SSBU Icon.png

Mario (SSBU)/Down aerial: Difference between revisions

 
(8 intermediate revisions by 5 users not shown)
Line 4: Line 4:
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Mario spins around rapidly, performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses decent knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as [[Mario (SSBU)/Down smash|down smash]], [[Mario (SSBU)/Up smash|up smash]], and [[Mario (SSBU)/Grab|grab]], potentially resulting in a KO if the opponent is at high enough percents.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hits 1-5|24}}
{{HitboxTableTitle|Hits 1-5|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 14: Line 16:
|ks=15
|ks=15
|fkv=0
|fkv=0
|setweight=t
|r=4.0
|r=4.0
|bn=top
|bn=top
Line 33: Line 36:
|ks=15
|ks=15
|fkv=0
|fkv=0
|setweight=t
|r=7.0
|r=7.0
|bn=top
|bn=top
Line 45: Line 49:
|sdi=0.8
|sdi=0.8
}}
}}
{{HitboxTableRowNote|Hits 1-5 use weight-independent knockback.|25}}
{{HitboxTableTitle|Hit 6|42}}
{{HitboxTableTitle|Hit 6|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 66: Line 69:
|sdi=0.8
|sdi=0.8
}}
}}
{{HitboxTableTitle|Landing|24}}
{{HitboxTableTitle|Landing|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 108: Line 111:
===Attack===
===Attack===
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
|1-4
|-
!Hits 1-5
!Hits 1-5
|5, 7, 9, 11, 13
|5, 7, 9, 11, 13
Line 127: Line 133:
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=14}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=14}}
|-
|-
{{FrameStrip|t=Blank|c=32}}{{FrameStrip|t=Autocancel|c=19}}
{{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=28}}{{FrameStrip|t=Autocancel|c=19}}
{{FrameStripEnd}}
{{FrameStripEnd}}


Line 134: Line 140:
!Hitboxes
!Hitboxes
|1-2
|1-2
|-
!Interruptible
|16
|-
|-
!Animation length
!Animation length
|15
|24
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13}}
{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}

Latest revision as of 16:22, February 16, 2024

Hitbox visualization showing Mario's down aerial.
Hitbox visualization showing Mario's down aerial's landing.
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.

OverviewEdit

Mario spins around rapidly, performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses decent knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as down smash, up smash, and grab, potentially resulting in a KO if the opponent is at high enough percents.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hits 1-5
0 0 0 1.4% 0   Standard 50 15 0   4.0 top 0.0 -0.5 0.0 1.0× 0.8× 0%               Kick   All All            
1 0 0 1.4% 0   Standard 25 15 0   7.0 top 0.0 6.0 0.0 1.0× 0.8× 0%               Kick   All All            
Hit 6
0 0 0 5.5% 0   Standard 80 100 0   11.0 top 0.0 6.8 0.0 1.0× 0.8× 0%               Kick   All All            
Landing
0 0 0 2.0% 0   Standard 0 100 60   4.3 top 0.0 3.2 4.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 2.0% 0   Standard 0 100 60   4.3 top 0.0 3.2 -4.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-4
Hits 1-5 5, 7, 9, 11, 13
Hit 6 23
Ending autocancel 33-
Interruptible 38
Animation length 51
                                                                                                     
                                                                                                     

Landing lagEdit

Hitboxes 1-2
Interruptible 16
Animation length 24
                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible