Nika
Smash Cadet
- Joined
- Jun 9, 2015
- Messages
- 74
Fair points. This is probably the best argument for Marth's superiority I've seen.If this were the case (balancing out), people would be playing Lucina more. But in reality it's Lucina's forward smash vs Marth's Ftilt, Nair, Bair, Uair, Fair.
Who has more options to kill? Marth
Varied options are what scale at higher levels of play.
If I just have to avoid forward smash to survive vs having 5+ stronger raw/neutral strong KO tools, what's going to be easier for you to achieve?
Very true. A lot of people on the forums bring these up, but you're right: they're not guaranteed or even reliable. Sourspot jab into tipper fair sounds cool and reasonable but I'm not sure I've ever seen it.And before we go there, nair1 is not a set up that works offline (it's a telegraphed motion ; 30 frame start up), aerial DB1 doesn't combo into nair1 until very high percent as well. Jab into fsmash is something that rarely if ever works offline. There are no set ups into forward smash that consistently work. Meanwhile our sour jab strings or traps into tipper aerials at kill percent. A jab which stops working for you earlier than ours, with follow ups that won't kill while it does.
You see the contradiction here, right? You're usually going for tippers as either character. As Lucina, not having a sweet spot means that her tipper moves have less knockback, so she can simultaneously maintain optimal spacing AND get combos. Marth has to give up one or the other - have riskier spacing with sourspots, or fail to combo due to tippers. This is something I've experienced firsthand the many times I've tried switching to Marth.Also "better neutral" because of more reliable damage and combos? Remember: we have sour moves that allow those 'reliable combos' to last noticeably longer on Marth.
The thing about Lucina, is that she has no reason not to space at her tip, and unlike Marth that positioning would result in more consistent follow ups/damage at early to mid windows.
Also, I believe Marth's sourspots also have less hitstun, meaning you don't just get free combos out of them because the opponent can often react faster out of them. (Pretty sure hitstun scales with knockback, and this also matches up with my own anecdotal experience.)
Has any high-level player switched FROM Lucina TO Marth and seen an improvement in results (at least within the past six months)? Has anyone?If people switched off of Lucina and were not getting the same or more success with the new character, why wouldn't they go back to her?
If high level players mained her, she would be getting similar results to Marth, I can accept that as valid (this is a well balanced game after all, and player skill means a lot more than character choice a lot of the time). But at what stage is ignoring the option spread difference between the two just plain ignorance? Why are people's results with Marth getting better after the buffs significantly while Lucina falls further into non-existence?
Is it a groupthink conspiracy? Or are people able to comprehend the differences and the risks/rewards themselves?
It all comes down to the diversity in options.
For my part, I tried playing only Marth once at Xanadu and did noticeably worse. Obviously there's some amount of necessary adjustment, but it's not a free upgrade.
That said - I agree Marth has more kill options and that's a good enough reason to place him above her. But they are fundamentally the same character and the idea that Marth is a high tier while Lucina is a low tier is pretty dumb. I'd argue they're both pretty mid tier.
Sure, so the question is how viable it is to play the character to their fullest potential. For spacing aerials, perfect spacing is viable because you're usually doing that anyway, since it's easier to maneuver in the air than on the ground. For ground moves, it is very difficult to space perfectly because their moves are slow. You would probably need to master perfect pivoting to use Marth as effectively as Lucina on the ground.Your analogy actually demonstrates the difference in potential. Yes while one is easier to use, it has less potential and is a worse option than the direct hit IF you can use the weapon efficiently. The same thing goes for Marth and Lucina, while Lucina is much easier to use she has a lot less potential than Marth and is therefore less viable than him.
So the problem is her frame data. Her fastest attack is Dolphin Slash (up B) which has invincibility on frame 4, then hits on frame 5. Of course, randomly throwing out Dolphin Slash in neutral is... not a great idea, at least not very often. Her jab is about the same speed, at frame 5.Couldn't Lucina be used as an in-your-face fighter like Roy? She may not have a tipper, but that also means that she doesn't have to space her attacks.
These are slow for your fastest options. Any rushdown character like Fox or Captain Falcon is guaranteed to have a significantly faster jab (often frame 1, 2, or 3), which means that if they get inside your guard they just get a free hit. Lucina's moves are also pretty laggy, so they're unsafe to just throw out. That's why you need to maintain your spacing, though it is true that you have a little more leeway than Marth. As long as you're outside your opponent's jab range you're probably fine, whereas Marth really wants that precise tipper spacing.
Looking at Roy's data now - he has the same problem (frame 5 jab, nothing faster). That's a big part of why Roy is bad - he's clearly built as a rushdown character, but he doesn't have the super-fast options a rushdown character needs.