Marth

Attributes

Name Value
Weight87
Gravity2.2
Walk Speed1.6
Run Speed1.8
Wavedash Length Rank4
Jump Squat4
Can Wall Jumpfalse
Notes

Moves

Grounded Attacks

Dashattackdattack
NameValue
Start12
End15
Total Frames49
IASA40
Source
View
Down Smashdsmash
NameValue
Start5
End22
Total Frames64
IASA62
Notes
active frame 5-7, 20-22, weak hit has 6 frames shieldstun

Source
View
Forward Smashfsmash
NameValue
Start10
End13
Total Frames49
IASA48
Source
View
Jab 1jab1
NameValue
Start4
End7
Total Frames27
IASA26
Source
View
Jab 2jab2
NameValue
Start4
End8
Total Frames27
IASA26
Source
View
Up Smashusmash
NameValue
Start13
End16
Total Frames54
IASA46
Notes
weak hit has half the shieldstun

Source
View

Tilt Attacks

Down Tiltdtilt
NameValue
Start7
End9
Total Frames49
IASA20
Source
View
Forward Tiltftilt
NameValue
Start7
End10
Total Frames35
Source
View
Up Tiltutilt
NameValue
Start6
End12
Total Frames39
IASA32
Source
View

Aerial Attacks

Back Airbair
NameValue
Start7
End11
Total Frames39
IASA35
Land lag24
Auto Cancel Before1
Auto Cancel After31
Source
View
Down Airdair
NameValue
Start6
End9
Total Frames59
Land lag32
Auto Cancel Before6
Auto Cancel After47
Source
View
Forward Airfair
NameValue
Start4
End7
Total Frames33
IASA30
Land lag15
Auto Cancel Before1
Auto Cancel After26
Source
View
Neutral Airnair
NameValue
Start6
End21
Total Frames49
Land lag15
Auto Cancel Before6
Auto Cancel After24
Notes
active frame 6-7, 15-21, weakhit has half the shieldstun

Source
View
Up Airuair
NameValue
Start5
End8
Total Frames45
Land lag15
Auto Cancel Before5
Auto Cancel After26
Source
View

Special Attacks

Counterdownb
NameValue
Start5
End29
Total Frames59
Notes
when counter activates, hitbox active frames 14-20 (delayed by 1 frame if stronger move)

Source
View
Dolphin Slashupb
NameValue
Start5
End11
Total Frames39
Notes
strong hit frame 5, can do 10 or 13% damage. weak hit frames 6-11, does 7 or 6% damage

Source
View
Dolphin Slash (Air)aupb
NameValue
Start5
End11
Total Frames39
Notes
strong hit frame 5, can do 10 or 13% damage. weak hit frames 6-11, does 7 or 6% damage

Source
View
Shield Breakerneutralb
NameValue
Start16
End20
Total Frames29
Notes
minimum charge time 11 frames, maximum 121. hitbox active frames 5-10 after releasing charge

Source
View
Sword Dance (1, Side)sideb
NameValue
Start6
End8
Total Frames29
Source
View
Sword Dance (2, Neutral/Side/Down)sideb2
NameValue
Start14
End16
Total Frames40
Notes
Window for attack 3: 17-33

Source
View
Sword Dance (2, Up)sideb2up
NameValue
Start12
End15
Total Frames40
Notes
Window for attack 3: 17-32

Source
View
Sword Dance (3, Down)sideb3down
NameValue
Start15
End18
Total Frames46
Notes
Window for attack 4: 19-35

Source
View
Sword Dance (3, Side/Neutral)sideb3
NameValue
Start11
End14
Total Frames46
Notes
Window for attack 4: 16-37

Source
View
Sword Dance (3, Up)sideb3up
NameValue
Start13
End17
Total Frames46
Notes
Window for attack 4: 18-38

Source
View
Sword Dance (4, Down)sideb4down
NameValue
Total Frames60
Notes
Hit: 13-15, 19-21, 25-27, 31-33, 37-38

Source
View
Sword Dance (4, Side/Neutral)sideb4
NameValue
Start23
End26
Total Frames50
Source
View
Sword Dance (4, Up)sideb4up
NameValue
Start20
End25
Total Frames50
Source
View

Throws

Back throwbthrow
NameValue
Total Frames44
Source
View
Down throwdthrow
NameValue
Total Frames42
Source
View
Forward throwfthrow
NameValue
Total Frames31
Source
View
Up throwuthrow
NameValue
Total Frames44
Source
View

Dodges

Airdodgeairdodge
NameValue
Start4
End29
Total Frames49
Source
View
Roll backwardsrollbackwards
NameValue
Start4
End23
Total Frames35
Source
View
Roll forwardsrollforward
NameValue
Start4
End19
Total Frames35
Source
View
Spotdodgespotdodge
NameValue
Start2
End18
Total Frames27
Source
View

Unknown

Dashgrabdashgrab
NameValue
Start10
End11
Total Frames40
Source
View
Edge attackedge
NameValue
Source
View
Getup-Attack (Back)bgetup
NameValue
Total Frames49
Notes
Hit: 20-23 (Behind), 30-31 (Front) Invincible: 1-31

Source
View
Getup-Attack (Stomach)fgetup
NameValue
Total Frames49
Notes
Hit: 22-23 (Front), 27-28 (Behind) Invincible: 1-28

Source
View
Getup-Roll Backward (Back)bgetuprollback
NameValue
Total Frames35
Notes
Horizontal Movement At: 5 Distance: 10 ft Invincible: 1-19

Source
View
Getup-Roll Backward (Stomach)bgetuprollstomach
NameValue
Total Frames35
Notes
Horizontal Movement At: 13 Distance: 11.4 ft Invincible: 1-19

Source
View
Getup-Roll Forward (Back)fgetuprollback
NameValue
Total Frames35
Notes
Horizontal Movement At: 5 Distance: 12.2 ft Invincible: 6-19

Source
View
Getup-Roll Forward (Stomach)fgetuprollstomach
NameValue
Total Frames35
Notes
Horizontal Movement At: 6 Distance: 11.4 ft Invincible: 1-19

Source
View
Grabgrab
NameValue
Start7
End8
Total Frames30
Source
View
Pummelpummel
NameValue
Source
View
Tech-Neutralneutraltech
NameValue
Total Frames26
Notes
Invincible: 1-20

Source
View
Tech-Roll Backwardbtechroll
NameValue
Total Frames40
Notes
Horizontal Movement At: 8 Distance: 15.2 ft Invincible: 1-20

Source
View
Tech-Roll Forwardftechroll
NameValue
Total Frames40
Notes
Horizontal Movement At: 9 Distance: 15.2 ft Invincible: 1-20

Source
View
Tech-Wallwalltech
NameValue
Total Frames31
IASA6
Notes
Invincible: 1-14 Input an upwards direction anywhere on 1-4 for walljump tech on 6)

Source
View
Tech-Wall Jumpwalltechjump
NameValue
Total Frames40
IASA1
Source
View

Moves Table

Name Value
NameDown throw
Start0
End0
IASA
Total Frames42
Land lag
L-Canceled Land Lag
Auto Cancel Before
Auto Cancel After
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