Marth (SSBB)/Forward aerial: Difference between revisions

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(→‎Overview: Just brought in some things about this move I know about from maining Marth. If you guys want, I could bring my frame data sources later. Also, it may be just me, but it seems like the Fair gif is missing its first hitbox which is above him)
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==Overview==
==Overview==
[[File:Marth Forward Aerial Hitbox Brawl.gif|thumb|right|250px|Forward aerial hitbox.]]
[[File:Marth Forward Aerial Hitbox Brawl.gif|thumb|right|250px|Forward aerial hitbox.]]
Marth does a forward vertical slash from top to bottom with his sword, doing 10% damage on the base of the sword and 13% with the tip. Although it doesn't have much knockback if hit on its base, it has KOing potential at around 150% when hit on the tip, and can KO earlier when used near the edges of the stage. An extremely useful move for [[spacing]], [[edgeguarding]], and aerial [[approach]]es, due to its very quick speed and a long-[[range]]d [[disjointed]] [[hitbox]] that gives it a long, safe [[range]], and when used properly with [[read]]s on a recovering opponent, can create a wall that is difficult to get through without being damaged. At low percents, due to its low ending lag and good damage, it is an excellent [[combo]] move and is commonly used multiple times in a row to rack up damage, or combined with other aerial attacks. Considered Marth's best aerial and arguably the best [[forward aerial]] in the game.
Marth does a forward vertical slash from top to bottom with his sword, doing 10% damage on the base of the sword and 13% with the tip. Although it doesn't have much knockback if hit on its base, it has KOing potential at around 150% when hit on the tip, and can KO earlier when used near the edges of the stage. Hits with an arc which covers his entire front body within frames 4 to 7. An extremely useful move for [[spacing]], [[edgeguarding]], and aerial [[approach]]es, due to its very quick speed and a long-[[range]]d [[disjointed]] [[hitbox]] that gives it a long, safe [[range]], and when used properly with [[read]]s on a recovering opponent, can create a wall that is difficult to get through without being damaged. With its range, speed and having low amount of ending lag it can be a great tool to offensively [[pressure]] Marth's opponent when spaced correctly. A spaced full hop retreating forward aerial is for example a fairly safe way of trying to hit the opponent, because even if he hits the opponent's shield or they choose any other non-attacking option, Marth ends up getting away from their punish.  At low percents, due to its low ending lag and good damage, it is an excellent [[combo]] move and is commonly used multiple times in a row to rack up damage, or combined with other aerial attacks. With its disjoints, even against longer ranged moves (which greatly extend their hitbox, like [[King Dedede]]'s [[Back aerial]]) it is possible to space away and still hit them with Fair without Marth himself getting hit by taking advantage of the opponent's extending of their [[hurtbox]]. This Forward aerial has a frame advantage on shield of -4 when not tippered and -8 when tippered, both in the case of hitting a shield exactly one frame before landing (excluding shield [[hitlag]]). Albeit risky, it is possible to [[Dolphin Slash]] or [[sidestep]] a frame perfectly shield grab if he hits their shield with an untippered Forward aerial one or two frames (in the case of [[Dolphin Slash]]) before landing on the ground, again excluding shield hitlag to those frames. Has 8 frames landing lag. Considered Marth's best aerial and arguably the best [[forward aerial]] in the game. Its only noticeable flaw is its low hitbox duration, making it require precise timing to consistently space with it.


==Hitboxes==
==Hitboxes==