Marth (SSBU)/Side special: Difference between revisions
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(A clarification to using back air after dancing blade 1 off stage, and removal of mentions of fullshotting (in the GimR sense).) |
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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. | 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). | 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 (while rising) 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 {{SSBU|Steve}} or {{SSBU|Sephiroth}}, whose edgeguards often involve placing a large vertical hitbox at or just off the ledge. | 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 {{SSBU|Steve}} or {{SSBU|Sephiroth}}, whose edgeguards often involve placing a large vertical hitbox at or just off the ledge. | ||
==Hitboxes== | ==Hitboxes== | ||
===First Hit=== | ===First Hit=== |
Revision as of 05:49, May 10, 2022
Hitbox Visual Table
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Down | ![]() |
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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.
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 (while rising) 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.
Hitboxes
First Hit
Second Hits
Third Hits
Fourth Hits
Timing
Hit 1
Hitboxes | 9-11 |
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Earliest continuable | 12 |
Interruptible grounded | 39 |
Interruptible aerial | 29 |
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Aerial | ![]() |
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Hit 2
Neutral hitboxes | 5-7 |
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Neutral earliest continuable | 8 |
Neutral interruptible | 38 |
Up | 4-6 |
Up earliest continuable | 8 |
Up interruptible | 38 |
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Up | ![]() |
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Hit 3
Neutral hitboxes | 4-6 |
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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 | ![]() |
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Up | ![]() |
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Down | ![]() |
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Hit 4
Neutral hitboxes | 7-9 |
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Neutral interruptible | 58 |
Up hitboxes | 6-10 |
Up interruptible | 44 |
Down hitboxes | 7/10/13/16/19-21 |
Down interruptible | 71 |
Neutral | ![]() |
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Up | ![]() |
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Down | ![]() |
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Trivia
- Despite being a straight angled attack in-game, the 2nd straight hit is referred to as AttackS2Lw in the game's scripts.
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