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Marth 
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Jammy wrote:
best dashdance in the game imo
fast, large hitboxes out of any part of the dash
huge grab
great dash/run speed
shortened hitbox when dashing

I think marth players need to stop trying to space/slow the game down and stay grounded
dashdancing is the future imo

thoughts?

I do agree with this. Watching Melee and I would like to see more grab combos. However, I do notice his grab will be punished if missed.

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Sun Jun 21, 2015 4:30 pm
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every characters grab will be punished if missed lol
that's not really the point anyway

if your opponent reacts to a jump then you're gonna get hit
jumping in neutral unless you're 100% sure you can hit em is pretty bad imo considering he has such a good dashdance that you could be using

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Sun Jun 21, 2015 5:21 pm
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So I was screwing around with Marth on Dreamland. Grounded Dolphin Slash, when not angled, usually went from the floor to the top platform. When I hit an opponent at the beginning of the dolphin slash from the floor to the top platform, it came pretty short of the top platform. I wonder if Marth's dolphin slash always stops on the same frame regardless of hit lag. If so, Zelda could get some TAS edgeguard with a smashville balloon hit by Fair/Bair.

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Wed Jul 15, 2015 1:51 pm
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I dont even main marth i just put him in my sig too make it look good :marth:

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Mon Aug 03, 2015 6:54 pm
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Thank you for your contribution.

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Mon Aug 03, 2015 8:20 pm
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TheCodeSamurai wrote:
Thank you for your contribution.

thread was dead af anyway

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Mon Aug 03, 2015 8:36 pm
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Why? I cant stand marth for the reason that EVERYONE AND THEIR MOMS uses him. And the freakin side b slashes kill me. I cant breathe with marth on my mind. :evil: :evil:

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Sat Aug 08, 2015 5:08 am
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LilMac wrote:
Why? I cant stand marth for the reason that EVERYONE AND THEIR MOMS uses him. And the freakin side b slashes kill me. I cant breathe with marth on my mind. :evil: :evil:

You will live.

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Sat Aug 08, 2015 5:45 am
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I have a question for TSON or any other devs about Marth's dair.

I was reading about the internals of the console Smash games and they discuss hitbox stacking, the idea that when multiple hitboxes connect at the same time certain hitboxes have precedence over others. The example the wiki gives is that in Melee (where hitting Marth's spike is pretty easy) the tipper hitbox has precedence over the other hitboxes, so you can hit their head with the non-tipper hitbox and as long as you hit their feet with the tipper dair at the same time you'll get the spike. However, apparently in Brawl this was changed, so even though the hitboxes of the move didn't really change position it became much harder to hit the dair, because you had to hit just the tipper and nothing else.

How does Marth's dair work in this game? It's always felt so much harder to hit tipper dair than other tippered moves, and while tipper fsmash seems super forgiving getting the dair spike when the opponent isn't behind and above you (the easiest hitbox IMO to land) it can be really difficult, especially in the first part of the swing. For the sake of Ken Combos, if this sort of hitbox precedence is the reason that dair is so annoying to land in comparison to other tipper moves, can you change it in Beta?

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Wed Aug 12, 2015 1:32 pm
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just go to the dev Q&A thread

also It's not that the spike is hard to hit, more like it's just not easy

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Wed Aug 12, 2015 1:53 pm
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You're right that it isn't really hard to hit, but it is certainly not as easy as Melee, especially in the first part of the hitbox.

I felt like posting it here would make more sense because if TSON or others would clarify it would make an impact on Marth's meta and allow people to learn more about a physics property which impacts Marth a lot more than most other characters (because most other moves don't have hitboxes that connect on the same frame).

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Wed Aug 12, 2015 1:58 pm
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TheCodeSamurai wrote:
It's always felt so much harder to hit tipper dair than other tippered moves, and while tipper fsmash seems super forgiving getting the dair spike when the opponent isn't behind and above you (the easiest hitbox IMO to land) it can be really difficult, especially in the first part of the swing. For the sake of Ken Combos, if this sort of hitbox precedence is the reason that dair is so annoying to land in comparison to other tipper moves, can you change it in Beta?


It used to feel hard to spike with it, then I learnt how to do it, now it's easy. I can't disagree that it's harder than the other tippers though.

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Wed Aug 12, 2015 2:01 pm
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I dunno, it seems like normal Ken Combos are hard to do: you either do the famous jumpless reverse Ken Combo and hit them with the EZ back hit, do a normal reverse Ken Combo and hit them with the pretty-easy back hit, or do forward and chance it with the forward hitbox, which doesn't link at most percents.

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Wed Aug 12, 2015 4:06 pm
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This is a brawl style dair EXCEPT to make it feel different we made it so that the first and last frames are a little different.

The top hitbox for both the first and last frames has a really tiny sourspot in comparison to the sweetspot. So as long as you're hitting with those and spacing correctly you get an unchallenged meteor. I think they might be a little too big though.

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Thu Aug 13, 2015 11:05 am
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So uh this thread isn't that active at the moment but for all you Marth mains I wrote up a guide on tech chasing as Marth on In-a-Flash (read this thread for more info: viewtopic.php?f=4&t=41821)
https://inaflashssf2.wordpress.com/2015 ... h-chasing/
It's the first in the series of Marth guides I'm making, next one comes out tommorow

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Wed Sep 02, 2015 10:06 pm
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