Marth (SSBM)/Down aerial: Difference between revisions
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==Similar moves== | ==Similar moves== | ||
*[[Roy (SSBM)/Down aerial]] | *[[Roy (SSBM)/Down aerial]] | ||
{{MvSubNavMarth|g=SSBM}} | |||
[[Category:Marth (SSBM)]] | [[Category:Marth (SSBM)]] | ||
[[Category:Down aerials]] | [[Category:Down aerials]] | ||
[[Category:Normal attacks]] | [[Category:Normal attacks]] |
Revision as of 17:18, October 22, 2013
Overview
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.
Similar moves
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