Unfortunately, I couldn't find a Melee thread with knockback / damage data so I can't really compare those. The real difference in PM is that Marth has a few new tricks such as pivot grab (which I don't like as a name because it is hard to distinguish from a normal grab done out of a pivot). The main two that I picked up were that Down Air has less lag and Side B moves have slightly earlier link frames. Since most of Marth's moves can clang, it will only be mentioned if the move cannot clang.Īs far as the individual moves go, there are very few differences. Intangibility: Frames during which Marth will take no damage.Ĭlang: Whether the hitbox can clang with other moves. (He will instead suffer normal jump landing lag.) Frames during which Marth can land without the aerial move's landing lag. Number of frames Marth lags when he hits the ground during the move.Īutocancel: Aerials only. Add +7 to find the normal shield drop advantage. Counted from first hit frame per damage value.
Frame difference between Marth's FAF and the opponent's when the move hits the opponent's shield. Such a hitbox is usually denoted with a '*'.īlock Advantage: Ground moves only. WKB: Weight Knockback, used instead of BKB for fixed knockback hitboxes. This number affects how quickly knockback will increase relative to the opponent's damage. The actual direction of the angle varies depending on whether the opponent is grounded as well as the strength of the knockback.
Sakurai Angle: A special knockback angle. This will be the animation's end or the IASA frame if the move has one.īase Damage: Base damage values for each hit.Īngle: Angle at which the opponent will be knocked away. Hitbox Active: Frames during which the attack's hitboxes are active.įAF (First Actionable Frame): First frame on which you can perform another move.