Editing Marth (SSBB)/Down aerial

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:MarthDAirSSBB.gif|thumb|400px|Hitbox visualization showing Marth's down aerial.]]
 
==Overview==
==Overview==
Marth does a forward to backward downward sword slash. When [[tipper|tipped]], it is a powerful [[meteor smash]] with high [[knockback]]. However, unlike in ''Melee'', the sweetspot is outprioritized by the sourspots, making the meteor smash much more difficult to land. The end of the swing is slightly easier to tip with, so a [[RAR]] may help sweetspot it. With very low start-up of 6 frames, it is the second fastest meteor smash in the game (both {{SSBB|Falco}}'s and {{SSBB|Fox}}'s down aerials have a 5 frame startup). It is a risky and highly situational [[edgeguarding]] move, however, as it has very high [[ending lag|ending]] and [[landing lag]] and the sweetspot cannot be consistently landed, especially on more competent players. Potential setups exist, but most are highly unreliable, like stringing a [[forward aerial]] into his down aerial meteor smash on {{SSBB|Snake}}. True set ups are rare, however, on {{SSBB|Wolf}}, {{SSBB|King Dedede}}, and {{SSBB|Snake}}, two  {{mvsub|Marth|SSBB|forward throw}}s (or in Dedede's case, 3) can be chained together into a down aerial, if spaced correctly. Those set ups can lead to potential [[0-death]]s unless the opponent successfully [[Smash DI]]'s to get sent onstage. Other set ups are landing the sweetspot out of a grab release, is notable for being more reliable and feasible in competitive play. However this setup only works on a few characters - working on {{SSBB|Meta Knight}}, {{SSBB|Lucas}}, {{SSBB|Squirtle}}, {{SSBB|Wario}}, a solo {{SSBB|Ice Climbers}} and {{SSBB|Ness}} only. In Squirtle's case, Marth can grab release [[chain grab]] across the stage and the platform in [[Smashville]] cannot save him from this because of Squirtle's short grab release animation. Furthermore, other than Squirtle, the setup is only fatal if Marth grabs those characters at a very specific distance from the ledge. The most reliable setup is a [[footstool jump]] and a down aerial; however, this must be done as soon as Marth jumps. Another good, arguably less situational use of down aerials for hitting opponents trying to juggle him when Marth is above them. It hits lower than his {{mvsub|Marth|SSBB|forward aerial}} but it's still not the most reliable down aerial to intercept juggle attempts with because it has low hitbox duration and while its range below is decent, many [[up aerial]]s still outrange his down aerial vertically.
Marth does a forward to backward downward sword slash. When [[tipper|tipped]], it is a [[meteor smash]] with high base [[knockback]]. However, the sweetspot is significantly smaller than [[Marth (SSBM)/Down aerial|the sweetspot in]] ''[[Super Smash Bros. Melee|Melee]]'' and as such the move is drastically less useful overall. The end of the swing is slightly easier to tip with, so a RAR may help sweetspot it. With very low start-up (6 frames), it is in fact the second fastest meteor smash in the game ([[Falco (SSBM)|Falco]] and [[Fox (SSBM)|Fox]]'s down aerials are faster by one frame). It is a risky [[edgeguarding]] move however, as it has very high ending and landing lag. Does 12% at the base and 14% when tipped.
 
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|id=0
|damage=12%
|angle=361
|bk=30
|ks=70
|fkv=0
|r=259200
|bn=61
|zpos=60000
|ff=42000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=1
|damage=12%
|angle=80
|bk=40
|ks=70
|fkv=0
|r=259200
|bn=65
|ff=42000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=2
|damage=14%
|angle=280
|bk=40
|ks=80
|fkv=0
|r=259200
|bn=65
|zpos=300000
|ff=75000
|rawflags=00111010100000110001000010000010
}}
{{BrawlHitboxTableRow
|id=3
|damage=14%
|angle=270
|bk=40
|ks=80
|fkv=0
|r=360000
|bn=0
|ypos=-204000
|zpos=120000
|rawflags=00111010100000110001000010000010
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
|-
!Initial autocancel
|1-5
|-
!Hitboxes 0, 1, 2
|6-9
|-
!Hitbox 3
|7
|-
!Ending autocancel
|48-
|-
!Interruptible
|60
|-
!Animation length
|64
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=HitboxChangeM|c=1}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=50}}{{FrameStrip|t=Interruptible|c=5}}
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=42}}{{FrameStrip|t=Autocancel|c=17}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
|-
!Animation length
|32
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=32}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}


==Footstool spike==
==Vertical spacing==
[[File:SSBB Marth Footstool Spike to Stage Spike.gif|thumb|Marth [[edgeguarding]] using a forward aerial to the footstool spike, then a [[stage spike]] to [[punish]] the opponent's [[meteor cancel]]. To perform it, Marth must short hop a [[footstool jump]] and immediately perform a [[down aerial]] while facing the same direction as his opponent. This will allow the [[sweet spot (hitbox)|tip of his sword]] to hit and [[meteor smash]] the opponent.]]
'''Vertical spacing''' (using a footstool to setup the move) is also a method of sweetspotting the attack, though this is unreliable. [[File:SSBB Marth Footstool Spike to Stage Spike.gif|thumb|Marth [[edgeguarding]] using a forward aerial to the footstool spike, then a [[stage spike]] to [[punish]] the opponent's [[meteor cancel]].]]
'''Marth's footstool spike''' (using a footstool to setup the move) is also a method of sweetspotting the attack, though this is unreliable, because of the difficult read needed to land the footstool.
To perform it, Marth must short hop a [[footstool jump]] and immediately perform a [[down aerial]] while facing the same direction as his opponent. This will allow the [[sweet spot (hitbox)|tip of his sword]] to hit and [[meteor smash]] the opponent. If performed correctly, the opponent will have no chance of recovering, even at a very low percentage.


Some [[character]]s are difficult or impossible to vertical space, as their falling speeds are too great. It is impossible to vertical space on {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, {{SSBB|Ike}}, Marth, {{SSBB|Ivysaur}}, {{SSBB|Ganondorf}}, {{SSBB|Pikachu}}, {{SSBB|Peach}}, {{SSBB|Zelda}}, {{SSBB|Sheik}}, {{SSBB|Sonic}}, and {{SSBB|Wario}}. However, it still works by footstool jump 2 times or more for a tipped down aerial to hit. It works best on small, light characters, such as {{SSBB|Kirby}}, {{SSBB|Meta Knight}}, and {{SSBB|Jigglypuff}}, but even {{SSBB|Bowser}} can be vertical spaced with little difficulty.
Some [[character]]s are difficult or impossible to vertical space, as their falling speeds are too great. It is impossible to vertical space on {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, {{SSBB|Ike}}, Marth, {{SSBB|Ivysaur}}, {{SSBB|Ganondorf}}, {{SSBB|Pikachu}}, {{SSBB|Peach}}, {{SSBB|Zelda}}, {{SSBB|Sheik}}, {{SSBB|Sonic}}, and {{SSBB|Wario}}. However, it still works by footstool jump 2 times or more for a tipped down aerial to hit. It works best on small, light characters, such as {{SSBB|Kirby}}, {{SSBB|Meta Knight}}, and {{SSBB|Jigglypuff}}, but even {{SSBB|Bowser}} can be vertical spaced with little difficulty.
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Toon Link is able to [[meteor smash]] with this technique, although his does not blend fluently like Marth's. It is about stunning the opponent to set up for the spike [[frame]]s at the beginning of Toon Link's down aerial.
Toon Link is able to [[meteor smash]] with this technique, although his does not blend fluently like Marth's. It is about stunning the opponent to set up for the spike [[frame]]s at the beginning of Toon Link's down aerial.


Meta Knight is also able to perform a footstool jump to down aerial combo, but instead of spiking, the opponent is [[semi-spike]]d away. This can be used to [[gimp]] and [[stage spike]], but a down aerial on its own is usually preferred.
Meta Knight is also able to perform a footstool jump to down aerial combo, but instead of spiking, the opponent is [[semi-spike]]d away; in most situations, the victims are either sent into the stage and are either [[stage spike]]d or sent away from it.
 
{{Technical data}}
{{competitive expertise}}


===Vertical spacing tutorial video===
===Vertical spacing tutorial video===
{{#widget:YouTube|id=mjKG4amJJ6E}}
<youtube>mjKG4amJJ6E</youtube>


{{MvSubNavMarth|g=SSBB}}
{{MvSubNavMarth|g=SSBB}}


[[Category:Marth (SSBB)]]
[[Category:Marth (SSBB)]]
[[Category:Down aerials (SSBB)]]
[[Category:Down aerials]]
[[Category:Normal attacks]]

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