Dr. Mario (SSB4)/Neutral attack/Hit 3: Difference between revisions

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(→‎Overview: added an overview for the move.)
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[[File:Dr.MarioJab3.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 3.]]
[[File:Dr.MarioJab3.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 3.]]


==Overviwe==
==Overview==
The third and final hit of {{SSB4|Dr. Mario}}'s [[Neutral attack|neutral attack]] is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more [[Damage|damage]], sending the opponent back even at low percentages.
The third and final hit of {{SSB4|Dr. Mario}}'s [[Neutral attack|neutral attack]] is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more [[Damage|damage]], sending the opponent back even at low percentages. It is mostly used with the rest of the jab combo within the mixups that it provides. Jab 3 is mostly only used to send the opponent away when needed. Otherwise, jab 3 may not connect on certain characters, due to the first two hits having only upwards knockback.


==Frame Data==
==Frame Data==

Revision as of 05:00, November 17, 2018

Hitbox visualization showing Dr. Mario's jab 3.

Overview

The third and final hit of Dr. Mario's neutral attack is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more damage, sending the opponent back even at low percentages. It is mostly used with the rest of the jab combo within the mixups that it provides. Jab 3 is mostly only used to send the opponent away when needed. Otherwise, jab 3 may not connect on certain characters, due to the first two hits having only upwards knockback.

Frame Data

All measurements are in frames.

Hitbox IDs Startup Hitbox lasts for Endlag
0-2 6 2 27

Hitbox Properties

In general, aside from their positioning, the hitboxes are largely the same.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 4.48% 0 Sakurai angle 45 80 0 5 9 5.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 4.48% 0 Sakurai angle 45 80 0 2.5 9 1 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 4.48% 0 Sakurai angle 45 80 0 2.5 9 -1.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

References

Master Core