Dr. Mario (SSB4)/Neutral attack/Hit 1: Difference between revisions

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[[File:Dr.MarioJab1.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 1.]]
[[File:Dr.MarioJab1.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 1.]]


==Overview==The first hit of {{SSB4|Dr. Mario}}'s [[Neutral attack|neutral attack]] is a simple punch from his arm further from the camera. It does 2.8% [[Damage|damage]] and very little knockback.
==Overview==
The first hit of Dr. Mario's [[Neutral attack|neutral attack]] is a simple punch from his arm further from the camera. It does 2.8% and very little knockback. Unlike {{SSB4|Mario}}'s jab 1, Dr. Mario's is incapable of locking or pratfalling, due to the lack of a [[Sakurai angle]] on all hitboxes. The speed allows it to interrupt approaches, or combo break if Dr. Mario lands fast enough from an attack. Most notably, the attack is able to be [[jab cancel]]led into Super Jump Punch, one of his best kill moves. Jab cancels are also effective with his down tilt to start combos with it, especially as down tilt has decent range, compared to up tilt, which is riskier to use due to shorter horizontal range.


==Frame Data==
==Hitboxes==
All measurements are in [[Frame|frames]].
{| class="wikitable"
|-
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
|-
| 0-2 || 1 || 2 || 19
|}
 
==Hitbox Properties==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|damage=2.8%
|damage=2.5%
|angle=60
|angle=60
|bk=30
|bk=30
Line 33: Line 25:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|damage=2.8%
|damage=2.5%
|angle=70
|angle=70
|bk=30
|bk=30
Line 49: Line 41:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|damage=2.8%
|damage=2.5%
|angle=74
|angle=74
|bk=30
|bk=30
Line 63: Line 55:
|sfx=Punch
|sfx=Punch
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}}
|}
==Timing==
{|class="wikitable"
!Hitbox
|2-3
|-
!Earliest continuable frame
|9
|-
!Interruptible
|23
|-
!Animation length
|27
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=5|e=LagContinuableS}}{{FrameStrip|t=Lag|c=14|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}


==References==
==References==

Latest revision as of 17:30, August 2, 2020

Hitbox visualization showing Dr. Mario's jab 1.

Overview[edit]

The first hit of Dr. Mario's neutral attack is a simple punch from his arm further from the camera. It does 2.8% and very little knockback. Unlike Mario's jab 1, Dr. Mario's is incapable of locking or pratfalling, due to the lack of a Sakurai angle on all hitboxes. The speed allows it to interrupt approaches, or combo break if Dr. Mario lands fast enough from an attack. Most notably, the attack is able to be jab cancelled into Super Jump Punch, one of his best kill moves. Jab cancels are also effective with his down tilt to start combos with it, especially as down tilt has decent range, compared to up tilt, which is riskier to use due to shorter horizontal range.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 2.5% 0 AngleIcon60.png 30 100 0 3.0 15 1.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
1 0 2.5% 0 AngleIcon70.png 30 100 0 1.5 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
2 0 2.5% 0 AngleIcon74.png 30 80 0 4 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Timing[edit]

Hitbox 2-3
Earliest continuable frame 9
Interruptible 23
Animation length 27
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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(Lag).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(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible

References[edit]

Master Core

Kurogane Hammer