Super Smash Bros. Melee

Marth (SSBM)/Down tilt: Difference between revisions

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(didn't know you could charge d-tilt :P)
 
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[[File:Marth Down Tilt Hitbox Melee.gif|thumb|Hitbox duration of Marth's down tilt.]]
[[File:Marth Down Tilt Hitbox Melee.gif|thumb|Hitbox duration of Marth's down tilt.]]
[[File:Marth_dtilt_movement_options.png|thumb|Movement options to place a down tilt.]]
[[File:Marth_dtilt_movement_options.png|thumb|Movement options to place a down tilt.]]
Marth does a quick crouching sword poke in front of himself. This move is Marth's safest tool to close in on opponents. Because of its IASA frames that start early and a long [[range]] with short [[startup]], this move is hard to [[punish]] for most characters when [[spacing|spaced]] correctly. It is also useful for [[gimp]]ing the recoveries of certain characters, such as {{SSBM|Fox}} and {{SSBM|Falco}}, and can do so at early percentages after a {{mvsub|Marth|SSBM|down throw}} or {{mvsub|Marth|SSBM|neutral attack}}.
{{SSBM|Marth}} does a quick crouching sword poke in front of himself. This move is Marth's safest tool to close in on opponents. Because of its early [[interruptibility]] and a long [[range]] with short [[startup]], this move is hard to [[punish]] for most characters when [[spacing|spaced]] correctly. It is also useful for [[gimp]]ing the recoveries of certain characters, such as {{SSBM|Fox}} and {{SSBM|Falco}}, and can do so at early percentages after a {{mvsub|Marth|SSBM|down throw}} or {{mvsub|Marth|SSBM|neutral attack}}.


{{technical data}}
==Hitboxes==
{{competitive expertise}}
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=9%
|angle=30
|bk=40
|ks=40
|fkv=0
|r=1000
|bn=76
|xpos=100
|effect=Slash
|slvl=M
|sfx=Slash
}}
{{MeleeHitboxTableRow
|id=1
|damage=8%
|angle=30
|bk=25
|ks=40
|fkv=0
|r=700
|bn=71
|effect=Slash
|slvl=M
|sfx=Slash
}}
{{MeleeHitboxTableRow
|id=2
|damage=8%
|angle=30
|bk=20
|ks=40
|fkv=0
|r=780
|bn=25
|effect=Slash
|slvl=S
|sfx=Slash
}}
{{MeleeHitboxTableRow
|id=3
|damage=10%
|angle=30
|bk=50
|ks=40
|fkv=0
|r=1000
|bn=76
|xpos=1200
|effect=Slash
|slvl=L
|sfx=Slash
}}
|}
 
==Timing==
{|class="wikitable"
|-
!Hitbox
|7-9
|-
!Interruptible
|20
|-
!Animation length
|49
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c=30}}
{{FrameStripEnd}}
 
Not interruptible with shield.
 
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


{{MvSubNavMarth|g=SSBM}}
{{MvSubNavMarth|g=SSBM}}

Latest revision as of 10:02, September 26, 2014

Overview[edit]

Hitbox duration of Marth's down tilt.
Movement options to place a down tilt.

Marth does a quick crouching sword poke in front of himself. This move is Marth's safest tool to close in on opponents. Because of its early interruptibility and a long range with short startup, this move is hard to punish for most characters when spaced correctly. It is also useful for gimping the recoveries of certain characters, such as Fox and Falco, and can do so at early percentages after a down throw or neutral attack.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 9% 0 AngleIcon30.png 40 40 0 3.906 76 0.3906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 8% 0 AngleIcon30.png 25 40 0 2.7342 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
2 0 8% 0 AngleIcon30.png 20 40 0 3.04668 25 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 10% 0 AngleIcon30.png 50 40 0 3.906 76 4.6872 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing[edit]

Hitbox 7-9
Interruptible 20
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png

Not interruptible with shield.

Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible