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Marth (SSBU)/Side special

< Marth (SSBU)
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Hitbox Visual Table

1 2 3 4
Up      
Side        
Down    

Overview

Hitboxes

First Hit

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
First Hit
0 0 0 2.5% 0   Standard 25 30 0   6.5 top 0.0 9.0 13.0 0.5× 0.8× 0%               Slash   All All            
1 0 0 3.0% 0   Standard 25 30 0   5.5 top 0.0 9.0 16.0 0.5× 0.8× 0%               Slash   All All            
2 0 0 2.5% 0   Standard 25 30 0   6.5 top 0.0 9.0 8.0 0.5× 0.8× 0%               Slash   All All            
It uses weight-independent knockback.

Second Hits

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
Angled High
0 0 0 2.5% 0   Standard 30 30 0   4.5 top 0.0 6.0 to 16.0 12.5 0.7× 0.8× 0%               Slash   All All            
1 0 0 3.0% 0   Standard 30 30 0   3.0 top 0.0 6.0 to 18.0 16.0 0.7× 0.8× 0%               Slash   All All            
2 0 0 2.5% 0   Standard 30 30 0   4.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Slash   All All            
Angled Straight
0 0 0 2.5% 1.0   Standard 30 25 0   6.5 top 0.0 9.0 13.0 0.7× 0.8× 0%               Slash   All All            
1 0 0 3.0% 1.0   Standard 30 25 0   5.5 top 0.0 9.0 18.0 0.7× 0.8× 0%               Marth Hit   All All            
2 0 0 2.5% 1.0   Standard 30 25 0   4.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Slash   All All            
Both variants use weight-independent knockback.

Third Hits

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
Angled High
0 0 0 3.0% 1.0   Standard 30 55 0   4.5 top 0.0 6.0 to 15.0 9.0 0.7× 0.8× 0%               Slash   All All            
1 0 0 4.0% 1.0   Standard 55 30 0   3.0 top 0.0 6.0 to 16.0 12.0 0.7× 0.8× 0%               Marth Hit   All All            
2 0 0 3.0% 1.0   Standard 55 50 0   4.5 top 0.0 9.0 to 11.0 3.5 0.7× 0.8× 0%               Slash   All All            
Angled Straight
0 0 0 3.0% 1.0   Standard 55 30 0   6.5 top 0.0 9.0 to 11.0 12.5 0.7× 0.8× 0%               Slash   All All            
1 0 0 4.0% 1   Standard 55 30 0   5.5 top 0.0 9.0 to 11.5 16.5 0.7× 0.8× 0%               Marth Hit   All All            
2 0 0 3.0% 1.0   Standard 55 30 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Slash   All All            
Angled Low
0 0 0 3.0% 1.0   Standard 40 30 0   4.8 top 0.0 5.6 to 7.0 14.0 to 10.0 0.7× 0.8× 0%               Slash   All All            
1 0 0 4.0% 1.0   Standard 40 30 0   3.0 top 0.0 4.0 to 7.0 19.0 to 10.0 0.7× 0.8× 0%               Slash   All All            
All variants use weight-independent knockback.

Fourth Hits

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
Angled High
0 0 0 5.0% 1.0   Standard 85 40 0   4.5 top 0.0 6.0 to 21.0 10.5 1.0× 0.8× 0%               Slash   All All            
1 0 0 7.0% 1.0   Standard 80 40 0   3.0 top 0.0 6.0 to 21.0 15.0 1.0× 0.8× 0%               Marth Hit   All All            
2 0 0 5.0% 1.0   Standard 85 40 0   4.0 top 0.0 21.0 to 24.0 11.0 to 4.0 1.0× 0.8× 0%               Slash   All All            
3 0 0 7.0% 1.0   Standard 80 40 0   3.0 top 0.0 23.0 to 27.0 14.0 to 4.0 1.0× 0.8× 0%               Marth Hit   All All            
Angled Straight
0 0 0 4.0% 1.0   Standard 74 103 0   8.0 top 0.0 9.0 11.7 1.0× 1.0× 0%               Slash   All All            
1 0 0 6.0% 5.0   Standard 85 125 0   7.0 top 0.0 9.0 15.5 1.5× 1.0× 0%               Marth Hit   All All            
2 0 0 4.0% 5   Standard 74 103 0   7.0 top 0.0 9.0 5.0 1.0× 1.0× 0%               Slash   All All            
Angled Low (Multihits, 4 iterations)
0 0 0 2.0% 1.0   Standard 2 20 0   5.0 top 0.0 6.0 11.0 0.5× 1.0× 0%               Slash   All All            
1 0 0 2.0% 1.0   Standard 2 20 0   5.0 top 0.0 6.0 16.0 0.5× 1.0× 0%               Slash   All All            
2 0 0 2.0% 0.0   Standard 2 20 0   5.0 top 0.0 6.0 6.0 0.5× 1.0× 0%               Slash   All All            
Angled Low (Final Hit)
0 0 0 4.0% 1.0   Standard 57 90 0   5.0 top 0.0 7.0 11.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 5.0% 1.0   Standard 60 90 0   5.0 top 0.0 8.0 18.0 1.0× 1.0× 0%               Marth Hit   All All            
2 0 0 4.0% 0   Standard 57 90 0   4.5 top 0.0 5.0 5.0 1.0× 1.0× 0%               Slash   All All            

Timing

Hit 1

Hitboxes 9-11
Earliest continuable 12
Interruptible grounded 39
Interruptible aerial 29
Grounded                                                                               
Aerial                                                           

Hit 2

Neutral hitboxes 5-7
Neutral earliest continuable 8
Neutral interruptible 38
Up 4-6
Up earliest continuable 8
Up interruptible 38
Neutral                                                                             
Up                                                                             

Hit 3

Neutral hitboxes 4-6
Neutral earliest continuable 7
Neutral interruptible 43
Up hitboxes 5-7
Up earliest continuable 8
Up interruptible 43
Down hitboxes 5-7
Down earliest contiuable 8
Down interruptible 44
Neutral                                                                                             
Up                                                                                       
Down                                                                                         

Hit 4

Neutral hitboxes 7-9
Neutral interruptible 58
Up hitboxes 6-10
Up interruptible 44
Down hitboxes 7/10/13/16/19-21
Down interruptible 71
Neutral                                                                                                                     
Up                                                                                         
Down                                                                                                                                               

Trivia

  • Despite being a straight angled attack in-game, the 2nd straight hit is referred to as AttackS2Lw in the game's scripts.