Marth (SSBU)/Neutral special: Difference between revisions

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m (Added commentary on Shield Breaker's aerial momentum effects, framed around flickshotting (in the GimR sense).)
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In the event Shield Breaker breaks a shield, Marth can setup the opponent for an easy kill by pushing them closer to the edge (though not too far to push them off and get them out of shield stun). At mid percents it can easily KO with the tipper. It will do 1.15× damage if it hits the opponent's head, making a properly angled and spaced Shield Breaker even more potent.
In the event Shield Breaker breaks a shield, Marth can setup the opponent for an easy kill by pushing them closer to the edge (though not too far to push them off and get them out of shield stun). At mid percents it can easily KO with the tipper. It will do 1.15× damage if it hits the opponent's head, making a properly angled and spaced Shield Breaker even more potent.


Shield Breaker also has interactions with Marth's aerial momentum. At the moment the charging of Shield Breaker begins, Marth loses aerial momentum. This makes it difficult for Marth to employ flickshot Shield Breaker as a way of covering space. On the other hand, when fully charged in the air, Shield Breaker instead increases Marth lateral momentum, with a fully charged Shield Breaker granting the most. Varying how much it is charged can allow for mixing up the opponent or potentially countering their edgegaurd. Against characters with myriad (though specialized) edgeguarding techniques, such as {{SSBU|Steve}}, it can be nice to have another option for lateral movement mix-ups besides using the double jump.
Shield Breaker also has interactions with Marth's aerial momentum. At the moment the charging of Shield Breaker begins, Marth loses aerial momentum. This makes it difficult for Marth to employ flickshot Shield Breaker as a way of covering space. On the other hand, when fully charged in the air, Shield Breaker instead increases Marth lateral momentum, with a fully charged Shield Breaker granting the most. Varying how much it is charged can allow for mixing up the opponent or potentially countering their edgeguard. Against characters with myriad (though specialized) edgeguarding techniques, such as {{SSBU|Steve}}, it can be nice to have another option for lateral movement mix-ups besides using the double jump.


==Hitboxes==
==Hitboxes==
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