Editing Dolphin Slash

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In ''Super Smash Bros. 4'', Dolphin Slash has seen some changes with most of them hindering the move.  
In ''Super Smash Bros. 4'', Dolphin Slash has seen some changes with most of them hindering the move.  


The move is largely the same in terms of recovering, although it does travel slightly less distance. On the flip side, the move notably benefits from the removal of edge hogging which makes it a much more reliable recovery tool overall, despite its overall shorter distance. The move is harder to edgeguard and it can be difficult to two frame due to its disjointed hitbox. This means that Marth almost never has to mix up going for the ledge or landing on stage and if he does land on stage, the move now only has 20 frames of landing lag instead of 35 which makes it less punishable on landing. The move still suffers from RCO lag although Marth only gets 30 frames of landing lag from a hard landing instead of 35, and the move is also less susceptible to RCO due to the changes to the glitch.
The move is largely the same in terms of recovering however, the move notably benefits from the removal of edge hogging which makes it a much more reliable recovery tool. The move is harder to edgeguard and it can be difficult to two frame due to its disjointed hitbox. This means that Marth almost never has to mix up going for the ledge or landing on stage and if he does land on stage, the move now only has 20 frames of landing lag instead of 35 which makes it less punishable on landing. The move still suffers from RCO lag although Marth only gets 30 frames of landing lag from a hard landing instead of 35, and the move is also less susceptible to RCO due to the changes to the glitch.


As an attack however, the move has been toned down. The clean hit now only deals 11% and it deals less knockback, KOing around 10% later. The clean hit also has less range and it has more hitlag, with the former making the attack harder to land overall. The grounded version of the move also has less intangibility, with Marth now only being intangible on frames 4 and 5 rather than from frames 1-5. This makes the move easier to challenge when Marth is on the ground and it hinders the move's use as an Out of Shield option, especially when combined with its reduced power and range. It is no longer Marth's fastest escape option OoS which makes it much less useful against multi hit moves or against safe pressure from Marth's opponent. The aerial version however is still intangible from frames 1-5 so it can still be used as a strong escape option in the air.  
As an attack however, the move has been toned down. The clean hit now only deals 11% and it deals less knockback, KOing around 10% later. The clean hit also has less range and it has more hitlag, with the former making the attack harder to land overall. The grounded version of the move also has less intangibility, with Marth now only being intangible on frames 4 and 5 rather than from frames 1-5. This makes the move easier to challenge when Marth on the ground and it hinders the move's use as an Out of Shield option, especially when combined with its reduced power and range. It is no longer Marth's fastest escape option OoS which makes it much less useful against multi hit moves or against safe pressure from Marth's opponent. The aerial version however is still intangible from frames 1-5 so it can still be used as a strong escape option in the air.  


With {{SSB4|Lucina}} being added as a [[clone]] of Marth, she also possesses her own version of Dolphin Slash. Her version gains slightly less height than Marth’s, which makes it worse for recovering (although this is partially compensated by Lucina having a higher double jump than Marth).
With {{SSB4|Lucina}} being added as a [[clone]] of Marth, she also possesses her own version of Dolphin Slash. Her version gains slightly less height than Marth’s, which makes it worse for recovering (although this is partially compensated by Lucina having a higher double jump than Marth).

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