Super Smash Bros. Melee

Marth (SSBM)/Forward smash: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
 
[[File:Marth_Forward_Smash_Hitbox_Melee.gif|thumb|Hitbox duration of Marth's forward smash.]]
==Overview==
[[File:Fsmash_with_text.png|thumb|Hitbox data]]
[[File:Fsmash_with_text.png|thumb|Hitbox data]]
[[File:Fsmash_lighten_mode.png|thumb|All 4 hitbox frames together]]
[[File:Fsmash_lighten_mode.png|thumb|All 4 hitbox frames together]]
Marth does a overhead slash, doing 14% at the base and a solid 20% at the tip with very high base knockback (the 2nd highest among forward smashes, only after {{SSBM|Pichu}}'s), but medium scaling. This attack is very fast with long range and high power when tipped, and what makes this attack even better is the fact that the sweetspot is rather easy to connect, due to its somewhat large hitbox size. All of this combined with its ability to edgeguard opponents rather easily makes this arguably the best forward smash in the game, similar to how {{SSBM|Fox}} has the best up smash and {{SSBB|Peach}} having the best down smash. However, it should be noted that if Marth lands the sourspot, it deliver low knockback and damage. Also since this move has a large amount of ending lag, it would be wise not to get shielded while Marth is very close to the opponent. Nonetheless, it remains as Marth`s main killing move (other than his down aerial), as it has high power, very fast start-up, and great range.
==Overview==
Marth does an overhead slash, doing 14% at the base, and a high 20% at the tip with very high base knockback (the 2nd highest among [[forward smash]]es, only after {{mvsub|Pichu|SSBM|forward smash|alt=Pichu's}}), but with lower knockback scaling. This attack is fast with great vertical and horizontal [[reach]], and high power when tipped, with a tipped forward smash being capable of reliably KOing under 100%, and can even KO under 75% in certain situations. Additionally, the [[tipper]] is not that difficult to land when [[space]]d properly, with its rather large [[hitbox]] size. All of this combined with its ability to [[edgeguard]] opponents rather easily makes this one of best forward smashes in ''Melee''. However, if the move is not [[sweet spot]]ted, it deals much lower damage with moderate knockback, and can have difficulty KOing from the center stage under 150%. Also, since this move has a large amount of [[ending lag]], the move is very [[punish]]able if whiffed and/or not spaced properly. Nonetheless, it remains as Marth's main KO move (other than his {{mvsub|Marth|SSBM|down aerial}}), being Marth's strongest attack in terms of damage outside a charged [[Shield Breaker]], while having the [[startup]] and reach to be easily landable.


==Hitboxes==
==Hitboxes==
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage={{DamageWhenCharged|14}}
|damage={{ChargedSmashDmgSSBM|14}}
|angle=361
|angle=361
|bk=60
|bk=60
|ks=70
|ks=70
|fkv=0
|fkv=0
|r=4.0
|r=1000
|bn=76
|bn=76
|effect=Slash
|effect=Slash
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=1
|id=1
|damage={{DamageWhenCharged|14}}
|damage={{ChargedSmashDmgSSBM|14}}
|angle=361
|angle=361
|bk=60
|bk=60
|ks=70
|ks=70
|fkv=0
|fkv=0
|r=3.2
|r=800
|bn=71
|bn=71
|effect=Slash
|effect=Slash
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=2
|id=2
|damage={{DamageWhenCharged|14}}
|damage={{ChargedSmashDmgSSBM|14}}
|angle=361
|angle=361
|bk=60
|bk=60
|ks=70
|ks=70
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=4
|bn=4
|effect=Slash
|effect=Slash
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=3
|id=3
|damage={{DamageWhenCharged|20}}
|damage={{ChargedSmashDmgSSBM|20}}
|angle=361
|angle=361
|bk=80
|bk=80
|ks=70
|ks=70
|fkv=0
|fkv=0
|r=4.0
|r=1000
|bn=76
|bn=76
|xpos=5.2
|xpos=1300
|effect=Slash
|effect=Slash
|slvl=L
|slvl=L
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=34}}{{FrameStrip|t=Interruptible|c=2}}
{{FrameStrip|t=Lag|c=3|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=34}}{{FrameStrip|t=Interruptible|c=2}}
|}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
 
==Trivia==
* Marth's forward smash is the second strongest at 0% damage (only Pichu's forward smash has more knockback due to an even higher base knockback of 90), but only the 8th strongest at 100% damage. This is due to the rather low knockback scaling on Marth's forward smash. His has only 70 while most other characters have 100.
**Similarly, Roy`s forward smash is the third strongest at 0% damage, but the 12th strongest at 100% damage. This is due to it having a scaling of 65.


==Similar moves==
==Similar moves==
*[[Roy (SSBM)/Forward smash]]
*[[Roy (SSBM)/Forward smash]]


[[Category:Marth]]
{{MvSubNavMarth|g=SSBM}}
[[Category:Forward smashes]]
 
[[Category:Marth (SSBM)]]
[[Category:Forward smashes (SSBM)]]

Latest revision as of 20:08, August 31, 2024

Hitbox duration of Marth's forward smash.
Hitbox data
All 4 hitbox frames together

Overview[edit]

Marth does an overhead slash, doing 14% at the base, and a high 20% at the tip with very high base knockback (the 2nd highest among forward smashes, only after Pichu's), but with lower knockback scaling. This attack is fast with great vertical and horizontal reach, and high power when tipped, with a tipped forward smash being capable of reliably KOing under 100%, and can even KO under 75% in certain situations. Additionally, the tipper is not that difficult to land when spaced properly, with its rather large hitbox size. All of this combined with its ability to edgeguard opponents rather easily makes this one of best forward smashes in Melee. However, if the move is not sweet spotted, it deals much lower damage with moderate knockback, and can have difficulty KOing from the center stage under 150%. Also, since this move has a large amount of ending lag, the move is very punishable if whiffed and/or not spaced properly. Nonetheless, it remains as Marth's main KO move (other than his down aerial), being Marth's strongest attack in terms of damage outside a charged Shield Breaker, while having the startup and reach to be easily landable.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 14% 0 Sakurai angle 60 70 0 3.906 76 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
1 0 14% 0 Sakurai angle 60 70 0 3.1248 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 14% 0 Sakurai angle 60 70 0 3.5154 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 20% 0 Sakurai angle 80 70 0 3.906 76 5.0778 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing[edit]

Charges between 3-4
Hitbox 10-13
Interruptible 48
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible

Trivia[edit]

  • Marth's forward smash is the second strongest at 0% damage (only Pichu's forward smash has more knockback due to an even higher base knockback of 90), but only the 8th strongest at 100% damage. This is due to the rather low knockback scaling on Marth's forward smash. His has only 70 while most other characters have 100.
    • Similarly, Roy`s forward smash is the third strongest at 0% damage, but the 12th strongest at 100% damage. This is due to it having a scaling of 65.

Similar moves[edit]