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

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(New Page: {{SSB4|Dr. Mario}}'s dash attack is a sliding kick that deals moderate damage and vertical knockback. ==Frame Data== All measurements are in frames. {| class="wik...)
 
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{{SSB4|Dr. Mario}}'s [[dash attack]] is a sliding kick that deals moderate [[damage]] and vertical [[knockback]].
{{ArticleIcons|ssb4=y}}
[[File:Dr.MarioDashAttack.gif|thumb|270px|Hitbox visualization showing Dr. Mario's dash attack.]]


==Frame Data==
==Overview==
All measurements are in [[Frame|frames]].
{{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.
{| class="wikitable"
|-
! [[Hitbox]] !! Startup (from beginning of move) !! Hitbox lasts for !! Endlag
|-
| Early || 5 || 4 || -
|-
| Late || 9 || 16 || 12
|}


==Hitbox Properties==
==Hitboxes==
===Early===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|damage=8.96%
|damage=8%
|angle=90
|angle=90
|bk=90
|bk=90
Line 29: Line 22:
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=M
|slvl=M
|sfx=Kick
|sfx=Kick
}}
}}
|}
{{HitboxTableTitle|Late hit|24}}
 
===Late===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|damage=6.72%
|damage=6%
|angle=90
|angle=90
|bk=90
|bk=90
Line 47: Line 37:
|bn=0
|bn=0
|ypos=1.5
|ypos=1.5
|zpos=4
|zpos=4.0
|trip=0
|trip=0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=M
|slvl=S
|sfx=Kick
|sfx=Kick
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}}
|}
==Timing==
{|class="wikitable"
!Clean hit
|6-9
|-
!Late hit
|10-25
|-
!Interruptible
|38
|-
!Animation length
|53
|}
|}


==References==
{{FrameStripStart}}
[http://opensa.dantarion.com/s4/mastercore3/ Master Core]
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=16}}
{{FrameStripEnd}}


{{competitive expertise}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}


{{MvSubNavDrMario|g=SSB4}}
{{MvSubNavDrMario|g=SSB4}}
[[Category:Dr. Mario (SSB4)]]
[[Category:Dash attacks (SSB4)]]

Latest revision as of 17:57, August 2, 2020

Hitbox visualization showing Dr. Mario's dash attack.

Overview[edit]

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.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 8% 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 hit
0 0 6% 0 AngleIcon90.png 90 42 0 2.6 0 0.0 1.5 4.0 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
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Timing[edit]

Clean hit 6-9
Late hit 10-25
Interruptible 38
Animation length 53
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible