nyuuzyou/wikis huggingface dataset:
Marth (SSBB)/Back throw

==Overview==
==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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline  
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Marth (SSBB)
Category:Back throws (SSBB)
Marth (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	13-16
DACUS window 	3-4
Boost grab window	2-3
Animation length 	49
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Marth (SSBB)
Category:Dash attacks (SSBB)
Marth (SSBB)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
===Counter===
Intangible 	5-6
Counter 	5-29
Animation length	59
|
|-
|
===Hit===
Intangible 	1-8
Hitboxes 	5-9
Animation length	36
|
|-
|
Category:Marth (SSBB)
Category:Down special moves (SSBB)
Marth (SSBB)/Down throw

==Overview==
==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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Marth (SSBB)
Category:Down throws (SSBB)
Marth (SSBB)/Edge attack (fast)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-24
Hitboxes 	25-28
Animation length	54
|
|-
|
==Trivia==
*The intangibility removal flag on frame 25 comes before the frame 24 Hitbox flag in the move's script. Because of this, the move is slower by one frame.
Category:Marth (SSBB)
Category:Edge attacks (SSBB)
Marth (SSBB)/Forward aerial

==Overview==
Marth does a forward vertical slash from top to bottom with his sword, doing 10% damage on the base of the sword and 13% with the tip. Although it doesn't have much knockback if hit on its base, it has KOing potential at around 150% when hit on the tip, and can KO earlier when used near the edges of the stage. Hits with an arc which covers his entire front body within frames 4 to 7. An extremely useful move for spacing, edgeguarding, and aerial approaches, due to its very quick speed and a long-ranged disjointed hitbox that gives it a long, safe range, and when used properly with reads on a recovering opponent, can create a wall that is difficult to get through without being damaged. At low percents, due to its low ending lag and good damage, it is an excellent combo move and is commonly used multiple times in a row to rack up damage, or combined with other aerial attacks. With its disjoints, even against longer ranged moves (which greatly extend their hitbox, like King Dedede's Back aerial) it is possible to space away and still hit them with Fair without Marth himself getting hit by taking advantage of the opponent's extending of their hurtbox. 
With its range, speed and having low amount of ending lag it can be a great tool to offensively pressure Marth's opponent when spaced correctly. The move only has 9 frames landing lag, making it safe to land with. The move has a frame advantage on shield of -4 when not tippered and -8 when tippered, both in the case of hitting a shield exactly one frame before landing. If Marth lands the sourspot, he can shield any Out of Shield punish (except for 's Super Jump Punch) and if the opponent tries to grab him, he can either Dolphin Slash or spot dodge through the grab, making it perfectly safe. The tipper is theoretically punishable however in almost all cases, the opponent is pushed too far away to punish Marth (especially when spaced properly), making the tipper even safer on shield. 
Considered Marth's best aerial and arguably the best forward aerial in the game. Its only noticeable flaw is its low hitbox duration, making it require precise timing to consistently space with it.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	4-7
Ending autocancel	27-
Interruptible 	34
Animation length 	39
|-
===Landing lag===
Animation length	9
Category:Marth (SSBB)
Category:Forward aerials (SSBB)
Marth (SSBB)/Forward throw

==Overview==
==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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Marth (SSBB)
Category:Forward throws (SSBB)
Marth (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	9-10
Animation length	39
===Pivot grab===
Grab 	9-10
Interruptible 	36
Animation length	39
Category:Marth (SSBB)
Category:Grabs (SSBB)
Marth (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Shield Breaker 	
Neutral special 	Shield Breaker (max) 	
Side special 	Dancing Blade 1 	
Side special 	Dancing Blade 2 	
Side special 	Dancing Blade 2 (up) 	
Side special 	Dancing Blade 3 	
Side special 	Dancing Blade 3 (up) 	
Side special 	Dancing Blade 3 (down)	
Side special 	Dancing Blade 4 	
Side special 	Dancing Blade 4 (up) 	
Side special 	Dancing Blade 4 (down)	
Up special 	Dolphin Slash 	
Down special 	Counter (hit) 	
Final Smash 	Critical Hit (dash) 	
Final Smash 	Critical Hit 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front)	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Marth (SSBB)
Category:Hitboxes (SSBB)
Marth (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hit 1 	6-7
Hit 2 	15-21
Ending autocancel 	25-
Animation length 	49
|-
===Landing lag===
Animation length	9
Category:Marth (SSBB)
Category:Neutral aerials (SSBB)
Marth (SSBB)/Neutral attack

==Overview==
Marth's neutral attacks consist of two slashes from the Exalted Falchion.
For the technical data of each individual hit, see:
*Marth (SSBB)/Neutral attack/Hit 1
*Marth (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	4-7
Jab 2 	25-29
Interruptible 	28, 49
Animation lengths	35, 52
|-
Category:Marth (SSBB)
Category:Neutral attacks (SSBB)
Marth (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hitboxes 	5-9
Ending autocancel 	27-
Interruptible 	46
Animation length 	55
|-
===Landing lag===
Animation length	9
Category:Marth (SSBB)
Category:Up aerials (SSBB)
Marth (SSBB)/Up throw

==Overview==
==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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Marth (SSBB)
Category:Up throws (SSBB)
Marth (SSBM)/Back aerial

==Overview==
Marth does a bottom to top sword slash behind himself. It deals 9% damage on the base, 10% in the middle, and 13% when tipped. This move has the unusual property of turning Marth around in the air when he uses it, being the only attack in the game to do so along with its clone, . In this regard, the move can potentially be used to setup a Ken Combo. It has some combo use, though a is preferred in most situations due to sending opponents on a more favourable angle and having less ending lag. The move can also be used to perform a few techniques, such as jumping off the edge and using the back aerial to turn Marth around so he can grab the edge for an edgehog.
==Hitboxes==
|}
==Timing==
===Attack===
Hitbox 	7-11
Direction reversal	32
Ending autocancel 	32-
Interruptible 	35
Animation length 	39
|-
===Landing lag===
Animation length 	24
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Marth (SSBM)
Category:Back aerials (SSBM)
Marth (SSBM)/Back throw

==Overview==
Marth tosses his opponent backwards, bouncing them off the ground. The move is not generally relevant to Marth's meta outside of mixing it up with down throw since down throw sends his opponent farther horizontally than back throw.
==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==
*Roy (SSBM)/Back throw
Category:Marth (SSBM)
Category:Back throws (SSBM)
Marth (SSBM)/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 is an excellent combo starter in many matchups. However, failing to get the tipper hit leaves Marth extremely vulnerable, owing to the moves 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 followup. 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.
==Hitboxes==
|}
==Timing==
Hitbox 	12-15
Boost grab window	2-4
Interruptible 	40
Animation length 	49
!Hitboxes 
|-
!Boost grab 
==Related moves==
*Roy (SSBM)/Dash attack
Category:Marth (SSBM)
Category:Dash attacks (SSBM)
Marth (SSBM)/Down aerial

==Overview==
Marth's down air is considered to be the second best spike in the game behind Falco's. Feared for its deadly and consistent ability to take stocks, the move is a staple move in Marth's metagame and is the go-to finisher for many of Marth's aerial combos. The simplest and most well known of setup is the Ken Combo. A forward aerial knocks the opponent upwards, leading into a jump, and then a spike with this move.
Despite having many setups, the move is still just as deadly on its own. Its wide range and disjoint allows it to cover most low recovery options; with good timing, players can use a ledge hop down air to catch opponents recklessly jumping or recovering back to the stage for a rather efficient KO. The move also has many uses that don't involve edgeguarding. The move is very fast and with its reach can be used to setup combos or tech chase in a similar manner to or . The move can even be used to out of shield to punish cross-ups to great effect.
Interestingly, unlike the majority of Marth's moves, this move's tipper hitbox takes priority over the others' should they both collide with the opponent. This means that landing the tipper with this move is relatively much easier compared to his other moves.
The move is not without its drawbacks, however. While Marth's dair is nearly as fast and powerful as Falco's and has much more reach, its duration isn't nearly as long and has a sourspot. This means there aren't nearly as many situations where it can be landed on its own without proper timing. In addition, the move has much more landing lag, making it much more punishable on whiff. 
In the PAL version of Melee the move is nerfed so that it is now a meteor smash instead of a true spike. This means because of its rather low hitlag compared to other meteor smashes, it is relatively easy to meteor cancel on reaction. However, as a trade off, the more vertical angle in PAL allows the move to combo and setup better on stage. Regardless of its drawbacks though, the move plays arguably the most important role in Marth's game as his go-to offstage finisher and edgeguarding move and is very much needed in matchups where stocks must be taken as efficiently as possible, especially in his matchups against the space animals.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
Summary:
*
**
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-9
Ending autocancel 	48-
Animation length 	59
Interruptible 	80
|-
===Landing lag===
Animation length 	32
L-cancelled animation length	16
|Normal 
|-
|L-cancelled 
==Similar moves==
*Roy (SSBM)/Down aerial
Category:Marth (SSBM)
Category:Down aerials (SSBM)
Marth (SSBM)/Down smash

==Overview==
Marth sweeps his sword on the ground in front of himself, then behind. It deals on the base and when tipped. If tipped, it knocks opponents vertically with very high vertical knockback, being able to KO reliably at high percentages. Overall, it is the strongest down smashes in the game (and the 3rd strongest smash attack overall when tipped), and arguably one of Marth's best KOing options. If not tipped, it is much weaker, and hits opponents horizontally instead, though it can still KO at high percentages near the edge. Although it has high power, the move has rather high ending lag; even though it is Marth's second fastest move in terms of startup, it is rather punishable if it misses. Also, the move doesn't have much combo ability outside of sometimes being usable after throws.
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hitboxes 	5-7, 20-22
Interruptible 	62
Animation length	64
==Similar moves==
*
Category:Marth (SSBM)
Category:Down smashes (SSBM)
Marth (SSBM)/Down special

==Overview==
Marth's down special move in Super Smash Bros. Melee is Counter, a move that involves posing for a few seconds. 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. However, it can gimp certain recoveries, such as , Fire Fox, and Fire Bird.
==Hitboxes==
|}
==Timing==
===Defensive position===
Counter active 	5-29
Animation length	59
===Counterattack===
Freeze frames on activation	11
Intangible 	1-5
Hitbox 	3-9
Animation length 	35
|-
==Properties==
Gravity 	0.04
Max fall speed	1.2
Counter radius	8.5
Category:Marth (SSBM)
Category:Down special moves (SSBM)
Category:Counterattacks (SSBM)
Marth (SSBM)/Down throw

==Overview==
Marth slams his opponent into the ground sending them behind him. Marth's down throw is useful because it knocks down relatively early allowing for him to tech chase off of it (although forward throw is typically better for tech chasing). It is also notorious for gimping fast fallers. If Marth down throws a fast faller off stage he can turnaround and either downtilt or run-off fair to gimp his opponent.
Marth has a notable mixup between his down throw and back throw. If Marth gets a grab with his back to the edge of the stage, at mid-percent he can mixup back throw and down throw. If Marth down throws, his opponent will want to DI in to be closer to the stage and recover, but if Marth back throws, his opponent has to DI out to avoid a follow up (typically, forward smash or a Ken combo).
==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==
*Roy (SSBM)/Down throw
Category:Marth (SSBM)
Category:Down throws (SSBM)
Marth (SSBM)/Down tilt

==Overview==
 does a quick crouching sword poke in front of himself. This move is Marth's safest tool to close in on opponents. Because of its early interruptibility and a long range with short startup, this move is hard to punish for most characters when spaced correctly. It is also useful for gimping the recoveries of certain characters, such as and , and can do so at early percentages after a or .
==Hitboxes==
|}
==Timing==
Hitbox 	7-9
Interruptible 	20
Animation length	49
Not interruptible with shield.
Category:Marth (SSBM)
Category:Down tilts (SSBM)
Marth (SSBM)/Forward aerial

==Overview==
Marth does a forward vertical slash. One of the most versatile and commonly used moves in Marth's metagame, it is considered to be his best aerial attack as well as one of the best forward aerials in the game. This move is very safe to use, having little lag, being disjointed and excellent for spacing. Also, this move is a good edgeguarding move, as a few forward aerial hits on an opponent offstage can easily KO in addition to creating a wall that covers a great range in between Marth and his opponents, making it difficult for them to penetrate. With its low knockback, it also has a great combo ability, easily being able to chain into itself and other moves, and being used in many of Marth's combos, such as the famous Ken Combo.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	4-7
Ending autocancel	27-
Interruptible 	30
Animation length 	33
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*Roy (SSBM)/Forward aerial
Category:Marth (SSBM)
Category:Forward aerials (SSBM)
Marth (SSBM)/Forward smash

==Overview==
Marth does an overhead slash, doing 14% at the base, and a high 20% at the tip with very high base knockback (the 2nd highest among forward smashes, only after ), but with lower knockback scaling. This attack is fast with great vertical and horizontal reach, and high power when tipped, with a tipped forward smash being capable of reliably KOing under 100%, and can even KO under 75% in certain situations. Additionally, the tipper is not that difficult to land when spaced properly, with its rather large hitbox size. All of this combined with its ability to edgeguard opponents rather easily makes this one of best forward smashes in Melee. However, if the move is not sweet spotted, it deals much lower damage with moderate knockback, and can have difficulty KOing from the center stage under 150%. Also, since this move has a large amount of ending lag, the move is very punishable if whiffed and/or not spaced properly. Nonetheless, it remains as Marth's main KO move (other than his ), being Marth's strongest attack in terms of damage outside a charged Shield Breaker, while having the startup and reach to be easily landable.
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hitbox 	10-13
Interruptible 	48
Animation length	49
==Trivia==
* Marth's forward smash is the second strongest at 0% damage (only Pichu's forward smash has more knockback due to an even higher base knockback of 90), but only the 8th strongest at 100% damage. This is due to the rather low knockback scaling on Marth's forward smash. His has only 70 while most other characters have 100.
**Similarly, Roy`s forward smash is the third strongest at 0% damage, but the 12th strongest at 100% damage. This is due to it having a scaling of 65.
==Similar moves==
*Roy (SSBM)/Forward smash
Category:Marth (SSBM)
Category:Forward smashes (SSBM)
Marth (SSBM)/Forward throw

==Overview==
Marth throws his opponents forward lightly, dealing only 4% damage with low knockback, but it is one of the best forward throws in the game for comboing opponents, due to its aforementioned low knockback. It can be followed up with a short hopped forward aerial, a forward tilt, or a grab It can also set up edgeguards or edgeguard (if followed up with a down aerial).
==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==
*Roy (SSBM)/Forward throw
Category:Marth (SSBM)
Category:Forward throws (SSBM)
Marth (SSBM)/Forward tilt

==Overview==
Marth's forward tilt is a useful spacing tool, especially if tippered. If a wavedash was used before the forward tilt, it could follow up into another forward tilt at low percents. However, in most cases, a is generally preferred due to its lower lag, longer range, and the fact that unlike forward tilt, down tilt can be more easily done when crouching out of a run.
==Hitboxes==
|}
==Timing==
Hitbox 	7-10
Animation length	35
==Related moves==
*Roy (SSBM)/Forward tilt
Category:Marth (SSBM)
Category:Forward tilts (SSBM)
Marth (SSBM)/Grab

==Overview==
Marth's grab is the longest non-tether grab in Melee, and tied with for the fourth longest grab in the game. It is a staple part of his metagame, as many of Marth's most potent combos and setups stem from his high-utility throws; often, Marth achieves his biggest possible conversions off of a grab, and his grab range makes these setups very consistent. The long range also allows him to chain grab the space animals more consistently than almost any other character can, besides possibly Fox himself. Marth's dash dance grab is particularly strong, and is one of his best neutral game options, as he can cover multiple spacings with his long dash dance, while further challenging the opponent's space and threatening to put them in unsafe positions with his long grab. 
However, Marth's grab does come with downsides. Like many grabs, it has noticeable endlag, making it punishable when whiffed. Additionally, while his grab may extend a long distance, Marth's grounded grab actually cannot reach some crouching characters, most notoriously , which means it is not a foolproof approach option. Despite these flaws, Marth's grab is still one of his greatest advantages over other characters, and players utilize this move in their neutral and punish games at all levels of play.
His dash grab is able to grab behind of him, but doesn't extend out as far out in front of him and has more starting and ending lag. As such, Marth players will usually want to jump cancel a dash into a standing grab instead of dash grabbing in most scenarios.
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Grab===
Grab 	7-8
Animation length	30
|-
===Dash Grab===
Grab 	10-11
Animation length	40
|-
Category:Marth (SSBM)
Category:Grabs (SSBM)
Marth (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slash 	
Neutral attack 2 	Counter Slash 	
Forward tilt 	Sharp Edge 	
Up tilt 	Anti-Air Slash 	
Down tilt 	Low Stab 	
Dash attack 	Raid Chop 	
Forward smash 	Dragon Killer 	
Up smash 	Justice Sword 	
Down smash 	Whirlwind Blade	
Neutral aerial 	Double Slash 	
Forward aerial 	Aerial Swipe 	
Back aerial 	About Face 	
Up aerial 	Luna Slash 	
Down aerial 	Half Moon 	
Neutral special 	Shield Breaker 	
Side special (1st hit) 	Dancing Blade 	
Side special (2nd hit, neutral/down)	Dancing Blade 	
Side special (2nd hit, up) 	Dancing Blade 	
Side special (3rd hit, neutral) 	Dancing Blade 	
Side special (3rd hit, up) 	Dancing Blade 	
Side special (3rd hit, down) 	Dancing Blade 	
Side special (4th hit, neutral) 	Dancing Blade 	
Side special (4th hit, up) 	Dancing Blade 	
Side special (4th hit, down) 	Dancing Blade 	
Up special 	Dolphin Slash 	
Down special 	Counter 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Marth (SSBM)
Category:Hitboxes (SSBM)