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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Slash ({{ja|スラッシュ|Surasshu}}) | |neutralname=Slash ({{ja|スラッシュ|Surasshu}})<br>Counter Slash ({{ja|コンビネーションスラッシュ|Konbinēshon Surasshu}}, ''Combination Slash'') | ||
|neutral1dmg=4%/6% | |neutral1dmg=4%/6% | ||
|neutral2dmg=4%/6% | |neutral2dmg=4%/6% | ||
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|uairdmg=10% (blade), 13% (tip), 9% (body) | |uairdmg=10% (blade), 13% (tip), 9% (body) | ||
|uairdesc=A forward-to-back upward wide sword slash ending in a full delayed somersault. It is not particularly powerful regardless of where on the sword it hits, but conversely it shows no mercy juggling opponents when combined with forward smash, up tilt, and other aerials. | |uairdesc=A forward-to-back upward wide sword slash ending in a full delayed somersault. It is not particularly powerful regardless of where on the sword it hits, but conversely it shows no mercy juggling opponents when combined with forward smash, up tilt, and other aerials. | ||
|dairname=Half Moon ({{ja|ハーフムーン| | |dairname=Half Moon ({{ja|ハーフムーン|Hāfu Mūn}}) | ||
|dairdmg=10% (blade), 13% (tip), 9% (body) | |dairdmg=10% (blade), 13% (tip), 9% (body) | ||
|dairdesc=A forward-to-back outward sword slash downwards. The attack, when [[sweetspot]]ted, sends opponents flying downward. In [[NTSC]] regions, the attack is a [[spike]], while [[PAL]] regions, it's a [[meteor smash]]. Due to its high ending lag and Marth's lackluster recovery, the attack is of high risk if used offstage at a low altitude. Regardless, the move is extremely useful anywhere else on the stage due to its long horizontal reach making it a great tech chase option (for reading rolls) as well as an out of shield option. This is the primary finish to a Ken Combo. | |dairdesc=A forward-to-back outward sword slash downwards. The attack, when [[sweetspot]]ted, sends opponents flying downward. In [[NTSC]] regions, the attack is a [[spike]], while [[PAL]] regions, it's a [[meteor smash]]. Due to its high ending lag and Marth's lackluster recovery, the attack is of high risk if used offstage at a low altitude. Regardless, the move is extremely useful anywhere else on the stage due to its long horizontal reach making it a great tech chase option (for reading rolls) as well as an out of shield option. This is the primary finish to a Ken Combo. | ||
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! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Marth Cheer | |[[File:Marth Cheer International SSBM.ogg|center]]||[[File:Marth Cheer Japanese SSBM.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description |
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