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Marth (SSBM)/Down aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Marth Down Aerial Hitbox Melee.gif|thumb|The hitbox of Marth's dair.]]
[[File:Marth Down Aerial Hitbox Melee.gif|thumb|The hitbox of Marth's dair.]]
Marth does a forward to backward downward sword slash. When sweetspotted, it sends opponents straight down. In the [[NTSC]] versions of ''Melee'', the attack cannot be meteor cancelled, making it a [[spike]]. However, this is possible in the [[PAL]] versions, so it becomes a [[meteor smash]]. It has very low startup lag, but also very high ending lag, which combined with Marth's lackluster [[recovery]], makes it a rather risky move to use too far offstage. However, its long horizontal reach makes it a great [[tech chase]] option (for reading [[roll]]s), as well as a useful [[OoS]] option. The move can also be used to intercept predictable and/or linear recoveries. The most notorious use of the move is as the finisher to the [[Ken Combo]] - a ground jump, [[Marth (SSBM)/Forward aerial|forward aerial]], double jump, then down aerial. The combo can easily be started with a move such as an [[Marth (SSBM)/Up tilt|up tilt]] or [[Marth (SSBM)/Up throw|up throw]]. Due to its very high effectiveness in the NTSC versions, it can allow a comeback, but it is rather difficult to perform. The ability to meteor cancel the move makes this combo unfortunately less effective in the PAL versions.
Marth does a forward to backward downward sword slash. When sweetspotted, it sends opponents straight down. In the [[NTSC]] versions of ''Melee'', the attack cannot be meteor cancelled, making it a [[spike]]. However, this is possible in the [[PAL]] versions, so it becomes a [[meteor smash]]. It has very low startup lag, but also very high ending lag, which combined with Marth's lackluster [[recovery]], makes it a rather risky move to use too far offstage. However, its long horizontal reach makes it a great [[tech chase]] option (for reading [[roll]]s), as well as a useful [[OoS]] option. The move can also be used to intercept predictable and/or linear recoveries. The most notorious use of the move is as the finisher to the [[Ken Combo]] - a ground jump, {{mvsub|Marth|SSBM|forward aerial}}, double jump, then down aerial. The combo can easily be started with a move such as an {{mvsub|Marth|SSBM|up tilt}} or {{mvsub|Marth|SSBM|up throw}}. Due to its very high effectiveness in the NTSC versions, it can allow a comeback, but it is rather difficult to perform. The ability to meteor cancel the move makes this combo unfortunately less effective in the PAL versions.


{{competitive expertise}}
{{competitive expertise}}

Revision as of 15:33, October 7, 2013

Overview

The hitbox of Marth's dair in Melee.
The hitbox of Marth's dair.

Marth does a forward to backward downward sword slash. When sweetspotted, it sends opponents straight down. In the NTSC versions of Melee, the attack cannot be meteor cancelled, making it a spike. However, this is possible in the PAL versions, so it becomes a meteor smash. It has very low startup lag, but also very high ending lag, which combined with Marth's lackluster recovery, makes it a rather risky move to use too far offstage. However, its long horizontal reach makes it a great tech chase option (for reading rolls), as well as a useful OoS option. The move can also be used to intercept predictable and/or linear recoveries. The most notorious use of the move is as the finisher to the Ken Combo - a ground jump, forward aerial, double jump, then down aerial. The combo can easily be started with a move such as an up tilt or up throw. Due to its very high effectiveness in the NTSC versions, it can allow a comeback, but it is rather difficult to perform. The ability to meteor cancel the move makes this combo unfortunately less effective in the PAL versions.


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