I'm sorry, but no. No, no, no, no, no! Some of these Marth suggestions are very, VERY poor. I get that these are ambitious ideas, but some of these changes are incredibly drastic, not what Marth specifically needs, or are pointless. Take it from a Marth main; most things he needs are incredibly minor. Some of these things are quite simply, ridiculous. Let me point each of you out and explain why Marth doesn't need these things, and explain what he does actually need.
I can tell from years of Marth experience, that what is suggested for the aerials, is literally just combination of all the strong points of Marth's Melee and Brawl attributes. I'll start with Fthrow. For one, 70 BKB 45 KBG is INCREDIBLY broken in Smash 4. I know, as I have modded Marth myself and tested this. Marth can get Fthrow into tipper Fair near the ledge and KO at around 100%. This should not be allowed. Marth DOES need better throws, or better reward from them. 70 BKB with 70-75 KBG gives him follow ups up to around 65-70%. In terms of
balance, this is a very fair option for both sides; Marth gets throw combos, but they are not overpowering.
Secondly, his other throws are absolutely fine. Up Throw's increased damage will make it KO earlier, which is un-needed. If anything, reverting his B/Dthrows to their Melee counterparts, would be more a nerf than anything, and nerfs are exactly what Marth DOESN'T need. Back Throw is better at positioning and getting opponents off stage, and Down Throw can combo better now. Reverting them to Melee throws will make them worse in these two areas. If anything, decreasing the BKB and increasing the KBG of Down Throw, both by 5 points each, would make the sub par Down Throw a little better at low percents, while still making it poor past there.
Now on to aerials. The landing lag suggested is ridiculous, and so are the AC frames. In comparison to the rest of the cast, these would give Marth unparalleled aerial prowess. People really need to get out of the mindset that for Marth to be good, he needs Double Fair. He does not. What Marth needs is to be able to just approach with Fair. Giving it OP AC Frames, FAF, and Landing Lag is not what it needs. If anything, it does need better AC frames, but not drastic ones, something fair (no pun intended). The rest of the aerial stuff is mostly unneeded. I will tap into this in my final explanation.
Things here become even more drastic and unneeded. I will re-iterate a point: WE DO NOT NEED MELEE MARTH. Marth is already fine as he is in terms of weights and aerial movement. The only real thing Marth could benefit from is an increased run speed to allow him to surpass Bowser. You might think this is contradictory to what I said earlier, but I know Marth mains (go to the Marth boards if you don't believe me) all want him to at least outpace Bowser. It's not needed drastically, but it's the only change to attributes that should be considered changing. Fair's start up is a lot more balanced this time around. If anything, it could do with an extra active frame at the end, that's all. It's start up is fine, and does not need decreasing. I can see the other changes gear it to become a combo oriented move. This is also generally uneeded. The weakened power of the sourspots allow it to combo into itself even in this angle. What's more, the angle it has now allows the tip to KO. It's one of Marth's most threatening aerials. Changing it's angle would be more a detriment that a help.
The only real change down air needs is for the spike window to be a bit larger, but even that is an incredibly minor change, and it wouldn't hurt if Marth never got it. Basically, frame 11 is the spike hitbox, and the problem with this is that the frame 10 hitbox can sometimes hit the opponent before the frame 11 hitbox, screwing up the spike. This could be remedied by making frame 10 spike as well, albeit with weaker power. This would still make landing the frame 11 hitbox more rewarding, but make it less punishing when missed. Speaking of punishing, it's already very risky to use off stage anyway, and can be punished easily, so it does not need more endlag...
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Once again, I appreciate you both bringing Marth up, for discussion points. However, I want to remind you that this is a
balance patch, not a give this character the most overpowering things I can think of, or give them drastic changes.
To finish, let me give you an example of what Smash 4 Marth actually
needs, along with fair explanations for them.
- Forward Air:
- Extra frame added (6-8 -> 6-9). This matches past games and allows the hitboxes to match most of the sword trail.
- AC Frames changed to be able to AC easier (>36 to >32). This change makes Forward Air a bit better approach option, combo option, and safety option. The AC frames I suggested are the same as what Back Air has, which is currently fine.
- Landing Lag decreased slightly (16 frames -> 14 frames). 16 frames is quite a bit much. While it's workable, it's still very poor. This change makes a whiffed Forward Air slightly less open for punishment, while still leaving a window for punishment, and as such, plays into Marth's playstyle of correct spacing = reward.
- Up Air:
- Extra frame added (5-9 -> 5-10 at least). The back half of Up Air has a huge blind spot due to the reduced active frames, meaning that while it should be able to hit grounded opponents, it is incredibly hard to. Roy's has the appropriate active frames (if not a few too many), Marth's does not.
- AC Frames changed to be able to AC easier (>38 to >36). This allows you more leniency in using it rising, while still keeping it's options very strict and limited. I will mention that reducing it's landing lag by 1 frame to 13 frames would also be nice, but it's not as needed as the others.
- Neutral Air:
- AC Frames changed to be able to AC in a short hop (>47 -> >40). This move not being able to AC in a short hop is a sin. It was not broken before, so why was it changed? It shouldn't AC in a SHFF like it used to, as that was a little oppressive. However, it should get...
- Decreased Landing Lag (12 frames -> 11 frames). This makes it the same as Roy's landing lag, and would make Neutral air a tad bit more useful and safer, while still not being oppressive or OP as it would be if it AC'd in a SHFF.
- Forward Throw:
- Knockback changed (From 100 BKB/50 KBG -> 70 BKB/ 75 KBG). I mentioned this above, but this gives it combos at low to mid percents, but keeps it from being too strong like it was in Brawl (where it had just 45 KBG).
- Pummel:
- Damage increased slightly (2% to 2.5%). Marth's throws are incredibly weak in damage, so compensating this with a couple of pummels dealing 1% more damage would mitigate the throws poor damage.
- Shield Breaker:
- Shield damage increased slightly (25 -> 27). The decrease in 1.1.0 (?) was too much, and even partially charged Shield Breaker doesn't do enough now. 2 more shield damage is minor enough to not make it as strong as vanilla Smash 4, but make it noticeable enough uncharged to be actually worth using once more.
- Counter:
- COUNTER QUOTES PLEASE! BIGGEST BALANCE CHANGE!
So this it is; this is all Marth NEEDS to become balanced. He would benefit further from minor things such as increased run speed, perhaps a better Down Air spike timing, or 1% more on Dolphin Slash for example, but they don't address his biggest problems. These, do, and they are all he needs.
Naturally, Lucina should also get these changes, apart from the Shield Breaker one (her's is already much better than Marth's), and the Counter quotes one (she already uses hers. rip...).