Super Smash Bros. Melee

Marth (SSBM)/Up tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (adding new termination template)
m (for specificness)
Line 5: Line 5:
Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical [[disjointed]] [[hitbox]] allows Marth to extend his already potent stage control on to low platforms, particularly the ones on [[Pokémon Stadium]], [[Yoshi's Story]], and {{SSBM|Battlefield}}. Against [[fastfaller]]s, Marth will use his up tilt in his {{mvsub|Marth|SSBM|up throw}} [[chain grab]] to either [[combo]] into a regrab, a string of aerials or more up tilts and a subsequent {{mvsub|Marth|SSBM|forward smash}} to finish off the opponent.  
Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical [[disjointed]] [[hitbox]] allows Marth to extend his already potent stage control on to low platforms, particularly the ones on [[Pokémon Stadium]], [[Yoshi's Story]], and {{SSBM|Battlefield}}. Against [[fastfaller]]s, Marth will use his up tilt in his {{mvsub|Marth|SSBM|up throw}} [[chain grab]] to either [[combo]] into a regrab, a string of aerials or more up tilts and a subsequent {{mvsub|Marth|SSBM|forward smash}} to finish off the opponent.  


Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of {{mvsub|Marth|SSBM|side special|alt=Dancing Blade}}. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like [[Dream Land]], where Marth often has difficulty KOing [[floaty]] characters.
Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of {{mvsub|Marth|SSBM|side special|alt=Dancing Blade}}. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like {{SSB|Dream Land}}, where Marth often has difficulty KOing [[floaty]] characters.


==Hitboxes==
==Hitboxes==

Revision as of 21:00, October 22, 2014

Overview

Hitbox duration of Marth's u-tilt.
Relevant data condensed in a single image

Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical disjointed hitbox allows Marth to extend his already potent stage control on to low platforms, particularly the ones on Pokémon Stadium, Yoshi's Story, and Battlefield. Against fastfallers, Marth will use his up tilt in his up throw chain grab to either combo into a regrab, a string of aerials or more up tilts and a subsequent forward smash to finish off the opponent.

Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of Dancing Blade. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like Dream Land, where Marth often has difficulty KOing floaty characters.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Early
0 0 9% 0 AngleIcon110.png 40 120 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 9% 0 Sakurai angle 40 118 0 3.1248 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
2 0 8% 0 Sakurai angle 40 116 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 12% 0 AngleIcon110.png 50 100 0 0.3906 76 3.906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
Clean
0 0 10% 0 AngleIcon85.png 40 120 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 9% 0 Sakurai angle 30 118 0 2.7342 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
2 0 9% 0 Sakurai angle 30 116 0 2.26548 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 13% 0 AngleIcon85.png 50 100 0 3.906 76 3.906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing

Early hit 6-8
Clean hit 9-12
Interruptible 32
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible

Related moves