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Marth (SSBU)/Down special

< Marth (SSBU)
Revision as of 03:15, May 8, 2022 by ViLinear (talk | contribs) (Importing a basic description from the Melee version, with commentary on a common pitfall.)
Hitbox visualization showing Marth's down special, Counter.
Hitbox visualization showing Marth's down special, Counter, when attacking.
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Overview

Marth's down special move in Super Smash Bros. Ultimate is Counter, a move that involves posing for a couple of seconds. If the opponent hits Marth with an attack at the correct moment, Marth will throw out a counterattack. While this can be used as a surprise move in certain situations, it is usually rather punishable and easy to whiff. It also doesn't grant much followup ability if it does hit, making it a rather rarely-used move in competitive play. It can gimp certain recoveries, such as Screw Attack, Fire Fox, and Fire Bird, because these moves put out hitboxes which trigger the counterattack. However, some moves which put out these hitboxes may also move these characters too quickly. An example is Sephiroth, whose uncharged up special moves him past Marth at the point a Marth facing Sephiroth would ordinarily counterattack. In this scenario, turn around first before activating Counter, and you may have better success gimping such characters.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 8.0% 0   Standard 90 60 0   5.5 sword1 1.5 0.0 1.5 1.4× 1.0× 0%               Kick   All All            
1 0 0 8.0% 0   Standard 90 60 0   5.5 armr 0.0 1.0 0.0 1.4× 1.0× 0%               Kick   All All            
2 0 0 8.0% 0   Standard 90 60 0   5.5 colonells 0.0 1.0 0.0 1.4× 1.0× 0%               Kick   All All            
3 0 0 8.0% 0   Standard 90 60 0   5.5 sword1 1.5 0.0 6.5 1.4× 1.0× 0%               Kick   All All            

Timing

Counter

Intangibility 5-6
Counter 6-27
Interruptible 65
Animation length 71
                                                                                                                                             
                                                                                                                                             

Hit

Intangibility 1-8
Hitboxes 5-7
Interruptible 41
Animation length 51
                                                                                                     
                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Counter
 
Intangible
 
Interruptible