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Dolphin Slash

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Revision as of 00:04, January 7, 2016 by 50.174.19.156 (talk)
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Dolphin Slash
LucinaDolphinSlash.png

Lucina using Dolphin Slash in Super Smash Bros. for Wii U.
User Marth
Lucina
Universe Fire Emblem
Strike upward as you rise through the air.
Smash for 3DS's foldout

The Dolphin Slash (ドルフィンスラッシュ, Dolphin Slash) is Marth and Lucina's up special move. Marth or Lucina quickly swipe upwards, with their blade extended vertically. It provides decent vertical recovery, but very little horizontal recovery. It can be used as an out of shield option and also to edgeguard an opponent.

In Super Smash Bros. Melee

Dolphin Slash's damage and knockback is strongest in its first few frames of attack. The longer the attack is out, the weaker it gets. It's best used point blank if it's meant to be used as an attack, since the later frames of the attack are weaker than the beginning frames. It can be slightly angled forward, similarly to Roy's Blazer.

Reverse Dolphin Slash

Apologize for Dr. Peepee's choice of words.
Famed Marth player Ken uses the reverse dolphin slash to KO Dr. PeePee's Fox after using a jab and a down tilt to stop his recovery.

A "Reverse Dolphin Slash" can be performed by starting the attack and quickly moving the joystick backwards. This will cause Marth to turn around just before jumping upwards, and if it hits an enemy close to him as he starts the move, it will almost guarantee that Marth hits with the sweetspot, due to the hitbox placement of the attack. Due to these properties, the Reverse Dolphin Slash can act as both a powerful surprise KO move as well an effective move to gimp offstage. Often Marth players will use this move as an alternative finish to a Ken Combo should they be too close to sweetspot Marth's down air spike. Additionally, due to its speed, some players will opt to use the move to punish poor tech rolls.

In Super Smash Bros. Brawl

In Brawl, the regular Dolphin Slash appears to be at least as powerful as Melee's Reverse Dolphin Slash. Marth can be seen jump-cancelling a shield into it for potential kills at about 100% (130% on heavyweight characters).

This move in Brawl has several more advantages than the version in Melee. It has more horizontal range, can be angled more noticeably forward, and its vertical recovery is still great. It is also one of the few moves to retain the speed it had in Melee. However, it lacks the higher potential to KO in comparison.

What makes this move really useful are the invincibility frames starting on frame 1 to 5, allowing Marth to escape chain grabs and multi hit attacks. However, when used for this purpose, Marth is left helpless and vulnerable to attack. The move hits the opponent on frame 5, like it did in Melee.

In Super Smash Bros. 4

Dolphin Slash returns in Super Smash Bros. 4 as both Marth and Lucina's up special move, retaining its intangibility during the first 5 frames. It has a notably smaller hitbox than previously due to Marth's nerfed sword range, and it additionally deals drastically reduced knockback, making it useless for KOing until extremely high percentages where it wouldn't be viable. Despite this, it is still useful for edgeguarding and stage spiking due to its speed. Because of its nerfs, Dolphin Slash is now more of a recovery move than previous incarnations, and it still has the same perks and flaws, giving good vertical reach but almost no horizontal distance.

Starting from the 1.0.8 update, Dolphin Slash's knockback has been tremendously buffed. It now has KO potential at percentages around 140%, and due to its speed it can easily catch opponents offguard, along with giving Marth/Lucina a hard-hitting option to escape pressure due to its 5 frames of intangibility. Although the move's nerfed range still cripples its ability to reliably hit at range, it is considered a much more viable move than in previous patches, and arguably gives back the strength it had originally lost from Brawl.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the known variations:

1. Dolphin Slash 2. Crescent Slash 3. Dolphin Jump
MarthUp1-SSB4.png
MarthUp2-SSB4.png
MarthUp3-SSB4.png
"Strike upward with your sword as you rise into the air. Deals most damage at the start." "Rise in an arc while attacking. Deals most damage at the midpoint. Doesn't go as high." "Jump really high, but you won't deal any damage."
1. Dolphin Slash 2. Crescent Slash 3. Dolphin Jump
LucinaUp1-SSB4.png
LucinaUp2-SSB4.png
LucinaUp3-SSB4.png
"Strike upward with your sword as you rise into the air. Deals most damage at the start." "Rise in an arc while attacking. Deals most damage at the midpoint. Doesn't go as high." "Jump really high, but you won't deal any damage."
  1. Dolphin Slash: Default.
  2. Crescent Slash: Attacks at a steeper angle but with less height. Does most damage at the midway point.
  3. Dolphin Jump: Jumps higher but deals no damage.

Origin

Although the move has not been named or seen in any of the Fire Emblem games, its animation loosely resembles the critical hit animations of characters like Briggid and Machyua. This follows the trend of Fire Emblem's unique animations being given a name and ability in Super Smash Bros., such as Shield Breaker being based on Marth's standard attack animation.

Gallery

Trivia

  • The sound effect of the Dolphin Slash varies from Melee to Brawl. In its first appearance, Marth grunts while the sword makes a very slight woosh sound. However, in Brawl, Marth is silent, and the sword now makes a very loud slash, almost akin to an explosion. In Smash 4, Dolphin slash does a more typical slashing sound, louder than Melee but softer than Brawl.
    • As of Smash 4 version 1.0.8, Lucina occasionally grunts when using Dolphin Slash. Marth, however, does not.