Super Smash Bros. Melee

Marth (SSBM)/Down tilt: Difference between revisions

(→‎Overview: Added link to Marth's melee page.)
(didn't know you could charge d-tilt :P)
 
(One intermediate revision by one other user not shown)
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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.]]
{{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 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

OverviewEdit

 
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.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 9% 0   40 40 0 3.906 76 0.3906 0.0 0.0             Slash
1 0 8% 0   25 40 0 2.7342 71 0.0 0.0 0.0             Slash
2 0 8% 0   20 40 0 3.04668 25 0.0 0.0 0.0             Slash
3 0 10% 0   50 40 0 3.906 76 4.6872 0.0 0.0             Slash

TimingEdit

Hitbox 7-9
Interruptible 20
Animation length 49
                                                                                                 

Not interruptible with shield.

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