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Mario (SSBB)/Neutral attack/Hit 1: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
:''For an overview of the overall natural combo, see [[Mario (SSBB)/Neutral attack|here]].''
[[File:MarioSSBBNeutral(hit1).png|thumb|Hitbox visualisation showing Mario's first jab.]]
==Overview==
==Overview==
A fast jab that leads well into the second jab.
{{competitive expertise}}
{{competitive expertise}}


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|ks=100
|ks=100
|fkv=15
|fkv=15
|r=3.0
|r=180000
|bn=24
|bn=24
|xpos=1.2
|xpos=72000
|type=Hand
|rawflags=00111001000000110000001000000000
|effect=Normal
|slvl=S
|sfx=Punch
|x1=y
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=10
|fkv=10
|r=2.8
|r=168000
|bn=22
|bn=22
|type=Hand
|rawflags=00111001000000110000001000000000
|effect=Normal
|slvl=S
|sfx=Punch
|x1=y
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=15
|fkv=15
|r=4.0
|r=240000
|bn=25
|bn=25
|xpos=3.3
|xpos=198000
|type=Hand
|rawflags=00111001000000110000001000000000
|effect=Normal
|slvl=S
|sfx=Punch
|x1=y
}}
}}
|}
|}
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{|class="wikitable"
{|class="wikitable"
|-
|-
!Hitbox
!Hitboxes
|2-3
|2-3
|-
|-
!Continuation window
!Earliest continuable
|7-24
|8
|-
!Auto-jab
|10
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Blank|c=9}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=7|s=LagContinuableE}}
|-
{{FrameStripEnd}}
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=18}}
|}


{{FrameIconLegend|lag=y|hitbox=y|continuable=y}}
{{FrameIconLegend|lag=y|hitbox=y|continuable=y}}


[[Category:Neutral attacks]]
{{MvSubNavMario|g=SSBB}}
[[Category:Mario]]
 
[[Category:Mario (SSBB)]]
[[Category:Neutral attacks (SSBB)]]

Revision as of 14:21, June 6, 2021

For an overview of the overall natural combo, see here.
Hitbox visualisation showing Mario's first jab.

Overview

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 3% 0 Sakurai angle 0 100 15 3.0 24 1.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
1 0 3% 0 Sakurai angle 0 100 10 2.8 22 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
2 0 3% 0 AngleIcon80.png 0 100 15 4.0 25 3.3 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png

Timing

Hitboxes 2-3
Earliest continuable 8
Animation length 15
Interruptible 16
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Continuable).png
Continuable