Editing Dolphin Slash

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:{{Main|Marth (SSBM)/Up special}}
:{{Main|Marth (SSBM)/Up special}}
[[File:Dolphin Slash SSBM.jpg|thumb|Marth's Dolphin Slash in ''Melee''.]]
[[File:Dolphin Slash SSBM.jpg|thumb|Marth's Dolphin Slash in ''Melee''.]]
In ''Super Smash Bros. Melee'', Dolphin Slash comes out on frame 5 and Marth is intangible during this one frame. At the tip of the sword, the move deals 13% and strong horizontal knockback (especially at lower percents) while at a closer range, the move only deals 10% and much weaker vertical knockback. The tipper does have the highest priority out of all the move's hitboxes though, which does make it easier to land than most of Marth's other tipper attacks. The sweetspot KOes Mario at around 80% at the edge of [[Final Destination]] and at around 130%-140% from the center without DI. After the move's first active frame, the move's hitboxes become drastically weaker, dealing 7% or 6% depending on where the move lands allowing with drastically weaker horizontal or vertical knockback. These hitboxes last until frame 12 and Marth can grab ledges starting from frame 23 of the animation.  
In ''Super Smash Bros. Melee'', Dolphin Slash comes out on frame 5 and Marth is intangible during this one frame. At the tip of the sword, the move deals 13% and strong horizontal knockback (especially at lower percents) while at a closer range, the move only deals 10% and much weaker vertical knockback. The tipper does have the highest priority out of all the move's hitboxes though, which does make it easier to land than most of Marth's other tipper attacks. The sweetspot KOes Mario at around 80% at the edge of [[Final Destination]] and at around 130%-140% from the center. After the move's first active frame, the move's hitboxes become drastically weaker, dealing 7% or 6% depending on where the move lands allowing with drastically weaker horizontal or vertical knockback. These hitboxes last until frame 12 and Marth can grab ledges starting from frame 23 of the animation.  


Because of these factors, the move is best used as an attack when the opponent is in directly front of Marth. The move is a very effective attack due to its fast speed, long range and strong power which notably makes it effective as either an out of shield option or as a combo ender. The clean hit also cannot be directly challenged due to Marth being intangible, although the opponent can hit Marth before or after the hitbox comes out. The move is Marth's fastest Out of Shield option, being one frame faster than his grab (it is a frame 6 OoS option as Marth has to be in jumpsquat for one frame before he can use it). When combined with its strength, this can make it Marth's most desirable OoS option in some situations.
Because of these factors, the move is best used as an attack when the opponent is in directly front of Marth. The move is a very effective attack due to its fast speed, long range and strong power which notably makes it effective as either an out of shield option or as a combo ender. The clean hit also cannot be directly challenged due to Marth being intangible, although the opponent can hit Marth before or after the hitbox comes out. The move is Marth's fastest Out of Shield option, being one frame faster than his grab (it is a frame 6 OoS option as Marth has to be in jumpsquat for one frame before he can use it). When combined with its strength, this can make it Marth's most desirable OoS option in some situations.

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