This article or section may require additional technical data. The editor who added this tag elaborates: Hitbox strips You can discuss this issue on the talk page or edit this page to improve it.
This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
Dancing Blade can be used as a standard combo ender. It should be avoided in neutral as it is very unsafe on shield, with most opponents having enough time to dash forward and grab before Marth can jump. His safest option if a non-ending hit does hit a shield is to continue using Dancing Blade, delaying hits in hope that the opponent drops their shield. It is Marth's third fastest out-of-shield option, tied with neutral aerial. It is slightly easier to perform than up aerial (second fastest by 1 frame) and doesn't leave him as vulnerable as whiffing his fastest out-of-shield, up special.
The down-angle ender provides the most damage. The side-angle ender sweetspot can KO very early on, being able to KO several characters below 70% at ledge (30-50% earlier than the non-sweetspot hits). The side-angle ender's sweetspot can be hard to hit as it has lower priority than the weaker hits, requiring the attack to be delayed for the highest chance of hitting the sweetspot. Because of various other factors such as rage and directional influence, hitting the sweetspot is inconsistent and it is best to plan around a non-sweetspot hitting instead. Forward tilt is a good, grounded alternative if the side-angle ender's sweetspot is too difficult to land.
This article or section may require a cleanup. The editor who added this tag believes this page should be cleaned up for the following reason: Editorial/odd writing You can discuss this issue on the talk page or edit this page to improve it.
At the ledge, another setup is purposely using only the first three hits, and baiting an air dodge towards the stage and up-smashing on reaction. Theoretically, this works at any point where the straight-angled final hit of Dancing Blade might kill, but this requires an unrealistic amount of conditioning to assume an opponent might air dodge towards Marth at a location on stage besides the corner.
When edgeguarding, Marth can use Dolphin Slash to look for stage spikes. Using a single hit of Dancing Blade to attack a wall-riding recoverer accomplishes both the purpose of making sure you're facing the right way (recalling that an improperly oriented Dolphin Slash provides very little room for error when recovering) and the purpose of mixing up your opponent's tech input timing, which can cause them to instead buffer an air dodge which can lock your opponents out of being able to recover.
This same single hit of Dancing Blade towards the stage, when not used to attack your opponents offstage, is a way of turning Marth around so he is positioned well to use back air, which is a move that catches many recoverers of many heights since back air's active hitbox moves parallel with Marth rather than not at all (as is the case with neutral air) or antiparallel (as is the case with forward air).
Without mixing up solely the timing of the Dolphin Slash (which can result in Marth dangerously misplacing himself above the ledge), his recovery timing can be predictable. Therefore, notice Marth can use a single hit of Dancing Blade to delay the decay of his aerial momentum. This can provide a mix-up against opponents such as Steve or Sephiroth, whose edgeguards often involve placing a large vertical hitbox at or just off the ledge.
This reduction of aerial momentum prevents Marth from threatening a large amount of space using any fullshotting techniques, since these techniques often make use of maintaining lateral momentum. Therefore, if already on stage, please consider only using the grounded version of Dancing Blade.
Hitboxes
First Hit
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
First Hit
0
0
0
2.5%
0
Standard
25
30
0
6.5
top
0.0
9.0
13.0
0.5×
0.8×
0%
Slash
All
All
1
0
0
3.0%
0
Standard
25
30
0
5.5
top
0.0
9.0
16.0
0.5×
0.8×
0%
Slash
All
All
2
0
0
2.5%
0
Standard
25
30
0
6.5
top
0.0
9.0
8.0
0.5×
0.8×
0%
Slash
All
All
It uses weight-independent knockback.
Second Hits
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
Angled High
0
0
0
2.5%
0
Standard
30
30
0
4.5
top
0.0
6.0 to 16.0
12.5
0.7×
0.8×
0%
Slash
All
All
1
0
0
3.0%
0
Standard
30
30
0
3.0
top
0.0
6.0 to 18.0
16.0
0.7×
0.8×
0%
Slash
All
All
2
0
0
2.5%
0
Standard
30
30
0
4.5
top
0.0
9.0
8.0
0.7×
0.8×
0%
Slash
All
All
Angled Straight
0
0
0
2.5%
1.0
Standard
30
25
0
6.5
top
0.0
9.0
13.0
0.7×
0.8×
0%
Slash
All
All
1
0
0
3.0%
1.0
Standard
30
25
0
5.5
top
0.0
9.0
18.0
0.7×
0.8×
0%
Marth Hit
All
All
2
0
0
2.5%
1.0
Standard
30
25
0
4.5
top
0.0
9.0
8.0
0.7×
0.8×
0%
Slash
All
All
Both variants use weight-independent knockback.
Third Hits
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
Angled High
0
0
0
3.0%
1.0
Standard
30
55
0
4.5
top
0.0
6.0 to 15.0
9.0
0.7×
0.8×
0%
Slash
All
All
1
0
0
4.0%
1.0
Standard
55
30
0
3.0
top
0.0
6.0 to 16.0
12.0
0.7×
0.8×
0%
Marth Hit
All
All
2
0
0
3.0%
1.0
Standard
55
50
0
4.5
top
0.0
9.0 to 11.0
3.5
0.7×
0.8×
0%
Slash
All
All
Angled Straight
0
0
0
3.0%
1.0
Standard
55
30
0
6.5
top
0.0
9.0 to 11.0
12.5
0.7×
0.8×
0%
Slash
All
All
1
0
0
4.0%
1
Standard
55
30
0
5.5
top
0.0
9.0 to 11.5
16.5
0.7×
0.8×
0%
Marth Hit
All
All
2
0
0
3.0%
1.0
Standard
55
30
0
5.5
top
0.0
9.0
8.0
0.7×
0.8×
0%
Slash
All
All
Angled Low
0
0
0
3.0%
1.0
Standard
40
30
0
4.8
top
0.0
5.6 to 7.0
14.0 to 10.0
0.7×
0.8×
0%
Slash
All
All
1
0
0
4.0%
1.0
Standard
40
30
0
3.0
top
0.0
4.0 to 7.0
19.0 to 10.0
0.7×
0.8×
0%
Slash
All
All
All variants use weight-independent knockback.
Fourth Hits
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
Angled High
0
0
0
5.0%
1.0
Standard
85
40
0
4.5
top
0.0
6.0 to 21.0
10.5
1.0×
0.8×
0%
Slash
All
All
1
0
0
7.0%
1.0
Standard
80
40
0
3.0
top
0.0
6.0 to 21.0
15.0
1.0×
0.8×
0%
Marth Hit
All
All
2
0
0
5.0%
1.0
Standard
85
40
0
4.0
top
0.0
21.0 to 24.0
11.0 to 4.0
1.0×
0.8×
0%
Slash
All
All
3
0
0
7.0%
1.0
Standard
80
40
0
3.0
top
0.0
23.0 to 27.0
14.0 to 4.0
1.0×
0.8×
0%
Marth Hit
All
All
Angled Straight
0
0
0
4.0%
1.0
Standard
74
103
0
8.0
top
0.0
9.0
11.7
1.0×
1.0×
0%
Slash
All
All
1
0
0
6.0%
5.0
Standard
85
125
0
7.0
top
0.0
9.0
15.5
1.5×
1.0×
0%
Marth Hit
All
All
2
0
0
4.0%
5
Standard
74
103
0
7.0
top
0.0
9.0
5.0
1.0×
1.0×
0%
Slash
All
All
Angled Low (Multihits, 4 iterations)
0
0
0
2.0%
1.0
Standard
2
20
0
5.0
top
0.0
6.0
11.0
0.5×
1.0×
0%
Slash
All
All
1
0
0
2.0%
1.0
Standard
2
20
0
5.0
top
0.0
6.0
16.0
0.5×
1.0×
0%
Slash
All
All
2
0
0
2.0%
0.0
Standard
2
20
0
5.0
top
0.0
6.0
6.0
0.5×
1.0×
0%
Slash
All
All
Angled Low (Final Hit)
0
0
0
4.0%
1.0
Standard
57
90
0
5.0
top
0.0
7.0
11.0
1.0×
1.0×
0%
Slash
All
All
1
0
0
5.0%
1.0
Standard
60
90
0
5.0
top
0.0
8.0
18.0
1.0×
1.0×
0%
Marth Hit
All
All
2
0
0
4.0%
0
Standard
57
90
0
4.5
top
0.0
5.0
5.0
1.0×
1.0×
0%
Slash
All
All
Timing
Hit 1
Hitboxes
9-11
Earliest continuable
12
Interruptible grounded
39
Interruptible aerial
29
Grounded
Aerial
Hit 2
Neutral hitboxes
5-7
Neutral earliest continuable
8
Neutral interruptible
38
Up
4-6
Up earliest continuable
8
Up interruptible
38
Neutral
Up
Hit 3
Neutral hitboxes
4-6
Neutral earliest continuable
7
Neutral interruptible
43
Up hitboxes
5-7
Up earliest continuable
8
Up interruptible
43
Down hitboxes
5-7
Down earliest contiuable
8
Down interruptible
44
Neutral
Up
Down
Hit 4
Neutral hitboxes
7-9
Neutral interruptible
58
Up hitboxes
6-10
Up interruptible
44
Down hitboxes
7/10/13/16/19-21
Down interruptible
71
Neutral
Up
Down
Trivia
Despite being a straight angled attack in-game, the 2nd straight hit is referred to as AttackS2Lw in the game's scripts.