Super Smash Bros. Melee

Marth (SSBM)/Forward smash: Difference between revisions

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(→‎Overview: added lower resolution .gif to bypass resolution restriction)
(→‎Overview: strong is subjective. For killing, tipper dsmash is arguably much better than tipper fsmash even though it deals less damage.)
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[[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 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.
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 in terms of damage outside a charged [[Shield Breaker]], while having the start-up and reach to be easily landable.


==Hitboxes==
==Hitboxes==

Revision as of 04:45, August 17, 2013

Overview

File:300px Marth Forward Smash Hitbox Melee.gif
Hitbox duration of Marth's forward smash.
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 in terms of damage 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