Marth (SSB4): Difference between revisions

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|usc2name=Dolphin Jump
|usc2name=Dolphin Jump
|usc2dmg=0%
|usc2dmg=0%
|usc2desc=Marth performs a purely vertical and gains more height. Dolphin Jump lacks any sort of hitbox however, and it has even more landing lag than Crescent Slash. This makes the move largely useless outside of recovering as while it still has intangibility frames, the open can easily punish Marth once he starts falling, as they cannot get hit by the move. This also means that the move cannot be used as a punishment option OoS or as a combo ender. Even in a recovery situation, the move can be contested without much risk due to its lack of a hitbox.
|usc2desc=Marth performs a purely vertical and gains more height. Dolphin Jump lacks any sort of hitbox however, and it has even more landing lag than Crescent Slash. This makes the move largely useless outside of recovering as while it still has intangibility frames, the opponent can easily punish Marth once he starts falling, as they cannot get hit by the move. This also means that the move cannot be used as a punishment option OoS or as a combo ender. Even in a recovery situation, the move can be contested without much risk due to its lack of a hitbox.


Dolphin Jump is overall Marth's least effective up special by far, as its lack of hitbox is far more detrimental than what it gains from its greater vertical recovery potential.
Dolphin Jump is overall Marth's least effective up special by far, as its lack of hitbox is far more detrimental than what it gains from its greater vertical recovery potential.
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