SSB4 Icon.png

Mario (SSB4)/Neutral attack/Hit 2: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(The fixed knockback values were missing.)
Line 14: Line 14:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=0
|fkv=18
|r=3.0
|r=3.0
|bn=21
|bn=21
Line 31: Line 31:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=0
|fkv=15
|r=1.5
|r=1.5
|bn=13
|bn=13
Line 47: Line 47:
|bk=0
|bk=0
|ks=80
|ks=80
|fkv=0
|fkv=25
|r=4
|r=4
|bn=22
|bn=22

Revision as of 07:38, August 3, 2018

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.
Hitbox visualization of Mario's second jab.

Overview

The second hit of Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of its properties, it is quite similar to the first hit, but it has slightly more weight-based knockback, and only does 1.5% damage.

Hitbox Properties

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 1.5% 0 Sakurai angle 0 100 18 3.0 21 1.4 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 1.5% 0 Sakurai angle 0 100 15 1.5 13 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 1.5% 0 AngleIcon80.png 0 80 25 4 22 4.2 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

Timing

Hitbox 2-3
Earliest continuable frame 6
Interruptible 22
Animation length 25
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(Interruptible).png
Interruptible

References

Master Core Alpha