Super Smash Bros. Melee

Marth (SSBM)/Forward smash: Difference between revisions

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m (→‎Overview: Can't really consider it for the best, when Falco's and Jigglypuff's has comparable speed and not that much worse of reach, while being consistently more powerful)
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[[File:Fsmash_with_text.png|thumb|Hitbox data]]
[[File:Fsmash_with_text.png|thumb|Hitbox data]]
[[File:Fsmash_lighten_mode.png|thumb|All 4 hitbox frames together]]
[[File:Fsmash_lighten_mode.png|thumb|All 4 hitbox frames together]]
Marth does a overhead slash, doing 14% at the base and a solid 20% at the tip with very high base knockback (the 2nd highest among forward smashes, only after {{SSBM|Pichu}}'s), but medium scaling. This attack is very fast with long range and high power when tipped, and what makes this attack even better is the fact that the sweetspot is rather easy to connect, due to its somewhat large hitbox size. All of this combined with its ability to edgeguard opponents rather easily makes this arguably the best forward smash in the game, similar to how {{SSBM|Fox}} has the best up smash and {{SSBB|Peach}} having the best down smash. However, it should be noted that if Marth lands the sourspot, it deliver low knockback and damage. Also since this move has a large amount of ending lag, it would be wise not to get shielded while Marth is very close to the opponent. Nonetheless, it remains as Marth`s main killing move (other than his down aerial), as it has high power, very fast start-up, and great range.
 
Marth does a overhead slash, doing 14% at the base, and a high 20% at the tip with very high base knockback (the 2nd highest among forward smashes, only after {{SSBM|Pichu}}'s), but with lower knockback scaling. This attack is fast with great vertical and horizontal reach, and high power when tipped, with a tipped forward smash being capable of reliably KOing under 100%, and can even KO under 75%. Additionally, the [[tipper]] is not that difficult to land when [[space]]d properly, with its rather large hitbox size. All of this combined with its ability to edge-guard opponents rather easily makes this one of best forward smashes in ''Melee''. However, if the move is not sweet spotted, it deals much lower damage with moderate knockback, and can have difficulty KOing under 150%. Also, since this move has a large amount of [[ending lag]], the move is very punishable if whiffed and/or not spaced properly. Nonetheless, it remains as Marth`s main KO move (other than his [[Marth (SSBM)/Down aerial|down aerial]]), being Marth's strongest attack outside a charged [[Shield Breaker]], while having the start-up and reach to be easily landable.


==Hitboxes==
==Hitboxes==

Revision as of 18:49, July 18, 2013

Overview

Hitbox data
All 4 hitbox frames together

Marth does a overhead slash, doing 14% at the base, and a high 20% at the tip with very high base knockback (the 2nd highest among forward smashes, only after Pichu's), but with lower knockback scaling. This attack is fast with great vertical and horizontal reach, and high power when tipped, with a tipped forward smash being capable of reliably KOing under 100%, and can even KO under 75%. Additionally, the tipper is not that difficult to land when spaced properly, with its rather large hitbox size. All of this combined with its ability to edge-guard opponents rather easily makes this one of best forward smashes in Melee. However, if the move is not sweet spotted, it deals much lower damage with moderate knockback, and can have difficulty KOing under 150%. Also, since this move has a large amount of ending lag, the move is very punishable if whiffed and/or not spaced properly. Nonetheless, it remains as Marth`s main KO move (other than his down aerial), being Marth's strongest attack outside a charged Shield Breaker, while having the start-up and reach to be easily landable.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 Template:DamageWhenCharged 0 Sakurai angle 60 70 0 0.015624 76 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
1 0 Template:DamageWhenCharged 0 Sakurai angle 60 70 0 0.0124992 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
2 0 Template:DamageWhenCharged 0 Sakurai angle 60 70 0 0.0140616 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 Template:DamageWhenCharged 0 Sakurai angle 80 70 0 0.015624 76 0.0203112 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing

Charges between 3-4
Hitbox 10-13
Interruptible 48
Animation length 49