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Marth (SSBM)/Up tilt: Difference between revisions

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[[File:Marth Up Tilt Hitbox Melee.gif|thumb|Hitbox duration of Marth's u-tilt.]]
[[File:Marth Up Tilt Hitbox Melee.gif|thumb|Hitbox duration of Marth's u-tilt.]]
[[Image:Utilt with text.png|thumb|right|Relevant data condensed in a single image]]
[[Image:Utilt with text.png|thumb|right|Relevant data condensed in a single image]]
Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical [[disjointed]] [[hitbox]] allows Marth to extend his already potent stage control on to low platforms, particularly the ones on [[Pokémon Stadium]], [[Yoshi's Story]], and {{SSBM|Battlefield}}. Against fastfallers, Marth will use his up tilt in his up throw [[chain grab]] to either [[combo]] into a regrab or transition into a string of aerials. Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of dancing blade. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like [[Dream Land]], where Marth often has difficulty KOing [[floaty]] characters. The move can additionally aid Marth's {{mvsub|Marth|SSBM|up throw}} [[chaingrab]] on [[fastfaller]]s, being able to lead into either a regrab or a {{mvsub|Marth|SSBM|forward smash}}.
Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical [[disjointed]] [[hitbox]] allows Marth to extend his already potent stage control on to low platforms, particularly the ones on [[Pokémon Stadium]], [[Yoshi's Story]], and {{SSBM|Battlefield}}. Against [[fastfaller]]s, Marth will use his up tilt in his {{mvsub|Marth|SSBM|up throw}} [[chain grab]] to either [[combo]] into a regrab, a string of aerials or more up tilts and a subsequent {{mvsub|Marth|SSBM|forward smash}} to finish off the opponent.  
 
Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of dancing blade. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like [[Dream Land]], where Marth often has difficulty KOing [[floaty]] characters.


==Hitboxes==
==Hitboxes==

Revision as of 06:05, October 13, 2013

Overview

The hitbox of Marth's u-tilt in Melee.
Hitbox duration of Marth's u-tilt.
Marth's Up tilt hitbox data on a single image. Own work using Dolphin, FastStone Image Viewer and Paint.net.
Relevant data condensed in a single image

Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical disjointed hitbox allows Marth to extend his already potent stage control on to low platforms, particularly the ones on Pokémon Stadium, Yoshi's Story, and Battlefield. Against fastfallers, Marth will use his up tilt in his up throw chain grab to either combo into a regrab, a string of aerials or more up tilts and a subsequent forward smash to finish off the opponent.

Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of dancing blade. The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like Dream Land, where Marth often has difficulty KOing floaty characters.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Early
0 0 9% 0 AngleIcon110.png 40 120 0 0.015624 76 0.0015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 9% 0 Sakurai angle 40 118 0 0.0124992 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
2 0 8% 0 Sakurai angle 40 116 0 0.01218672 25 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 12% 0 AngleIcon110.png 50 100 0 0.015624 76 0.015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
Clean
0 0 10% 0 AngleIcon85.png 40 120 0 0.015624 76 0.0015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 9% 0 Sakurai angle 30 118 0 0.0109368 71 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
2 0 9% 0 Sakurai angle 30 116 0 0.00906192 25 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
3 0 13% 0 AngleIcon85.png 50 100 0 0.015624 76 0.015624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing

Early hit 6-8
Clean hit 9-12
Interruptible 32
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible

Related moves