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Marth (SSBU)/Up special: Difference between revisions

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(→‎Timing: Turns out this is just the universal B-reverse window; only a few specials have a different one)
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===Attack===
===Attack===
The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Marth cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).
The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Marth cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).
To [[B-reverse]] the move, the control stick has to be held backward either on the frame it is initiated, or until frame 5.


{|class="wikitable"
{|class="wikitable"
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!Intangible (aerial)
!Intangible (aerial)
|1-5
|1-5
|-
!Optional reverse
|5
|-
|-
!Clean hit
!Clean hit
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!Hitboxes {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=5|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
!Hitboxes {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=5|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
|-
|-
!Grounded {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Intangible|c=1|e=IntangibleStateS}}{{FrameStrip|t=Intangible|c=1|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=34}}
!Grounded {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=34}}
|-
|-
!Aerial {{FrameStrip|t=Intangible|c=4|e=IntangibleStateS}}{{FrameStrip|t=Intangible|c=1|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=34}}
!Aerial {{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=34}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Revision as of 13:24, July 14, 2022

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Marth Up Special Hitbox Visualizations.
Grounded Aerial
MarthDolphinSlashGroundedSSBU.gif MarthDolphinSlashAerialSSBU.gif

Overview

Although relatively situational, Dolphin Slash is a highly rewarding move with a strong surprise factor if timed intelligently. The move's active hitboxes start on frame 5 where they hit the strongest and end on frame 10 where they are more disjointed but are much weaker. With its considerable disjoint, speed (faster than a grab), kill potential, and its frames of intangibility (frames 4-5 on the ground, 1-5 in the air), it is also Marth's best out of shield move but is his riskiest.

The move's biggest drawback is how punishable it is when whiffed. The slow falling speed afterwards as well as the move's landing lag leaves him wide open. It is safer to use on stages like Battlefield where he can land on the top platform if angled high.

As a recovery option, Dolphin Slash is considered subpar. Its speed makes it difficult to hit Marth out of without ledge intangibility and has a disjointed hitbox above Marth's head which can hit through the stage and punish people standing near the ledge. However the move doesn't travel far horizontally and, although it can be angled, the extra horizontal distanced gained often isn't enough.

As an edgeguarding option, Dolphin Slash can be used to punish opponents who ride the wall towards the ledge by testing their ability to tech. This is preferable to using a move such as forward air or back air for stage spiking, since Marth will almost always be at the ledge by the time the opponent is actionable after the stage tech, and can subsequently be hit by another back air. On the other hand, the player ProtoBanham opts to use a Dolphin Slash faced away from the ledge to try and swat opponents away. However, this requires Marth to be very close to the ledge, otherwise he may not grab it and fall into the blast line.

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
Clean hit
2 0 0 11.0% 0 Sakurai angle Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 8.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Sword).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 11.0% 0 AngleIcon74.png Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 4.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Sword).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Mid hit
2 0 0 11.0% 0 Sakurai angle Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 8.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Sword).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 11.0% 0 AngleIcon74.png Standard 70 74 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 4.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Sword).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
0 0 0 7.0% 0 Sakurai angle Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 4.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).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 7.0% 0 AngleIcon74.png Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 -1.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).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
Late hit
0 0 0 7.0% 0 Sakurai angle Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 4.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).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 7.0% 0 AngleIcon74.png Standard 20 90 0 HitboxTableIcon(False).png 5.0 sword1 0.0 0.0 -1.5 0.9× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).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

Timing

Attack

The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Marth cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).

Intangible (grounded) 4-5
Intangible (aerial) 1-5
Clean hit 5
Mid hit 6
Late hit 7-11
Animation length 39
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Grounded  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Aerial  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Landing

Interruptible 25
Animation length 34
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(Intangible).png
Intangible

Parameters

Horizontal speed multiplier on startup 0.66
Stick sensitivity to angle 0.5
Maximum angle deviation 20°
Gravity after jump 0.06
Aerial height multiplier 1.1
Helplessness air speed multiplier 0.4
Landing lag 24 frames