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Marth (SSBB)/Forward aerial: Difference between revisions

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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 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. An extremely useful move for [[spacing]], [[edgeguarding]], and aerial [[approach]]es, due to its very quick speed and a long-[[range]]ed [[disjointed]] [[hitbox]] that gives it a long, safe [[range]]. Considered Marth's best aerial and perhaps 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. An extremely useful move for [[spacing]], [[edgeguarding]], and aerial [[approach]]es, due to its very quick speed and a long-[[range]]ed [[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.
{{competitive expertise}}


==Hitboxes==
==Hitboxes==

Revision as of 16:19, October 22, 2013

Overview

Forward aerial hitbox for Marth in Brawl.
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 approaches, due to its very quick speed and a long-rangeed disjointed hitbox that gives it a long, safe range, and when used properly with reads 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.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 10% 0 Sakurai angle 40 70 0 6.6666666666667E-5 65 0.0 0.0 1.6666666666667E-5 1.0x 1.1666666666667E-5x 0% no flag data specified
1 0 10% 0 Sakurai angle 40 70 0 6.6666666666667E-5 61 0.0 0.0 0.0 1.0x 1.1666666666667E-5x 0% no flag data specified
2 0 13% 0 Sakurai angle 40 80 0 6.6666666666667E-5 65 0.0 0.0 9.6666666666667E-5 1.0x 2.0833333333333E-5x 0% no flag data specified

Timing

Attack

Hitboxes 4-7
Ending autocancel 27-
Interruptible 34
Animation length 39
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(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 9
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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible