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Dr. Mario (SSBU)/Down tilt

< Dr. Mario (SSBU)
Revision as of 11:18, June 21, 2022 by DrakRoar (talk | contribs)
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Hitbox visualization showing Dr. Mario's down tilt.
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OverviewEdit

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. Starting in version 7.0.0, due to its combination of low knockback, vertical launch angle, and additional hitstun, it 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 HistoryEdit

  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.

HitboxesEdit

The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.

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

TimingEdit

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

TriviaEdit

  • The move has a 40% trip chance that can never actually happen, due to its vertical launch angle.