Hi guys, had a question, hope you guys can help.
With marth's fair, how do the different parts of the hitbox act?
When I fair with the edge, I find often they just go up, more than horizontally away, which can get a bit annoying trying to combo. Is it best to get them with sort of the middle bit of the sword?
I guess it must also depend on what percent they are etc, but I thought maybe some of you could shed some life on the specifics of how the fair hitbox works. I tried looking at the hitbox GIF thingy, but it didnt help in saying WHERE the player is sent after the fair
Oh and I tried looking for a thread/post about this, but couldnt find anything...so if Ive missed something, please direct me.
Thanks
Fair is a very, very (very) complex move. The main reason for this is that there are many different trajectories that it can send the opponent at. Here are the main ones:
Tips:
1. Top of the fair, right when the hitbox activates: Sends opponent straight up. The usual follow-up is a double-jump back uair.
2. 45 degrees above the horizontal, still near the top of the arc: Sends opponent up and away. Follow-ups (when full hopped) are usually dj fair, dj forward uair, and dj shieldbreaker. Note that this is the angle at which fair hits off a shffl because it hits the head of the opponent.
3. Exactly horizontal, where Marths arm is pointed straight out, at its max horizontal distance: this is what I call a "push" fair. Its the most common fair to kill off the side. Sends opponent straight away from Marth. Ken combo and up-B are the most common follow-ups.
4. 45 degrees below horizontal: The "spike" fair. Sends opponent down and to the side. Usually used for edgeguarding. On-stage respond with fastfall fair (only fastfall AFTER the hitbox connects; you dont want to do it before or else you will get a different part of the arc to connect). Off-stage usually a dj fair or up-B. If you hit this on a grounded opponent (ex: off a full-hop, coming down), expect to tech-chase.
Weak hits:
1. Top of the arc: sends opponent barely in front of you. Can usually fastfall no dj uair after, dj weak fair, dj nair (my favorite), or dj up-B. Can Ken combo off this even with away DI sometimes.
2. Bottom of the arc: sends opponent down barely. Leads to techchase on the ground at higher %s. very susceptable to CC. In the air a no dj fair or fastfall dj nair usually works. Awkward and unweildy part of the hitbox, try to avoid; many characters can just dj and hit you after it.
3. REVERSE FAIR AKA YOU ALREADY KNOW AKA YOU'RE ALREADY DEAD: gangsta move. Hits at the center of Marths body as he swings. Sends opponent behind you. Many followups on the ground and the air, but the only honorable one is dair.
Marth is awesome.