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) |
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!Hitbox | !Hitbox | ||
|4- | |4-7 | ||
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!Interruptible | !Interruptible | ||
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!Animation length | !Animation length | ||
| | |27 | ||
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!Earliest Continuable Point | !Earliest Continuable Point | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=6|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=2}} | ||
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{{FrameStripEnd}} | {{FrameStripEnd}} |
Revision as of 18:12, July 6, 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 | 4-8 |
---|---|
Interruptible | 26 |
Animation length | 28 |
Lag time |
Hitbox |
Interruptible |
Related moves