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Editing Marth (SSB4)/Forward aerial
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==Overview== | ==Overview== | ||
Marth does a forward vertical slash from top to bottom with his sword, doing 8% damage on the base of the sword and 11% with the tip. Although it has low knockback if hit on its base, it has good KOing potential at around 120-130% when hit on the tip, and can KO earlier when used near the edges of the stage. Hits with an arc which covers his entire front body within frames 6 to 8 and can autocancel in a short hop. It is a useful move for spacing, edgeguarding, and as an aerial approach tool due to its long-ranged, disjointed hitbox. It is a decently safe move in neutral when spaced near the end of the sword, but only when used either immediately out of a retreating jump (be it short or full hop), or when tipped during a fast fall (doing a short hop then fast falling at the peak of the jump and then using the move is the optimal way to space with this move), and is a great retreating tool in general. However, unlike in past games, it cannot be interrupted with another aerial during a short hop. It also has 16 frames of landing lag and strict autocancel frames, making it unsafe to land with this attack unless tippered on shield. It also has low hitbox duration, making it require precise timing to consistently space with it. | Marth does a forward vertical slash from top to bottom with his sword, doing 8% damage on the base of the sword and 11% with the tip. Although it has low knockback if hit on its base, it has good KOing potential at around 120-130% when hit on the tip, and can KO earlier when used near the edges of the stage. Hits with an arc which covers his entire front body within frames 6 to 8 and can autocancel in a short hop. It is a useful move for spacing, edgeguarding, and as an aerial approach tool due to its long-ranged, disjointed hitbox. It is a decently safe move in neutral when spaced near the end of the sword, but only when used either immediately out of a retreating jump (be it short or full hop), or when tipped during a fast fall (doing a short hop then fast falling at the peak of the jump and then using the move is the optimal way to space with this move), and is a great retreating tool in general. However, unlike in past games, it cannot be interrupted with another aerial during a short hop. It also has 16 frames of landing lag and strict autocancel frames, making it unsafe to land with this attack unless tippered on shield. It also has low hitbox duration, making it require precise timing to consistently space with it. |