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Marth (SSBU)/Down tilt: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
'''Summary''': The primary uses of Marth's down tilt are as
* a poke in the [[neutral game]]
* a [[tech chase]] starter
* an [[edgeguarding]] tool
The primary uses of Marth's down tilt in the [[neutral game]] almost universally require that you [[dash]] immediately after the move ends. Please keep this in mind before reading the below.
Marth's down tilt is one of his safest poke tools that also leads to any kind of meaningful reward. If an approach is stuffed, at lower percents this often leads to a [[tech chase]] situation if you also [[buffer]] a [[dash]] as soon as possible. This leads to the following follow-ups:
* If no [[tech]] or tech in place occurs, an additional down tilt or down smash can be applied to either continue inflicting damage or end a stock.
* If if tech rolls occur, either a forward tilt (more reliable) or forward smash (less reliable) can be used to end a stock.
Note that the second scenario is potentially hard to execute correctly, relying on a high reaction speed from the Marth player. Therefore, one backup strategy is to down tilt again anyway and react thereafter. Sometimes the Marth will be able to dash into forward air in the correct direction to stuff mashing or [[grab]] to punish habitual shielding.
Of course, at mid percents or higher percents, depending on the [[directional influence]] of Marth's opponent, one may instead attempt to follow up with a dash into neutral air or forward air. Sometimes you may find this does not combo, in which case the Marth should be prepared to feign their approach or overshoot their aerial to avoid being [[shield grab]]bed.
As an edgeguarding tool, the friendliness of the ledge in ''Ultimate'' carried over from ''Smash 4'' once again makes down tilt a deceptively underwhelming tool for [[edgeguarding]] low recoveries. This is because the eminent method of edgeguarding either involves leaving the stage itself to attack directly with an aerial attack, or using [[ledge trump]] into back air for a near-stage edgeguarding option. Regardless, its usage as an edgeguarding tool can still be mentioned. In particular, there are a great many moves that move a character linearly, often towards the ledge, but which do not immediately grab the ledge upon what appears to be physical contact. In this case, down tilt can be used to determine whether this timing is even possible to exploit, however note that forward smash has a tendency to hit slightly below the ledge in case one wants to escalate the tools they used to capitalize on opposing move properties of this nature.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''

Revision as of 08:31, December 4, 2021

Hitbox visualization showing Marth's down tilt.
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Overview

Summary: The primary uses of Marth's down tilt are as

The primary uses of Marth's down tilt in the neutral game almost universally require that you dash immediately after the move ends. Please keep this in mind before reading the below.

Marth's down tilt is one of his safest poke tools that also leads to any kind of meaningful reward. If an approach is stuffed, at lower percents this often leads to a tech chase situation if you also buffer a dash as soon as possible. This leads to the following follow-ups:

  • If no tech or tech in place occurs, an additional down tilt or down smash can be applied to either continue inflicting damage or end a stock.
  • If if tech rolls occur, either a forward tilt (more reliable) or forward smash (less reliable) can be used to end a stock.

Note that the second scenario is potentially hard to execute correctly, relying on a high reaction speed from the Marth player. Therefore, one backup strategy is to down tilt again anyway and react thereafter. Sometimes the Marth will be able to dash into forward air in the correct direction to stuff mashing or grab to punish habitual shielding.

Of course, at mid percents or higher percents, depending on the directional influence of Marth's opponent, one may instead attempt to follow up with a dash into neutral air or forward air. Sometimes you may find this does not combo, in which case the Marth should be prepared to feign their approach or overshoot their aerial to avoid being shield grabbed.

As an edgeguarding tool, the friendliness of the ledge in Ultimate carried over from Smash 4 once again makes down tilt a deceptively underwhelming tool for edgeguarding low recoveries. This is because the eminent method of edgeguarding either involves leaving the stage itself to attack directly with an aerial attack, or using ledge trump into back air for a near-stage edgeguarding option. Regardless, its usage as an edgeguarding tool can still be mentioned. In particular, there are a great many moves that move a character linearly, often towards the ledge, but which do not immediately grab the ledge upon what appears to be physical contact. In this case, down tilt can be used to determine whether this timing is even possible to exploit, however note that forward smash has a tendency to hit slightly below the ledge in case one wants to escalate the tools they used to capitalize on opposing move properties of this nature.

Update History

Super Smash Bros. Ultimate 12.0.0

  • Buff The tipper hitbox of down tilt is larger, and sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the sweetspot.

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 7.0% 0 AngleIcon30.png Standard 40 40 0 HitboxTableIcon(False).png 2.7 top 0.0 2.7 to 4.4 15.7 to 9.2 0.7× 1.0× 35% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Stab).png TypeIcon(Sword).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 10.0% 0 AngleIcon30.png Standard 50 40 0 HitboxTableIcon(False).png 2.7 sword1 0.0 0.0 8.2 to 7.2 1.25× 1.0× 35% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Stab).png TypeIcon(Sword).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Marth Sword SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 7-8
Interruptible 24
Animation length 49
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Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
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Hitbox
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Interruptible