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Dr. Mario (SSB4)/Dash attack: Difference between revisions

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(→‎Overview: added an overview for the move.)
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==Overview==
==Overview==
{{SSB4|Dr. Mario}}'s [[dash attack]] is a sliding kick that deals moderate [[damage]] and vertical [[knockback]].
{{SSB4|Dr. Mario}}'s [[dash attack]] is a sliding kick that deals moderate [[damage]] and vertical [[knockback]]. While its animation is one to one with {{SSB4|Mario}}'s, it boasts more utility, as it has slight combo potential with the late hit, and the angle puts opponents straight into a juggle situation, rather than knocking them away or behind him. The late hit is able to combo into up aerials at low to mid percents, and can sometimes combo into up tilt if the move hits a ledge hanging opponent at very low percent, although very situational. The move's main use is as a punish tool, when his other punish options normally can't, due to the distance dash attack covers. The overall lag and generally lacking reward of the move makes it bad as an approach option, and combos aren't exactly guaranteed for the most part without the late hit, and even then its combo potential isn't as great as his other moves.
The late frames of the slide gives less knockback, making it function like a [[sex kick]], and it can be followed up with an [[aerial]]. This move has a fairly long duration and low startup, making it decent at approaching


==Frame Data==
==Frame Data==

Revision as of 05:14, November 18, 2018

Hitbox visualization showing Dr. Mario's dash attack.

Overview

Dr. Mario's dash attack is a sliding kick that deals moderate damage and vertical knockback. While its animation is one to one with Mario's, it boasts more utility, as it has slight combo potential with the late hit, and the angle puts opponents straight into a juggle situation, rather than knocking them away or behind him. The late hit is able to combo into up aerials at low to mid percents, and can sometimes combo into up tilt if the move hits a ledge hanging opponent at very low percent, although very situational. The move's main use is as a punish tool, when his other punish options normally can't, due to the distance dash attack covers. The overall lag and generally lacking reward of the move makes it bad as an approach option, and combos aren't exactly guaranteed for the most part without the late hit, and even then its combo potential isn't as great as his other moves.

Frame Data

All measurements are in frames.

Hitbox Startup (from beginning of move) Hitbox lasts for Endlag
Early 5 4 -
Late 9 16 12

Hitbox Properties

Early

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 8.96% 0 AngleIcon90.png 90 42 0 3.5 0 0.0 1.5 4.4 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

Late

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 6.72% 0 AngleIcon90.png 90 42 0 2.6 0 0.0 1.5 4 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png

References

Master Core


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