Super Smash Bros. 4

Marth (SSB4)/Neutral attack/Hit 1: Difference between revisions

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**{{buff|Altogether, these changes not only make the move connect drastically more reliably into the second hit but the also give the move strong jab canceling potential.}}
**{{buff|Altogether, these changes not only make the move connect drastically more reliably into the second hit but the also give the move strong jab canceling potential.}}
**{{nerf|However, the higher launch angle removes the move's ability to lock and trip opponents.}}
**{{nerf|However, the higher launch angle removes the move's ability to lock and trip opponents.}}
*{{nerf|Ending lag (FAF 27 → 29).}}
*{{nerf|Damage (4% (near)/6% (tipper) → 3%/5%).}}
*{{nerf|Damage (4% (near)/6% (tipper) → 3%/5%).}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{buff|Ending lag (FAF 27 → 26).}}
*{{buff|Ending lag (FAF 29 → 26).}}
*{{buff|Tipper Z offset (6.5 → 7), giving the move more horizontal range.}}
*{{buff|Tipper Z offset (6.5 → 7), giving the move more horizontal range.}}



Revision as of 12:59, May 28, 2024

Hitbox visualization showing Marth's first jab.

Overview

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Update history

Super Smash Bros. 4 1.0.6

  • Buff Ending lag (FAF 30 → 27).

Super Smash Bros. 4 1.0.8

  • Buff Knockback (20/30 (near/tipper base), 50/70 (near/tipper scaling) → 55/30). The sourspots deal more knockback while the sweetspot deals less knockback.
  • Buff Angle (361° → 78°/65°/90°).
  • Buff Transition to hit 2 (frame 21 → 18).
    • Buff Altogether, these changes not only make the move connect drastically more reliably into the second hit but the also give the move strong jab canceling potential.
    • Nerf However, the higher launch angle removes the move's ability to lock and trip opponents.
  • Nerf Ending lag (FAF 27 → 29).
  • Nerf Damage (4% (near)/6% (tipper) → 3%/5%).

Super Smash Bros. 4 1.1.4

  • Buff Ending lag (FAF 29 → 26).
  • Buff Tipper Z offset (6.5 → 7), giving the move more horizontal range.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 3% 0 AngleIcon78.png 55 30 0 3.5 1002 1.0 0.0 2.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 3% 0 AngleIcon65.png 55 30 0 3.0 22 0.0 1.0 0.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
3 0 5% 0 AngleIcon90.png 55 30 0 3.5 1002 1.0 0.0 7.0 1.0x 1.25x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing

Hitboxes 5-7
Earliest continuable frame 18
Interruptible 26
Animation length 35
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(LagContinuableS).png FrameIcon(LagContinuableE).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(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible