nyuuzyou/wikis huggingface dataset:
Marth (SSBM)/Neutral aerial

==Overview==
Marth does two aerial slashes around himself. First hit deals 4% damage, while the second deals 10%, for a total of 13.91% (due to stale-move negation) if both hits connect. The two hits can easily connect almost all of the time, and can followup into each other, with the second having decent knockback. Unlike the majority of Marth's moveset, both hits deal the same damage and knockback whether tipped or not, despite the SFX being different depending on whether it's tipped or not. The move is a decent edgeguarder, and has some use in combos, along with the second hit even being able to KO in certain situations when near the edge. Despite all this, it has a smaller hitbox than most of Marth's aerials and is less likely to be used due to favor of other aerials.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-7, 15-21
Ending autocancel 	25-
Animation length 	49
Interruptible 	50
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Marth (SSBM)
Category:Neutral aerials (SSBM)
Marth (SSBM)/Neutral attack

==Overview==
Like many of Marth's other moves, his neutral attack, or Jab, has great range and power. It is most often used to string into other tilts, or to interrupt characters falling down, as its large and long lasting hitbox can interrupt many common recoveries and approach options.
==Hit 1==
===Hitboxes===
|}
===Timing===
Hitbox 	4-7
Interruptible 	26
Animation length 	27
Earliest Continuable Point	20
|-
==Hit 2==
===Hitboxes===
|}
===Timing===
Hitbox 	5-9
Interruptible 	25
Animation length	28
|-
==Quickest loop==
Jab 1 	4-7
Jab 2 	24-28
Interruptible 	26, 46
Animation lengths	27, 47
|-
Category:Marth (SSBM)
Category:Neutral attacks (SSBM)
Marth (SSBM)/Side special

==Overview==
Known as Dancing Blade, this move involves a sequence of sword attacks performed by Marth. A maximum of four attacks can be chained together with the move, with different directions allowing different attacks for all attacks except the first. This makes the move very versatile and somewhat unpredictable if used correctly. However, connecting the hits often requires good memorization of the timing windows. 
The first hit of the move has pseudo-jump properties and even with subsequent uses will lower Marth's falling speed in the air, which is useful for recovery, as it gives a bit more horizontal distance. In addition, the third parts are particularly useful due to being able to KO and tech-chase. Overall, how good the move is may depend on the player's opinion - it has many uses, but isn't too easy to utilize, plus isn't used too often as Marth often has superior options.
==Hitboxes==
|}
==Timing==
===Part 1===
Hitboxes 	6-8
Continuable 	7-25
Animation length	29
|-
===Part 2 (up)===
Hitboxes 	12-15
Continuable 	16-31
Animation length	40
|-
===Part 2 (side)===
Hitboxes 	14-16
Continuable 	16-32
Animation length	40
|-
===Part 3 (up)===
Hitboxes 	13-17
Continuable 	17-37
Animation length	40
|-
===Part 3 (side)===
Hitboxes 	11-14
Continuable 	15-36
Animation length	46
|-
===Part 3 (down)===
Hitboxes 	15-18
Continuable 	18-34
Animation length	46
|-
===Part 4 (up)===
Hitboxes 	20-25
Animation length	50
===Part 4 (side)===
Hitboxes 	23-26
Animation length	50
===Part 4 (down)===
Hitboxes 	13-15, 19-21, 25-27, 31-33, 37-38
Animation length	60
==Gallery==
 	First hit	Second hit	Third hit	Fourth hit
Up 	  	 	 	
Side 	 	 	 	
Down 	  	  	 	
==Similar moves==
*
Category:Marth (SSBM)
Category:Side special moves (SSBM)
Marth (SSBM)/Up aerial

==Overview==
Marth does a quick sword slash above him. Whether the attack is tipped or not, it has very low knockback and is not a reliable finisher, being one of his weaker moves. However, it can juggle opponents easily, and can be used in combos with moves such as , , , and other aerials. Like his other aerials, the move has long and disjointed range and it is relatively safe to use due to his great spacing ability. This attack is usually used under a platform or in a follow up after an up throw or up tilt. It also has the potential to combo into itself, racking up damage on opponents very quickly if performed correctly.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitbox 	5-8
Ending autocancel 	27-
Animation length 	45
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Marth (SSBM)
Category:Up aerials (SSBM)
Marth (SSBM)/Up smash

==Overview==
Marth thrusts his sword upward, with hitboxes on either sides of him. This move has poor knockback and lackluster hitboxes, notably lacking one on the tip of the sword. It also has high amounts of end lag, causing it to be easily punishable. Because of this, it is very situational, making it rarely used in Marth's metagame.
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Hitbox 	13-16
Interruptible 	46
Animation length	54
==Similar moves==
*Roy (SSBM)/Up smash
Category:Marth (SSBM)
Category:Up smashes (SSBM)
Marth (SSBM)/Up special

== 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 hit much weaker. Like most of Marth's attacks, this attack has a tipper hitbox that deals the most knockback with the most favorable angle if the hitbox farthest away from Marth's body connects. With the sweetspot's considerable disjoint, speed (faster than a grab), and its one frame of invincibility, it is one of Marth's better out of shield moves although it is his riskiest. Additionally the disjoint is longer than the move's animation would suggest; doing it out of a dash dance or a tech chase can catch many people off guard and will often KO very early since opponents likely wouldn't DI it properly. The move's primary usage though is a combo finisher, having very similar setups to a Ken Combo. More often than not, an opponent DI'ing to avoid the Ken Combo will DI directly into a Reverse Dolphin Slash instead. The move can also be used to edgeguard recoveries with long periods of vulnerability such as the charging period of Fox's/Falco's up special, or the ending lag of an aerial Falcon Kick. 
As a recovery option, Dolphin Slash is considered subpar. Its speed makes it difficult to hit Marth out of without ledge invincibility 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 at all and although it can be angled, the extra horizontal distanced gained often isn't enough. Additionally the move's hitbox duration is short and as such is very easily edgehogged. The move is also infamous for having a technique (aptly named the Marth Killer) developed to specifically counter it. If an opponent rolls to the edge and angles a light shield away from the stage, the late hitbox of Dolphin Slash will hit the light shield and the resulting shield push will put the opponent directly on the edge, setting up a perfect edgehog. 
Overall, this move's advantages over Marth's other finishers (f-smash, Shield Breaker, and down air) come from the move's speed; the move is without question Marth's fastest strong single hit punish. But the move's biggest drawback is how punishable it is when whiffed. The slow falling speed of the descent as well as the move's landing lag often spell death against a competent player.
==Hitboxes==
|}
==Timing==
Intangible 	5
Clean hit 	5
Optional reverse* 	6
Loss of double jump	6
Late hit 	6-10
Animation length 	39
* Marth reverses if and only if the control stick is held backwards between frames 5 and 6.
|-
Landing lag	34
==Similar moves==
*
Category:Marth (SSBM)
Category:Up special moves (SSBM)
Marth (SSBM)/Up throw

==Overview==
Marth powerfully tosses the opponent upward with one arm, dealing only 4% damage, but it is the sixth strongest up throw in the game. Along with easily being able to lead into moves such as and , it is able to chaingrab space animals at low to moderate percentages, and can also be compounded with an up tilt while doing so, which can either combo into a regrab, a chain of aerials, or more up tilts, then finish off with a subsequent . Despite its power, it is generally more of a combo and tech-chasing move than a finisher, like Marth's other throws.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar moves==
*
Category:Marth (SSBM)
Category:Up throws (SSBM)
Marth (SSBM)/Up tilt

==Overview==
Marth swings his sword in a large arc above his head. Marth's up tilt is an extremely versatile move. Its speed and large vertical disjointed hitbox allows Marth to extend his already potent stage control on to low platforms, particularly the ones on Pokémon Stadium, Yoshi's Story, and . Against fastfallers, Marth will use his up tilt in his chain grab to either combo into a regrab, a string of aerials or more up tilts and a subsequent to finish off the opponent. 
Marth's up tilt serves as his primary KO move on floaties, often set up with the first hit of . The move has rather high knockback growth compared to some of Marth's other KOing moves and is thus especially good on large stages like , where Marth often has difficulty KOing floaty characters.
==Hitboxes==
|}
==Timing==
Early hit 	6-8
Clean hit 	9-12
Interruptible 	32
Animation length	39
==Related moves==
*Roy (SSBM)/Up tilt
Category:Marth (SSBM)
Category:Up tilts (SSBM)
Marth (SSBU)/Back aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Turnaround 	3
Hitboxes 	7-11
Ending autocancel 	32-
Interruptible 	40
Animation length 	43
|-
===Landing lag===
Interruptible 	11
Animation length	22
Category:Marth (SSBU)
Category:Back aerials (SSBU)
Marth (SSBU)/Back throw

Marth back throw hurtbox visualization	Marth back throw hurtbox visualization	Marth back throw hurtbox visualization	Marth back throw hurtbox visualization	Marth back throw hurtbox visualization
 	 	 	 	
==Overview==
Marth shoves the opponent backward. Kills featherweights starting at over 200% at ledge in Battlefield, making it very ineffective for KO'ing opponents. The throw's launch rate is so weak that it has trouble even launching the opponent offstage at times. Due to the angle the move sends as well as its endlag, it is a very useless move for comboing as well, as there are no true followups to it. Overall, this move should never be utilized other than for when you want to leave your opponent in an awkward spot.
==Throw Data==
|}
==Timing==
During frame 15, the move inflicts 4 frames of hitlag to both Marth and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-16
Throw Release 	16
Interruptible 	45
Animation length	55
|-
Category:Marth (SSBU)
Category:Back throws (SSBU)
Marth (SSBU)/Dash attack

==Overview==
Marth lunges forward and performs a rising slash in front of him. Marth's dash attack is generally considered a risky move. It has great horizontal reach due to the speed at which Marth dashes into the strike, and the tipper hit can kill surprisingly early, functioning as an anti-air. Consider using it when trying to punish opponents who recover by moving down towards the ledge from slightly above. However, failing to get the tipper hit leaves Marth extremely vulnerable, owing to the lengthy ending lag. Even on hit, the weak hit of the move is almost never safe having low knockback, and DIing in denies Marth a reliable follow-up. Typically, using Marth's dash attack is seen as a novice mistake or a desperate play to win neutral since Marth has much better options in most situations.
==Update History==
 
*
==Hitboxes==
! Shieldstun
|1.5×
|1.5×
|1.5×
|1.5×
|—
|1.5×
|1.5×
|—
|}
==Timing==
Early hit 	13-15
Late hit 	16
Interruptible 	50
Animation length	59
Category:Marth (SSBU)
Category:Dash attacks (SSBU)
Marth (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	9-10
Clean hit 	11
Late hit 	12-13
Ending autocancel 	55-
Interruptible 	60
Animation length 	69
|-
===Landing lag===
Interruptible 	15
Animation length	29
Category:Marth (SSBU)
Category:Down aerials (SSBU)
Marth (SSBU)/Down special

==Overview==
Marth's down special move in Super Smash Bros. Ultimate is Counter. If the opponent hits Marth with an attack at the correct moment, Marth will throw out a counterattack. While this can be used as a surprise move in certain situations, it is usually rather punishable and easy to whiff. It also doesn't grant much followup ability if it does hit, making it a rather rarely-used move in competitive play.
It can gimp certain recoveries, such as , Fire Fox, and Fire Bird as their active hitboxes can trigger the counterattack. Some moves may also move the opponent too quickly, such as , whose uncharged up special places him past Marth before he can counterattack. In this scenario, a turnaround Counter can be used.
==Hitboxes==
The move's true base damage is equal to 1.2× of the countered attack's damage, with a minimum of 8% and a maximum of 50%. Additionally, the hitboxes ignore most kinds of armor, except 's double jump, and they play an additional sound effect on hit if an attack that deals at least 13% is countered, which is shared with Marth's Final Smash.
|}
==Timing==
===Counter===
Intangibility 	5-6
Counter 	6-27
Interruptible 	65
Animation length (grounded)	71
Animation length (aerial) 	79
!Grounded 
|-
!Aerial 
|-
!Hurtboxes 
===Attack===
Upon countering an attack, Marth immediately transitions to the first frame of this state, in which he freezes for 21 frames alongside the opponent before the counterattack proceeds.
Intangibility 	1-8
Hitboxes 	5-7
Interruptible 	42
Animation length	51
|-
==Parameters==
Horizontal speed multiplier on startup	0.5
Air friction 	0.0025
Gravity 	0.04
Fall speed 	1.2
Counter hitlag on activation 	21 frames
Counter damage multiplier 	1.2
Counter minimum damage 	8%
Counter maximum damage 	50%
Counter bubble size 	10.5u
Counter bubble bone 	top
Counter bubble offsets 	[0, 10, 0]
Category:Marth (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Marth (SSBU)/Down throw

Marth down throw hurtbox visualization	Marth down throw hurtbox visualization	Marth down throw hurtbox visualization	Marth down throw hurtbox visualization	Marth down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
===Properties===
*During frame 15, the move inflicts 5 frames of hitlag to both Marth and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
*If used at an edge, the opponent is pushed 2 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-16
Throw Release 	16
Interruptible 	43
Animation length	51
|-
Category:Marth (SSBU)
Category:Down throws (SSBU)
Marth (SSBU)/Down tilt

==Overview==
Marth's down tilt is one of his safest poke tools that also leads to any kind of meaningful reward. If an approach is stuffed, at lower percents this often leads to a tech chase situation if a dash is buffered as soon as possible. This leads to the following follow-ups:
*If no tech or tech in place occurs, an additional down tilt or down smash can be applied to either continue inflicting damage or end a stock. 
*If a tech rolls occur, either a forward tilt (more reliable) or forward smash (less reliable) can be used to end a stock. 
The latter scenario is potentially hard to execute correctly, relying on a high reaction speed or a hard read. Therefore, one backup strategy is to down tilt again anyway and react thereafter. Sometimes Marth will be able to dash into forward air in the correct direction to stuff mashing or grab to punish habitual shielding. 
At mid to higher percents, depending on the opponent's directional influence, Marth may instead attempt to follow up with a dash into neutral air or forward air. Sometimes this does not combo, in which case overshooting or feigning the approach should be anticipated to avoid being shield grabbed. 
Down tilt is a deceptively underwhelming tool for edgeguarding low recoveries. The more eminent method of edgeguarding either involves leaving the stage itself to attack directly with an aerial, or using ledge trump into back air for a near-stage edgeguarding option. Regardless, it still has usage as an edgeguarding tool. In particular, there are a great many recoveries that move a character linearly, often towards the ledge, but which do not immediately grab the ledge on contact. In this case, down tilt can be used to determine whether this timing is even possible to exploit, however forward smash has a tendency to hit slightly below the ledge, allowing for a strong punish if the opponent's recovery fails to grab the ledge.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	24
Animation length	49
==Trivia==
*The move has a 35% trip chance that can only happen on slants due to the launch angle.
Category:Marth (SSBU)
Category:Down tilts (SSBU)
Marth (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Marth (SSBU)
Category:Edge attacks (SSBU)
Marth (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	6-8
Ending autocancel	36-
Interruptible 	38
Animation length 	43
|-
===Landing lag===
Interruptible 	11
Animation length	27
Category:Marth (SSBU)
Category:Forward aerials (SSBU)
Marth (SSBU)/Forward throw

Marth forward throw hurtbox visualization	Marth forward throw hurtbox visualization	Marth forward throw hurtbox visualization	Marth forward throw hurtbox visualization	Marth forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 14, the move inflicts 4 frames of hitlag to both Marth and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-15
Throw Release 	15
Interruptible 	32
Animation length	71
|-
Category:Marth (SSBU)
Category:Forward throws (SSBU)
Marth (SSBU)/Forward tilt

==Overview==
Compared to forward smash, forward tilt has more range, faster startup, and less end lag. This makes it safer as not only will it keep Marth at a safe distance, he will also have less time to be punished if it misses or have more time to followup if it hits. It has a lot of vertical range, letting it hit opponents on the lower platforms of stages (like and Pokémon Stadium 2) to close out stocks. Stages like Yoshi's Story and Dream Land have higher platforms that make it harder for forward tilt to reach, in which case up tilt or aerials can be mixed in to keep the opponent above Marth and in disadvantage.
At lower percents, forward tilt is not good to use in the neutral game, especially against faster characters capable of disrupting Marth's space control. In particular, untippered forward tilt has almost no follow ups against most low percent targets as the lower knockback and closer range makes it easier for the opponent to recover and prevent a followup. Furthermore, the nature of dashing and variety of high range characters in Ultimate makes dashing back out of this situation often troublesome. A better use is to use it as a followup to a fast falled aerial, the most useful of which being neutral air (which is his safest move on shield when tippered, fast falled, spaced, and timed correctly) or forward air (for dealing with opponents that may be approaching above too quickly for forward tilt to challenge). Alternatively, forward tilt can be a followup to Marth's tech chases that are often started with down tilt. As mentioned above, it is again a safer alternative to forward smash to punish missed techs, though down smash is more preferred in this situation over both options.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-11
Interruptible 	34
Animation length	43
Category:Marth (SSBU)
Category:Forward tilts (SSBU)
Marth (SSBU)/Grab

==Overview==
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	44
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	52
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	52
Category:Marth (SSBU)
Category:Grabs (SSBU)
Marth (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slash 	
Neutral attack 2 	Slash Combination	
Forward tilt 	Hard Edge 	
Up tilt 	Anti-air Slash 	
Down tilt 	Low Thrust 	
Dash attack 	Raid Chop 	
Forward smash 	Dragon Killer 	
Up smash 	Justice Sword 	
Down smash 	Whirlwind 	
Neutral aerial 	Double Slash 	
Forward aerial 	Flag Cut 	
Back aerial 	About Face 	
Up aerial 	Luna Slash 	
Down aerial 	Halfmoon 	
Neutral special 	Shield Breaker 	
Neutral special (high) 	Shield Breaker 	
Neutral special (low) 	Shield Breaker 	
Side special hit 1 (all) 	Dancing Blade 	
Side special hit 2 (mid & low)	Dancing Blade 	
Side special hit 2 (high) 	Dancing Blade 	
Side special hit 3 (mid) 	Dancing Blade 	
Side special hit 3 (high) 	Dancing Blade 	
Side special hit 3 (low) 	Dancing Blade 	
Side special hit 4 (mid) 	Dancing Blade 	
Side special hit 4 (high) 	Dancing Blade 	
Side special hit 4 (low) 	Dancing Blade 	
Up special (ground) 	Dolphin Slash 	
Up special (air) 	Dolphin Slash 	
Down special 	Counter 	
Down special (attack) 	Counter 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Elbowbutt 	
Back throw 	Leg Hooker 	
Up throw 	Casting 	
Down throw 	Grab Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Marth (SSBU)
Category:Hitboxes (SSBU)