Hitbox visualization showing Dr. Mario's down tilt.
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Overview

A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Due to its' high hitstun and low knockback, it is very difficult to DI and can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its' below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.

Update History

  7.0.0

  •   Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.

Hitboxes

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 Hitstun
0 0 0 7.0% 0   Standard 35 55 0   3.5 kneel -1.0 0.0 0.0 1.0× 1.0× 40%               Kick   All All             +3 frames
1 0 0 5.0% 0   Standard 35 55 0   4.2 toel 0.0 0.0 0.0 1.0× 1.0× 40%               Kick   All All             +3 frames
The damage values are Mario's before being affected by Dr. Mario's damage multiplier.

Timing

Hitboxes 5-7
Interruptible 28
Animation length 35
                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Interruptible