I removed that blight on my honour.
Also for an interesting note on balance in the Marth / Lucina cycle.
The balance team are definitely reading what we post. Maybe. And otherwise have a nice level of insight previously not seen.
Having Marth's tippers become easier through placement would disproportionately nerf Lucina considerably (even with matching the hitbox changes) just because the ease of getting tippers has gone up a lot: 32.9% overlap to 18.6% overlap. No matter how you spin it, Marth not only got a range buff, but his 'mechanical' difference got easier and more potent on a lot of moves. This equates to them, going by what moves they believe are best/simplest (not just this patch but throughout all this time: back air, forward tilt in particular and dtilt/utilt in other patches) is to stem the gap between damages.
They've likely taken into consideration the power gained from having sour spots [follow ups lasting for a lot longer] throughout this time as well - Marth can choose to go for easier follow up or a relatively (compared to her) strong kill move; this was disgustingly obvious throughout all this time with forward tilt and back air for us, "why use Lucina at all?" was purely competitive logic.
In the case of aerials this time around, prior to this patch Lucina had her aerial safety on shield be completely matched by Marth's sour spots and was safer on tipper; this honestly equated to yet another significant reason for why there wasn't a practical reason to use one over the other, they've likely realised their blunder.
The damage value differences seen in this patch by the way aerials are shaping up are now pretty consistent across the board. Marth's tippers are +1 safer on shield than Lucina who is +1 safer on shield than Marth's sours. The exception being Forward Air which are tied (compensation for it's usability/dps) and neutral air which the first hits are tied and marth's sour second hit not being worse than Lucina's.
The uncanny closeness of damage whilst maintaining the golden ratio of safety isn't a coincidence.
Furthermore alternating moves have a possibility of being safer on block whilst fresh (guess!); Marth's fair and first hit nair [i.e. rewarding for either landing pokes], and Lucina's bair and second hit nair [i.e. kill moves for Marth]).
I would say that Lucina having trivially less damage on moves which scales the same as Marth sours (i.e. not fsmash) whilst he maintains better base kb and/or growth on tippers would likely be fair overall because the closer we get to a comboing character with optimization and these frame buffs the further the gap will become. Either way the overall situation for Lucina right now seems to be the closest to Marth in overall capabilities since release with for the first time a definite logical middle ground in power between the tippers, Lucina and sours,
congratulations Nintendo/Namco.
Reality of the dynamic before was poor design; but it felt intended for both of them. Marth has a slew of more reliable kill moves which when spaced that way were also safer than Lucina. I'm sure everyone right now is feeling the significant benefits of Marth's tipper fair and uair killing earlier (and the rest too but for actually increasing viability) and are very happy, especially as spacing the still safer aerials are even easier.
If you hadn't seen earlier, I put together a spreadsheet for character's aerial safety data,
https://docs.google.com/spreadsheets/d/1GcccIxzB2tBhTxDDlJPNHd72MVQ95wG5RfnHroDgMc8 - I was updating for the patch [still need to do corrin/bay] but you can check out Mars/Lucina/Roy there. For interest sake, Marth is +1 safer on tipper block this patch with all the noted -2 on flub aerials.
I hope this was coherent #_#