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

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|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=M
|slvl=M
|sfx=Kick
|sfx=Kick
Line 43: Line 43:
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=M
|slvl=M
|sfx=Kick
|sfx=Kick
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|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=M
|slvl=M
|sfx=Kick
|sfx=Kick

Revision as of 14:37, April 7, 2016

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.

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