Super Smash Bros. Ultimate

Marth (SSBU)/Up special: Difference between revisions

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As an edgeguarding option, Dolphin Slash can be used to punish opponents who ride the wall towards the ledge by testing their ability to tech. This is preferable to using a move such as forward air or back air for stage spiking, since Marth will almost always be at the ledge by the time the opponent is actionable after the stage tech, and can subsequently be hit by another back air. On the other hand, the player {{Sm|ProtoBanham}} opts to use a Dolphin Slash faced away from the ledge to try and swat opponents away. However, this requires Marth to be very close to the ledge, otherwise he may not grab it and fall into the blast line.
As an edgeguarding option, Dolphin Slash can be used to punish opponents who ride the wall towards the ledge by testing their ability to tech. This is preferable to using a move such as forward air or back air for stage spiking, since Marth will almost always be at the ledge by the time the opponent is actionable after the stage tech, and can subsequently be hit by another back air. On the other hand, the player {{Sm|ProtoBanham}} opts to use a Dolphin Slash faced away from the ledge to try and swat opponents away. However, this requires Marth to be very close to the ledge, otherwise he may not grab it and fall into the blast line.
{{clr}}


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 62: Line 63:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Mid hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 143: Line 144:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Ŀatest hit|24}}
{{HitboxTableTitle|Late hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 187: Line 188:


==Timing==
==Timing==
===Attack===
The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Marth cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).
{|class="wikitable"
{|class="wikitable"
!Intangible (grounded, aerial)
!Intangible (grounded)
|4-5, 1-5
|4-5
|-
!Intangible (aerial)
|1-5
|-
|-
!Clean hit
!Clean hit
|5
|5
|-
|-
!Late hit
!Mid hit
|6
|6
|-
|-
!Latest hit
!Late hit
|7-11
|7-11
|-
|-
Line 205: Line 212:


{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=5|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
!Hitboxes {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=5|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
|-
|-
|'''Grounded''' {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=34}}
!Grounded {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=34}}
|-
|-
|'''Aerial''' {{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=34}}
!Aerial {{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=34}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Landing===
{|class="wikitable"
!Interruptible
|25
|-
!Animation length
|34
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}
==Parameters==
{|class="wikitable"
!Horizontal speed multiplier on startup
|0.66
|-
!Stick sensitivity to angle
|0.5
|-
!Maximum angle deviation
|20°
|-
!Gravity after jump
|0.06
|-
!Aerial height multiplier
|1.1
|-
!Helplessness air speed multiplier
|0.4
|-
!Landing lag
|24 frames
|}
{{MvSubNavMarth|g=SSBU}}
{{MvSubNavMarth|g=SSBU}}
[[Category:Marth (SSBU)]]
[[Category:Marth (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]

Latest revision as of 12:25, July 14, 2022

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Marth Up Special Hitbox Visualizations.
Grounded Aerial
MarthDolphinSlashGroundedSSBU.gif MarthDolphinSlashAerialSSBU.gif

Overview[edit]

Although relatively situational, Dolphin Slash is a highly rewarding move with a strong surprise factor if timed intelligently. The move's active hitboxes start on frame 5 where they hit the strongest and end on frame 10 where they are more disjointed but are much weaker. With its considerable disjoint, speed (faster than a grab), kill potential, and its frames of intangibility (frames 4-5 on the ground, 1-5 in the air), it is also Marth's best out of shield move but is his riskiest.

The move's biggest drawback is how punishable it is when whiffed. The slow falling speed afterwards as well as the move's landing lag leaves him wide open. It is safer to use on stages like Battlefield where he can land on the top platform if angled high.

As a recovery option, Dolphin Slash is considered subpar. Its speed makes it difficult to hit Marth out of without ledge intangibility and has a disjointed hitbox above Marth's head which can hit through the stage and punish people standing near the ledge. However the move doesn't travel far horizontally and, although it can be angled, the extra horizontal distanced gained often isn't enough.

As an edgeguarding option, Dolphin Slash can be used to punish opponents who ride the wall towards the ledge by testing their ability to tech. This is preferable to using a move such as forward air or back air for stage spiking, since Marth will almost always be at the ledge by the time the opponent is actionable after the stage tech, and can subsequently be hit by another back air. On the other hand, the player ProtoBanham opts to use a Dolphin Slash faced away from the ledge to try and swat opponents away. However, this requires Marth to be very close to the ledge, otherwise he may not grab it and fall into the blast line.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
2 0 0 11.0% 0 Sakurai angle Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 8.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 11.0% 0 AngleIcon74.png Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 4.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Mid hit
2 0 0 11.0% 0 Sakurai angle Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 8.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 11.0% 0 AngleIcon74.png Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 4.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
0 0 0 7.0% 0 Sakurai angle Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 4.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 0 AngleIcon74.png Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 -1.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 7.0% 0 Sakurai angle Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 4.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 0 AngleIcon74.png Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 -1.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Marth cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).

Intangible (grounded) 4-5
Intangible (aerial) 1-5
Clean hit 5
Mid hit 6
Late hit 7-11
Animation length 39
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).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(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
Grounded  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Aerial  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Landing[edit]

Interruptible 25
Animation length 34
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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible

Parameters[edit]

Horizontal speed multiplier on startup 0.66
Stick sensitivity to angle 0.5
Maximum angle deviation 20°
Gravity after jump 0.06
Aerial height multiplier 1.1
Helplessness air speed multiplier 0.4
Landing lag 24 frames