Marth (SSBB)/Down aerial: Difference between revisions

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(→‎Overview: While it's Marth's worst aerial, it's not as bad as this is making it look like.)
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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 [[meteor smash]] with high base [[knockback]]. However, the sweetspot is significantly smaller than [[Marth (SSBM)/Down aerial|the sweetspot in]] ''[[Melee]]''. 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 which exist are some true combos at 0% with one or two [[Forward throw]]s. It's true on {{SSBB|Fox}} and {{SSBB|Falco}} and almost if not completely guarteed on {{SSBB|Wolf}}, {{SSBB|Snake}} and {{SSBB|King Dedede}} as well (in King Dedede's case, he can do three Forward Throws in a row to his [[Down aerial]] meteor smash). Those set ups can lead to potential [[0-death]]s unless the opponent successfully [[Smash DI]]es 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 is only works on a few characters - working on {{SSBB|Meta Knight}}, {{SSBB|Lucas}}, {{SSBB|Squirtle}}, a solo {{SSBB|Ice Climbers}} and {{SSBB|Ness}} only. In Squirtle's case, Marth can grab release [[Chain grab]] across the stage and the plataform in [[Smashville]] cannot save him from this because of Squirtle's low grab release animation. Furthermore, other than {{SSBB|Squirtle}} the setup is only fatal if Marth grabs those characters at a very specifc distance from the ledge. Another good, arguably less situational use of [[Down aerial]], is for hitting opponents trying to juggle him when Marth is above them. It hits lower than his [[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 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.


==Hitboxes==
==Hitboxes==
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|ks=70
|ks=70
|fkv=0
|fkv=0
|r=4.32
|r=259200
|bn=61
|bn=61
|zpos=1.0
|zpos=60000
|ff=0.7
|ff=42000
|type=Sword
|rawflags=00111010100000110000011001000010
|effect=Slash
|slvl=M
|sfx=Slash
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=70
|ks=70
|fkv=0
|fkv=0
|r=4.32
|r=259200
|bn=65
|bn=65
|ff=0.7
|ff=42000
|type=Sword
|rawflags=00111010100000110000011001000010
|effect=Slash
|slvl=M
|sfx=Slash
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|damage=14%
|damage=14%
|angle=280
|angle=280
|bk=30
|bk=40
|ks=80
|ks=80
|fkv=0
|fkv=0
|r=4.32
|r=259200
|bn=65
|bn=65
|zpos=5.0
|zpos=300000
|ff=1.25
|ff=75000
|type=Sword
|rawflags=00111010100000110001000010000010
|effect=Slash
|slvl=L
|sfx=Burn
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|damage=14%
|damage=14%
|angle=270
|angle=270
|bk=30
|bk=40
|ks=80
|ks=80
|fkv=0
|fkv=0
|r=6.0
|r=360000
|bn=0
|bn=0
|ypos=-3.4
|ypos=-204000
|zpos=2.0
|zpos=120000
|type=Sword
|rawflags=00111010100000110001000010000010
|effect=Slash
|slvl=L
|sfx=Burn
}}
}}
|}
|}
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|-
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=42}}{{FrameStrip|t=Autocancel|c=17}}
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=42}}{{FrameStrip|t=Autocancel|c=17}}
|}
{{FrameStripEnd}}


===Landing lag===
===Landing lag===
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=32}}
{{FrameStrip|t=Lag|c=32}}
|}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
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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. This can be used to [[gimp]] and [[stage spike]], but a down aerial on its own is usually preferred.


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


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