Marth (SSBM)/Down aerial: Difference between revisions
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Revision as of 17:35, October 28, 2013
Overview
Marth does a forward to backward downward sword slash. When sweetspotted, it sends opponents downwards. In the NTSC versions of Melee, the attack is a spike as its diagonal angle of 290 is outside the range of detectable meteor smashes. The angle was changed in the PAL version to be an orthogonal 270, making it 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 put a winning game out of reach or allow a losing player to make a comeback, but it is rather difficult to perform. The ability to meteor cancel the move in PAL regions makes this combo substantially less effective.
Hitboxes
NTSC
PAL
Summary:
- Tip is now a meteor smash, not a spike.
Timing
Attack
Initial autocancel | 1-5 |
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Hitboxes | 6-9 |
Ending autocancel | 48- |
Animation length | 59 |
Interruptible | 80 |
Landing lag
Animation length | 32 |
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L-cancelled animation length | 16 |
Normal | ||||||||||||||||||||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Autocancel |
Similar moves
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