Marth (SSBM)/Neutral attack: Difference between revisions
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Mariogeek2 (talk | contribs) (→Timing: Fixed jab1 timings, according to https://melee-framedata.theshoemaker.de/marth/jab.html and https://meleeframedata.com/marth) |
(Just checked frame data using the game's own debug mode. See comment on talk page.) |
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Line 149: | Line 149: | ||
|- | |- | ||
!Hitbox | !Hitbox | ||
| | |5-9 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |25 | ||
|- | |- | ||
!Animation length | !Animation length | ||
Line 160: | Line 160: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c= | {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=4}} | ||
|- | |- | ||
{{FrameStripEnd}} | {{FrameStripEnd}} |
Revision as of 22:39, July 12, 2024
Overview
Like many of Marth's other moves, his neutral attack, or Jab, has great range and power. It is most often used to string into other tilts, or to interrupt characters falling down, as its large and long lasting hitbox can interrupt many common recoveries and approach options.
Hit 1
Hitboxes
Timing
Hitbox | 4-7 |
---|---|
Interruptible | 26 |
Animation length | 27 |
Earliest Continuable Point | 20 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
Hit 2
Hitboxes
Timing
Hitbox | 5-9 |
---|---|
Interruptible | 25 |
Animation length | 28 |
Lag time |
Hitbox |
Interruptible |
Related moves