SSBB Icon.png

Marth (SSBB)/Forward aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(→‎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)
Line 3: Line 3:
==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==

Revision as of 09:08, January 16, 2014

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. Hits with an arc which covers his entire front body within frames 4 to 7. An extremely useful move for spacing, edgeguarding, and aerial approaches, due to its very quick speed and a long-ranged 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. 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

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