Her down air and forward air are trash for hitboxes or maybe it's her animation, but it's insanely inconsistent to her other moves. I feel this is the biggest gripe I have with the game is getting hit or not hitting with a really bizarre hitbox because the visuals don't properly represent what's actually happening.
OPAFIN dancing blade is inconsistent with Marth because you need to time it and actually space unlike Roy where you just have to be close to them and spam side b
@@helloeverynyanz even then it's still inconsistent cuz of the way the hurtboxes depending on the character and their weight and even if you get the tipper it isn't that much stronger than roy's
This might just be the shining hitboxes combined with the sword-streaks and dust, but is the sword not entirely covered in hitboxes? It looks like the very tip of the blade isn't always covered.
That is 100% the case ;p. Despite looking like big arcs, there are gaps in some of the moves where the hitboxes don't cover. Its good info if you're looking to up your spacing game, or just trying to figure out why your sword can feel like a ghost sometimes lol. And its also why the back part of falling up air can be inconsistent. Notice how the hitboxes end at a 45ish degree angle, where as chrom's (also found on this channel) and roy's up air hitboxes stay active for the whole range of motion in the animation.
Lucina:
Ha ha ha ha ha ha ha
I only wanted to know why Lucina's down air BARELY spikes.
Please bless us with marths hitboxes
Exact same as Lucina’s
@@memoryman3586 clearly you haven't heard of Marth's tipper
@@memoryman3586 do you know the tipper hitbox
@@letsgobigmike8488 I mean... there's a tipper, but the hitboxes are exactly the same
Her down air and forward air are trash for hitboxes or maybe it's her animation, but it's insanely inconsistent to her other moves.
I feel this is the biggest gripe I have with the game is getting hit or not hitting with a really bizarre hitbox because the visuals don't properly represent what's actually happening.
Idk man for me it works like it needs to be my problem is dancing blade with marth
OPAFIN dancing blade is inconsistent with Marth because you need to time it and actually space unlike Roy where you just have to be close to them and spam side b
@@helloeverynyanz even then it's still inconsistent cuz of the way the hurtboxes depending on the character and their weight and even if you get the tipper it isn't that much stronger than roy's
This might just be the shining hitboxes combined with the sword-streaks and dust, but is the sword not entirely covered in hitboxes? It looks like the very tip of the blade isn't always covered.
I feel like i've had moments where the tip of the sword streak didn't connect with an opponent, so maybe this is the case
That is 100% the case ;p. Despite looking like big arcs, there are gaps in some of the moves where the hitboxes don't cover. Its good info if you're looking to up your spacing game, or just trying to figure out why your sword can feel like a ghost sometimes lol.
And its also why the back part of falling up air can be inconsistent. Notice how the hitboxes end at a 45ish degree angle, where as chrom's (also found on this channel) and roy's up air hitboxes stay active for the whole range of motion in the animation.
Are Marth's hitboxes similar or are there slight differences to make another video?
@@sSpaceWagon They could end up having the same hitboxes but the way they interact with another character changes the properties
Their hitboxes are exactly the same.
They look the same (even the lenghts), but interact different, like the tiper, or lucina's end of uptilt.
What’s different about the end of Lucina’s up tilt?
@@DiamonDust does like .5% of extra damage :v
it's tilting me so please stop trying to show frame by frame when we can do it ourselves on youtube
@@PKBlueberry good point
i didn't think about that
Yeah don't leave us out