From SmashWiki, the Super Smash Bros. wiki
|
This article or section may require additional technical data. The editor who added this tag elaborates: Hitbox strips You can discuss this issue on the talk page or edit this page to improve it.
|
|
This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
|
Hitbox Visual Table
Overview
Dancing Blade can be used to end combos. It is also tied with the fastest neutral air for Marth's third fastest out of shield option, however his fastest option is his up special dolphin slash (which, if whiffed, makes Marth highly vulnerable and so is not always the right answer). His second fastest option is the fastest up air, which is only one frame faster, and in any case grounded out of shield options never impose the additional difficulty of buffering the fastest aerial. The down-angle ender provides the most damage. The true draw to Dancing Blade, however, is its potential to kill early. Delay the straight-angle fourth hit for the greatest likelihood of killing, but do not expect results instantly. The nature of rage and directional influence make finding consistent setups difficult. Therefore, it is advisable to start with a low amount of delay, and try to simply make the straight-angle fourth hit land regardless of whether the tipper hits. If one finds the straight-angle fourth hit whiffs even at the fastest timings, switch to using only upward-angled variations. Although, at this point, one is likely also fishing for kills, in which case please consider using forward tilt as a grounded alternative.
At the ledge, another setup is purposely using only the first three hits, and baiting an air dodge towards the stage and up-smashing on reaction. Theoretically, this works at any point where the straight-angled final hit of Dancing Blade might kill, but this requires an unrealistic amount of conditioning to assume an opponent might air dodge towards Marth at a location on stage besides the corner.
When edgeguarding, Marth can use Dolphin Slash to look for stage spikes. Using a single hit of Dancing Blade to attack a wall-riding recoverer accomplishes both the purpose of making sure you're facing the right way (recalling that an improperly oriented Dolphin Slash provides very little room for error when recovering) and the purpose of mixing up your opponent's tech input timing, which can cause them to instead buffer an air dodge which can lock your opponents out of being able to recover.
This same single hit of Dancing Blade towards the stage, when not used to attack your opponents offstage, is a way of turning Marth around so he is positioned well to use back air, which is a move that catches many recoverers of many heights since back air's active hitbox moves parallel with Marth rather than not at all (as is the case with neutral air) or antiparallel (as is the case with forward air).
Without mixing up solely the timing of the Dolphin Slash (which can result in Marth dangerously misplacing himself above the ledge), his recovery timing can be predictable. Therefore, notice Marth can use a single hit of Dancing Blade to delay the decay of his aerial momentum. This can provide a mix-up against opponents such as Steve or Sephiroth, whose edgeguards often involve placing a large vertical hitbox at or just off the ledge.
This reduction of aerial momentum prevents Marth from threatening a large amount of space using any fullshotting techniques, since these techniques often make use of maintaining lateral momentum. Therefore, if already on stage, please consider only using the grounded version of Dancing Blade.
Warning: It is tempting to try to use Marth's Dancing Blade in the sense of a https://streetfighter.fandom.com/wiki/Rekkaken. Consider the opponent's potential decision-making process. Any hit of Dancing Blade is at best -16 on shield, which is slower than almost every grab and certainly slower than any out of shield option. Therefore, Marth cannot perform anything that beats shielding that cannot be reacted to. So, the only move that is safe enough to follow up any non-terminal hit of Dancing Blade is the subsequent hit, of which there are only so many. The basic reason this article opens with describing Dancing Blade as a move for ending combos or as an out of shield option is because it is difficult to use in neutral. Therefore, please avoid using Dancing Blade in neutral.
Hitboxes
First Hit
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
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 |
H× |
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 |
H× |
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 |
H× |
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
|
Hit 2
Neutral hitboxes
|
5-7
|
Neutral earliest continuable
|
8
|
Neutral interruptible
|
38
|
Up
|
4-6
|
Up earliest continuable
|
8
|
Up interruptible
|
38
|
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
|
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
|
Trivia
- Despite being a straight angled attack in-game, the 2nd straight hit is referred to as AttackS2Lw in the game's scripts.