Super Smash Bros. Ultimate

Marth (SSBU)/Side special

< Marth (SSBU)
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Hitbox Visual Table

1 2 3 4
Up      
Side        
Down    

Overview

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.


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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 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 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 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 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.