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

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{{technical data|Missing timing values, also check for accuracy.}}
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[[File:MarioJab3.gif|270px|thumb|Hitbox visualization of Mario's third jab.]]
[[File:MarioJab3.gif|270px|thumb|Hitbox visualization of Mario's third jab.]]
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{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
|8-9
|7-8
|-
|-
!Interruptible
!Interruptible
|?
|34
|-
|-
!Animation length
!Animation length
|35
|39
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=26}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


==References==
==References==
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{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Neutral attacks (SSB4)]]

Latest revision as of 07:10, October 26, 2018

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Hitbox visualization of Mario's third jab.

OverviewEdit

The third and final hit of 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 and has base knockback, sending the opponent back even at low percentages.

Hitbox PropertiesEdit

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% 0   45 80 0 5 9 5.5 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 4% 0   45 80 0 2.5 9 1 0.0 0.0 1.0x 1.0x 0%               Kick  
2 0 4% 0   45 80 0 2.5 9 -1.5 0.0 0.0 1.0x 1.0x 0%               Kick  

TimingEdit

Hitbox 7-8
Interruptible 34
Animation length 39
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Interruptible

ReferencesEdit

Master Core Alpha