Super Smash Bros. Melee

Marth (SSBM)/Up tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
Line 3: Line 3:


[[Image:Utilt with text.png|thumb|right|Relevant data condensed in a single image]]
[[Image:Utilt with text.png|thumb|right|Relevant data condensed in a single image]]
Marth swings his sword in a large arc above his head. An excellent move with great vertical disjointed range that serves as a combo tool against chars with high gravity and as a finisher against floaties. Has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like Dream Land 64.
Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. It's speed and large vertical disjoint allows Marth to extend his already potent stage control on to low platforms, particularly the ones on Stadium, Yoshi's Story, and Battlefield. Against fastfallers, Marth will use his up tilt in his up throw chain grab to either combo into a regrab or transition into a string of aerials. Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of dancing blade. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like Dream Land, where Marth often has difficulty KOing floaty characters.  


==Hitboxes==
==Hitboxes==

Revision as of 16:53, July 21, 2013

Overview

Relevant data condensed in a single image

Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. It's speed and large vertical disjoint allows Marth to extend his already potent stage control on to low platforms, particularly the ones on Stadium, Yoshi's Story, and Battlefield. Against fastfallers, Marth will use his up tilt in his up throw chain grab to either combo into a regrab or transition into a string of aerials. Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of dancing blade. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like Dream Land, where Marth often has difficulty KOing floaty characters.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Early
0 0 9% 0 AngleIcon110.png 40 120 0 0.015624 76 0.0015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 9% 0 Sakurai angle 40 118 0 0.0124992 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
2 0 8% 0 Sakurai angle 40 116 0 0.01218672 25 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 12% 0 AngleIcon110.png 50 100 0 0.015624 76 0.015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
Clean
0 0 10% 0 AngleIcon85.png 40 120 0 0.015624 76 0.0015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 9% 0 Sakurai angle 30 118 0 0.0109368 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
2 0 9% 0 Sakurai angle 30 116 0 0.00906192 25 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 13% 0 AngleIcon85.png 50 100 0 0.015624 76 0.015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing

Early hit 6-8
Clean hit 9-12
Interruptible 32
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible