Mario (SSB)/Up tilt: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Mario Up Tilt Hitbox Smash 64.gif|thumb|Hitbox of Mario's up tilt]] | [[File:Mario Up Tilt Hitbox Smash 64.gif|thumb|Hitbox of Mario's up tilt]] | ||
Mario delivers an uppercut, dealing 10% damage. | Mario delivers an uppercut, dealing 10% damage. It has above average knockback for an up tilt, but its primary use is as a [[combo]] move. At lower percentages it can chain into itself, though it is laggy compared to up tilts such as {{mvsub|Pikachu|SSB|up tilt|alt=Pikachu's}}, {{mvsub|Kirby|SSB|up tilt|alt=Kirby's}}, or {{mvsub|Fox|SSB|up tilt|alt=Fox's}}. Because of its high ending lag, the move is unsafe on shield and on hit at lower percents. At around 50% it can lead into an {{mvsub|Mario|SSB|up smash}}. At percentages around 70% it can lead into an aerial such as a {{mvsub|Mario|SSB|forward aerial}} or {{mvsub|Mario|SSB|back aerial}} (both of which can either be used to set up an [[edgeguard]] or, at high enough percentages, simply KO), a {{mvsub|Mario|SSB|down aerial}}→{{mvsub|Mario|SSB|up aerial}} combo to rack up damage, or an up aerial on its own during a chain of up aerials. | ||
==Hitboxes== | |||
{{SSB64HitboxTableHeader}} | |||
{{SSB64HitboxTableRow | |||
|id=0 | |||
|damage=10% | |||
|angle=86 | |||
|bk=0 | |||
|ks=150 | |||
|fkv=0 | |||
|r=90 | |||
|bn=14 | |||
|type=Hand | |||
|effect=Normal | |||
|slvl=M | |||
|sfx=Punch | |||
}} | |||
{{SSB64HitboxTableRow | |||
|damage=10% | |||
|angle=86 | |||
|bk=0 | |||
|ks=150 | |||
|fkv=0 | |||
|r=140 | |||
|bn=15 | |||
|xpos=60 | |||
|type=Hand | |||
|effect=Normal | |||
|slvl=M | |||
|sfx=Punch | |||
}} | |||
|} | |||
==Timing== | |||
{|class="wikitable" | |||
|- | |||
!Hitboxes | |||
|5-16 | |||
|- | |||
!Animation length | |||
|41 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=12}}{{FrameStrip|t=Lag|c=25}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y}} | |||
==Related moves== | ==Related moves== |
Revision as of 10:56, December 28, 2019
Overview
Mario delivers an uppercut, dealing 10% damage. It has above average knockback for an up tilt, but its primary use is as a combo move. At lower percentages it can chain into itself, though it is laggy compared to up tilts such as Pikachu's, Kirby's, or Fox's. Because of its high ending lag, the move is unsafe on shield and on hit at lower percents. At around 50% it can lead into an up smash. At percentages around 70% it can lead into an aerial such as a forward aerial or back aerial (both of which can either be used to set up an edgeguard or, at high enough percentages, simply KO), a down aerial→up aerial combo to rack up damage, or an up aerial on its own during a chain of up aerials.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 10% | 0 | 0 | 150 | 0 | 90 | 14 | 0 | 0 | 0 | Punch | |||||
#! | 0 | 10% | 0 | 0 | 150 | 0 | 140 | 15 | 60 | 0 | 0 | Punch |
Timing
Hitboxes | 5-16 |
---|---|
Animation length | 41 |
Lag time |
Hitbox |
Related moves