaker is cancer on wifi. Counter is also essentially cancer in the context of wifi, a lot of our 'power' is loaded in moves that aren't remotely useful 95% against competent players in 1v1.
I can see that. Roy indeed has a lot of Brawl Marth in him.As I've been pushing Roy further, I've been thinking that Roy and Marth are "split" from Brawl Marth, and when you look at what S4 Marth is (and these conclusions were prior to Cloud's release, I'll get to that), a completely worse version of his previous self, and then look at Roy who has multiple gains over Brawl Marth and less things taken away than Brawl Marth, it's hard to think of Marth as not the "Dan" of Smash Bros; Cloud really sets this one in stone.
By looking at Roy's data and comparing it to Marth in S4/Brawl, it is pretty obvious to me that S4 Marth was very lazily put together, a heavy amount of copying and pasting with blanket changes/nerfs/removals. Roy on the other hand comes with larger hitboxes on his sword, with noticeably longer range than Marth's, maintained hilt hitboxes which are sizable, and comes with body hits which give consistent sweet spots in certain areas, travel in straight lines rather than following his sword and hence avoids a lot of the frustrations which we often have trying to play this character; **** missing or losing out because our moves aren't designed to hit other opponents (at least in contrast to other characters... including those as close to us as Roy). It's a very sad thing, and at this stage it's impossible to pretend it was an accident.
Heck, they could just copy Roy's extra 2-4 hitboxes per move, give them to us with the numbers adjusted (i.e. worse/as sour spots) and we'd have a significantly stronger character to use. Will we get this though? Chances are we won't if we haven't yet.
I noticed that other than Roy's Fsmash, his Bair, Fair, and Uair reach further horizontally for some reason. Can you please explain your "units" more and why both of our findings are the case?The only optimal choices Marth has in this game (dash movement, fast fall aerials), going by the numbers we have, is achieved by Roy, in some cases literally twice as fast.
His sword is reaching roughly 10-20% longer [example, Roy's jab reaching 12.2 units to Marth's 10]. "Oh but it's sour spots shaya, they suck"; to some extent that's besides the point, but I can assure you his tipper hits are lovely to work with. Roy has poor match ups with characters Marth can handle; he has little chance against Rosalina or DK yet Marth can deal with both reliably. But besides these, Roy will be doing exactly what Marth would want to do but with a lot more reward against everyone else.
Aerials which string together (how nice is a fair/bair with 5+ frames less end lag?), air times which don't leave massive 20-30 frame windows of vulnerability where we have 0 options. Reliable and long lasting bread and butter combos with fair (or other aerials) and down tilt into dancing blade (things we had in Brawl but will never combo in Smash4). Fairs chaining into fairs. A jab that gives us real follow ups. A grab game that has DI mix ups and follow ups or huge positional gains we can capitalize on. Optimal use cases that are "REAL" and not reliant on mix ups that resoundingly lose to shield or having superior mobility options.
For that reason, despite the longer start up of fair and less weaving time, Roy feels very good to use his aerials. There isn't really ever a question on whether he should just fast fall or wait it out. He's rewarded more for either choice, while Marth gets the same reward if he waits 20+ frames first.
The extra shield stun/push back and implicit safety of higher damage on tippers is ultimately mute when you're reaching about 1/7th further on these sour hits. Oh and doubly so if you have a sweetspot vertically above you almost an entire sword's length in reach/size away from you too.
This is also what I came up with while studying Cloud. I've never seen a character so young in the metagame rack up damage, pressure, kill, basically do everything better than most characters in one package. He truly does steal the best of Marth, Ike, and Roy (and some of their weaknesses) plus the LB and projectile. His throw game and recovery hold him back but I am still afraid of where this character will take things. His Uair alone in his sea of bull**** is enough to embarrass every other sword wielding character.Now Cloud's release has made me quite sad. Cloud has almost taken every single feature and capability of other sword characters (and also other good characters in general), and has received them in a stronger and better form.
When it comes to comparing Marth to Cloud specifically, there is not a single real thing I feel that Marth can do better than him. Marth's recovery has been almost as trash as Cloud's this entire time, yet people are still not fully capitalizing on this (why would they when they don't need to? you don't need to know the Marth match up in and out to beat him). Cloud weighs A LOT more, has the same start up as us with a bigger sword, a lot of range added to his attacks by stepping forward, significantly less cool down on everything he has compared to us, and has in 2 weeks achieved more than Marth has in an entire year+; at some point I'll go in length to describe how much Smash4 character design has reached League of Legends status (i.e. "how do we make someone new and exciting? oh I know, let's make their 4 abilities do 8 things instead of 4 like everyone else!"), but in particular Cloud's design makes me very very upset as a sword character enthusiast.
At least Roy has his better mobility and more rewarding + reliable sweetspots to match up with Cloud's braindead button mashing win approach.
Cloud's fsmash outranges shieldbreaker, yeah, the move that has Marth break his arm off from his elbow to have an extra moment of 25% extra range; his side-b is a better version of dancing blade, he has a lot better mobility and matches with super heavies. He doesn't lose to attrition because of his disgusting weight and ability to end stocks or make massive comebacks at any given moment (that don't have 40+ frames of end lag for your opponent to kill you in) when coupled with a charge ability and projectile. Spacing with him is a breeze because his attacks will beat out any other character, no random hand exposed completely in front of him several frames before hitboxes come along (dtilt, fair, jab, ftilt, etc), he will step forward just as much as Sheik does with forward air as he attacks before stepping backwards immediately after hitboxes end to make him immune to punishes unless you power shield. I actually don't want Cloud in this game competitively at all, he's the type of character to ruin it.
Everything we concluded was fair for Marth to not have so this game could be "good" exists on Cloud in arguably stronger ways in some instances than he was in Brawl.(ends)
I agree with your predictions on Marth.Overall Marth is still something I can't give up on and I enjoy playing him, but I think my decade of maining and mastering Marth is now inadequate compared to the year's development of every other better character. Come February (assuming no indications balance patches will continue), Marth will very likely be set in stone as a joke character in competition. I'm not looking forward to it. I think Roy's potential is still greater than we understand and he has room to develop while having the abilities to achieve more for less; if you really do like the play styles of Marth, learning to adjust to using Roy to do all the things you like is very likely worth the investment.
Despite all of that there is a long list of "meta" things I've come about to use that may not be common practice yet but I likely won't recall it all in a single instance. The DB3 down changes are pretty positive in my eyes as it may lead to more consistent tipper final hits on DB which will lead to kills. Jab into neutral air or dolphin slash is likely the ultimate 50/50 for it at best. Dolphin Slash as a tack on 7% for our vertical follow ups or to chase people jumping away is surprisingly good in practice. We should never be doing rising forward air as rising back air is noticeably safer and more useful. Dancing Blade is, after the shieldbreaker cut, our best move that we need to use constantly to keep up with the DPS and rewards of other characters. If you learn to time landing down air to hit at maximum horizontal range you get something which may lead to follow ups or a semblance of pressure. Back Air is our best choice for going for 2 frame vulnerability punishing, don't make the mistake of trying down air unless their recovery comes with no hitboxes. Playing facing backwards in 'neutral' due to the large amount of "good space" behind us in up air and back air, the mix up potential of DB1 and shieldbreaker, and little difficulty of grounded actions facing the right direction should be one's general focus; back air or up air out of shield on the late hit is very reliable for finding a follow up (ACing the up air, or if jumping and waiting a bit first before fast falling it is possible; even better).
To talk about Roy's mobility vs. Cloud, I assume you mean max air speed alone yes? As Cloud is faster on the ground than Roy I believe. I think he's about equal with Zard? He does get significantly faster with Limit on the ground as well, reaching the highest mobility of any Swordsman in the game period if I recall. Also not a fan of how you describe him considering I'd like to think I've put in more work than that (mostly in reference to the latter), but opinions I guess~.At least Roy has his better mobility and more rewarding + reliable sweetspots to match up with Cloud's braindead button mashing win approach.
I don't find Cloud to be a COMPLEX character but I don't consider him button mashy or braindead. I mean, not a lot of characters in this game are very complex IMO. The amount of complex characters relative to Smash 4 or any Smash game, in this game, I could probably count on one hand, two at most.Basically Roy has a hitbox tied to his body that travels in a straight line during the duration of the hitbox. Usually it starts above and behind his head and either travels to above and in front of his head or slightly upwards or downwards. These hitboxes are always his sweetspots and in certain cases are the strongest sweet spots he has (more base or damage in several cases).
His up tilt being slower is a bit of a bugger but it works well as he crouches while doing it and it's very easy to sweetspot.
Fsmash hits above his head and slightly behind him.
Uair is less damage but it sending no where is kinda good. Roy's fall speed along with this is crazy. Can easily combo into back air or up-b if close to the ground. Different to use and it doesn't kill, but can easily go into so many moves for a very long time.
Down air has one of the longest durations for a spike in the swordsman up until Cloud, it's good for 2framing or for beating things directly below you if you have the time to deal with the start up (i.e. a hard fast fall).
His auto cancels are almost all the same as Marth's, just his fall/jump heights are different. Landing lag are very similar too. Counter is a notable thing and makes poor recoveries like DKs a lovable situation, but yeah, it's rarely a good move in any match up.
Edge guards are very good for Roy, just not as dynamic. Roy can go like a rocket and has less aerial lag on fair/bair, so he can go deep very quickly and get back fine. I go deep on Roy consistently and always. Fair/bair frame trap air dodges properly; heck if you reverse up-b away from them it can kill them.
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I find Cloud relatively simple because his appropriate actions tend to win very cleanly with a lot of leeway. Good auto cancels and landing lag, great hitboxes, amazing range. He may struggle to kill but he has a punish for everything.
Roy:Basically Roy has a hitbox tied to his body that travels in a straight line during the duration of the hitbox. Usually it starts above and behind his head and either travels to above and in front of his head or slightly upwards or downwards. These hitboxes are always his sweetspots and in certain cases are the strongest sweet spots he has (more base or damage in several cases).
His up tilt being slower is a bit of a bugger but it works well as he crouches while doing it and it's very easy to sweetspot.
Fsmash hits above his head and slightly behind him.
Uair is less damage but it sending no where is kinda good. Roy's fall speed along with this is crazy. Can easily combo into back air or up-b if close to the ground. Different to use and it doesn't kill, but can easily go into so many moves for a very long time.
Down air has one of the longest durations for a spike in the swordsman up until Cloud, it's good for 2framing or for beating things directly below you if you have the time to deal with the start up (i.e. a hard fast fall).
His auto cancels are almost all the same as Marth's, just his fall/jump heights are different. Landing lag are very similar too. Counter is a notable thing and makes poor recoveries like DKs a lovable situation, but yeah, it's rarely a good move in any match up.
Edge guards are very good for Roy, just not as dynamic. Roy can go like a rocket and has less aerial lag on fair/bair, so he can go deep very quickly and get back fine. I go deep on Roy consistently and always. Fair/bair frame trap air dodges properly; heck if you reverse up-b away from them it can kill them.
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I find Cloud relatively simple because his appropriate actions tend to win very cleanly with a lot of leeway. Good auto cancels and landing lag, great hitboxes, amazing range. He may struggle to kill but he has a punish for everything.
While I agree with a lot of this again, I want to stress by options I don't mean them in the context you present them in. If they nerfed the autocancel windows, did whatever the hell they thought was necessary, what have you...Cloud is as he is. You may enjoy him because he has options, or because his options always work; or both.
Cloud has very little spacing requirements to succeed, Cloud has very little issues attacking as much as he wants as often as he wants without care (not even Sheik can pretend to do this); to you this is "lots of options" but to me this is just poor design
Cloud's Dash IASA actually seems faster than Ike's (which is news I'm sure you didn't want to hear). Dash into Dtilt will probably cover legitimately 80% of the landing options that aren't largely disjointed. Definitely airdodge or tech rolls too. I think he shares it with G&W except unlike G&W's it's much more usable especially with dash dancing and other movement tech.Sheik and Ike share his dash iasa I believe (or they're all in the fastest in the game).
The reason why swordies tend not to have them is due to their really good out of dash options otherwise usually (rising aerials, dash attacks, side-bs, rolls).
Ike having it is a saving grace and necessary for his well below average grounded mobility (for a swordie), and no real out of dash options otherwise.
It's a really good thing to have.
I get you have a reason to enjoy his character. I kinda like him too; my initial thoughts were "probably kinda bad but has some really cool things to work with to still have a chance", the more I felt his movement and explored things on my own the more I found it bizarre how he literally plays like how Marth wants to play and probably should play considering his frame data and relative mobility nerfs but Cloud gets it all for free, with that frame data, with that mobility and with a bigger sword. Then the recovery mixups with the vertical stalling was realised, RIP meaningful weakness (although no doubt people will figure out the ways of getting around this over time better than they do now; as right now you are rarely seeing Cloud get gimped if he could've reached the ledge otherwise).
I would say that most people who have played Marth before competently should be able to play Cloud, almost instantaneously. He is Marth plus between 1 to 3 in every action in a vacuum (out of 10). If Marth had everything he has improved to be on a similar level to Cloud you'd probably find him a lot more enjoyable to play too.
They could gut his attack durations. He gets full arc coverage and lingering hitboxes while most of the sword characters have actual hitboxes active for a third to half of their swinging animations. Or... you know, if Cloud is allowed to have this, make every other sword character get it too...
Invalidating most of the cast along with it.
In a way, putting it like this, he has Brawl MK styled hitboxes and placement but with a lot more ridiculous "blocky" attacks to infuriate people with (people would have positive memories of MK's old glide attack, forward smash, down smash, down air/up air, ftilt).
I still pull Dr. Mario out all the time. No matter how many times I tried to put him down, never ended up doing it. He got pretty strong, meaningful slight buffs that greatly increased his viability as a counterpick and just made him in general better. Though he was always a TON of fun even before all of that, hah. Probably still my favorite character to play and win with in this game. He'll always be the character I plaster my messages/signatures with as far as Smash goes, he was my Melee homeboy. And yeah, I definitely remember you defending him too. I think you understood his niche before a lot of other people, was pretty cool to see. Ah, good times...I saw said finals, I thought to myself "well that's going to finally get people to stop saying ha ha ha Samus is bottom tier Zamus, Zelda is bottom tier Zelda, Doc is...".
You may recall me defending the guy. He's been one of my favourites to use for a long time too (I can't play Mario to save my life either).
Yeah I forgot about that major weakness Roy has. While Marth on the other hand has something like tipper Fsmash which is no doubt the best ledge grab punish outside of a spike.Despite all the comparators, you didn't mention Marth's clearly superior ability to keeping people on the ledge from on stage. Roy cannot hit people hanging on a ledge with anything worthwhile, and he can't jump and slow fall nair or something to trap people there. Trumping is still a relatively important skill to have, unfortunately Roy's only good at punishing people's anti-trump habits while not really having good trump punishes at all (he can grab the ledge, ledge jump fair and punish roll ins; but if he grabs the ledge, gets back on stage and the opponent waits Roy can't get much of anything).
Lol neutral B. Question, if you're against say Marth would you expect them to jump into you from the ledge with a counter and wait out that counter? Or would you usually hit the counter and die for it? I shouldn't get away with this as much as I do.That just means I need to kill them off stage instead
Or tune reactive nair/jab/dtilt/up-b to it, not care if people want to hang on forever until the auto fall because that should get them killed.
Theoretically just charging neutral-b can reactively cover most things, but that's only if people don't think about when they decide to get off the ledge.
Still, tipper down smashing someone hanging on the ledge must be one of the most "epic" anticlimatic things in the game. While your opponent and the crowd distracted by laughing, run off and down air them
It makes sense that Dtilt at the ledge is super good like it is for Marth. And Marth's quicker start-up Fair makes up for the extra lag on Dtilt.I'm usually looking for tipper dtilt into run off fair (combos for a long time, another one of those Brawl Marth things), so counter ain't that bad.
Or dash grab fthrow into run off fair.
Low risk, very good.
[Reason why these things kinda work is because you're cutting off your jump squat by running off the ledge]
If people jump aerial as a habit I go for up-b, super armor through most things. Or I think I can outspace counter with fair, heh
I've been dealing with Marth ledge options on both sides for millennia, nothing new really. Losing invincible fair off the ledge from Brawl means he doesn't really have anything but shieldbreaker (which being outside of it's range and still punishing is feasible for many) that a good old fashion shielding won't fix (if he jumps or ledge drops). Standing at roll range or so against him is good because he doesn't have a good way to get through people to regain stage control that isn't obvious; let him do a standing get up, dash grab it perhaps or continue the stand off, the moment he moves he loses and the only chance he has is to pick an option the exact same time the opponent would; that won't ever happen against Fox or Sonic.
I know it's somewhere in the Smash Academy. But did you mean to post that here?As talked about earlier, Ike's dash IASA is in the middle of the pack, not ~10 frames which is the fastest like Sheik and I believe Cloud is in that manner. It's either middle or it's the next group, ~12? I can't find the list here at all for some reason.
I was referring to your conversation earlier this page, when I said here I meant smashboards as a whole. Just putting out info.I know it's somewhere in the Smash Academy. But did you mean to post that here?
Eh, I guess I'll trust it if a Cloud main says he is braindead themselves. DOESN'T MEAN I WILL DROP HIM THO.En.Ee.Oh Bring it on, OLD MAN!!!!
Oh and Cloud is DEF braindead. I'm literally playing Brawl Marth with half the effort and beating people that are ranked in New Jersey.
And Cloud is brain dead and I will never recognize him/his users as true swordsmen.
The heroes know.Oh and Cloud is DEF braindead. I'm literally playing Brawl Marth with half the effort and beating people that are ranked in New Jersey.
B-but my name and my avatar D: Then again my name suggests I am no longer a hero and I have "I'm no hero...never was, never will be..." written on my page.The heroes know.