Super Smash Bros. Melee

Marth (SSBM)/Dash attack: Difference between revisions

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(Not sure why we hadn't added this gif yet.)
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==Overview==
==Overview==
[[File:Marth Dash Attack Hitbox Melee.gif|thumb|Hitbox duration of Marth's dash attack.]]
[[File:Marth Dash Attack Hitbox Melee.gif|thumb|Hitbox duration of Marth's dash attack.]]
{{competitive expertise}}
Marth lunges forward and performs a rising slash in front of him. Marth's dash attack is generally considered a risky move. It has great horizontal reach due to the speed at which Marth dashes into the strike, and the tipper hit is an excellent combo starter in many [[matchup]]s. However, failing to get the tipper hit leaves Marth extremely vulnerable, owing to the moves lengthy ending lag. Even on hit, the weak hit of the move is almost never safe having low knockback, and [[DI]]ing in denies Marth a reliable followup. Typically, using Marth's dash attack is seen as a novice mistake or a desperate play to win [[neutral_game|neutral]] since Marth has much better options in most situations.


==Hitboxes==
==Hitboxes==

Latest revision as of 23:29, March 8, 2022

Overview[edit]

Hitbox duration of Marth's dash attack.

Marth lunges forward and performs a rising slash in front of him. Marth's dash attack is generally considered a risky move. It has great horizontal reach due to the speed at which Marth dashes into the strike, and the tipper hit is an excellent combo starter in many matchups. However, failing to get the tipper hit leaves Marth extremely vulnerable, owing to the moves lengthy ending lag. Even on hit, the weak hit of the move is almost never safe having low knockback, and DIing in denies Marth a reliable followup. Typically, using Marth's dash attack is seen as a novice mistake or a desperate play to win neutral since Marth has much better options in most situations.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 11% 0 AngleIcon110.png 70 55 0 3.906 76 -0.3906 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 35 60 0 3.1248 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 35 60 0 2.3436 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 70 55 0 3.906 76 5.0778 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing[edit]

Hitbox 12-15
Interruptible 40
Animation length 49
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(Hitbox).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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

Related moves[edit]