Introduction:

Knowing the ins and outs of your character as a melee pro is not only necessary, but expected. Every character, even if they are duplicates (Fox Falco, Mario Doc, Falcon Ganon) has unique hitboxes that everybody needs to learn. This excerpt isn’t about the specifics of Marth hitboxes, but I will use a few Marth images to analyze the importance of knowing hitboxes because I feel he has a very defined set of hitboxes.

The first thing everybody needs to know is that there are both hitboxes and hurtboxes.

300px_Marth_Forward_Smash_Hitbox_Melee

Hitboxes = red
Hurtboxes = yellow
Hitboxes represent the area of your attack, whereas hurtboxes represent the area of your body that can be attacked.
Knowing this, it should be clear that Marth’s forward smash

  • is a risky move. Although his sword extends farther out than any ground move in the game (probably…?), the length of his hurtbox extends almost x2! This is why a Peach dash attack can often beat any mid-ranged Marth forward smash. Keeping this principle in mind will help you with move selection.
    //Random food for thought: Even though Marth’s range reaches the farthest in the game, how much of that ‘range’ do we actually value since his hurtboxes also extend?

    Ask yourself, “does this attack really fit in this situation? Will it put me at risk? Is taking the chance even worth it? Should I even use an attack in this situation?”

    The Second Thing:

    All attacks have a starting and ending point. Knowing where your hitboxes will be during your attack is crucial– I dare say imperative! Think about this one in a very linear example. Let’s pretend real life is smash bros for a second, and that your punch comes out in 5 frames. Picture it in your head. At the start your fist begins at your chest:

    • Frame 1: You begin to throw your fist out
    • Frame 2: Your fist reaches half its range, hitbox is out halfway
    • Frame 3: Your fist reaches its full range, hitbox is out full range
    • Frame 4: You retract your fist, your hurtbox lingers and no hitbox is out
    • Frame 5: You are back to neutral

    Let’s get back to talking about Marth. If you have ever tried to edge guard a character with ledge hop down air, you probably have noticed that the timing is a lot tighter than most other characters with spikes/meteors. Marth’s spike is unique! It swings in a half moon below him, starting in front of him, ending behind him. According to smashwiki, the move lasts 59 whole frames. I don’t know long the active frames last, but let’s just say that from frames 10-40 Marth’s down air is active (active means that the hitbox is out).
    Here’s a little picture:

    Marth_Down_Aerial_Hitbox_Melee

    • Frames 1-9: Marth reels his sword, no hitbox
    • Frames 10-19: Marth hits below and in front of him
    • Frames 20-29: Marth hits directly under him
    • Frames 30-39: Marth hits below and behind him
    • Frames 40-end: Marth is in lag, no hitbox

    Here is a GIF of a frame-by-frame of Marth up tilt.

    456px-Utilt_with_text

    Again, it’s time to look inside yourself: “will this move reach my opponent in time? If I throw out my 10 frame attack, by the time my opponent comes in on me—will he even get hit?”
    We are getting more and more specific now

    The Third Thing:

    Strong, medium, weak hitboxes:
    Marth is the king of strong, medium and weak hitboxes. Marth is infamous for his rude tippers that kill VERY EARLY ghostwriting hausarbeit. Marth’s hitboxes are generally sectioned off into parts. Let’s look at the good ol forward air, my personal favorite.

    440px-Marth_fair_hitbox_combination_with_frame_distinction
    Note that there are three different sections of this image.
    From right to left the hitbox goes, strong, medium, weak. Note the damage decreases (I think “BK” is knockback).
    Knowing when to go for the strong, medium or weak hit DEFINES your combo game hausarbeit kaufen. Knowing that your attacks actually have 3 separate moves on it can really open some doors in your play.
    Before we start asking ourselves questions again, keep this one last thing in mind. When you combo your opponent, you are not in complete control. ACCEPT IT! They have DI, you have to be the one to adjust. Remember boys and girls, survival DI (living) = up; combo DI (getting outta combos) = away.
    When your opponent is getting juggled in the air, he will want to get out as fast as possible and DI away hausarbeit schreiben lassen preise. This is your time to use something called a “DI mixup” and go for a strong kill move as it will catch them off guard and send them flying.

    OR

    When you’ve set up your opponent for a deadly blow and they DI up, now is your time to use your hitboxes/attacks that will juggle and combo.
    Of course this is very subjective and situational as well as advanced bachelor arbeit schreiben lassen. Do as you please.

    Here is an example of a DI mixup:

    (9:34 roughly)

    Listen to what Scar has to say about the situation! Great commentary

    “How will my opponent DI –THIS- move based on the situation? How can I exploit his DI to put him in a worse position hausarbeit schreiben lassen preis?”

    There are many factors that go into the way your opponent DI’s. Make note of:

    • Position on stage
    • Percent
    • Weight/floatiness
    • If he still has double jump

    Don’t just think—feel!
    -PewPewU
    @MIOM_PewPewU