Dr. Mario (SSB4)/Neutral attack/Hit 1: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (changing unknown to known) |
SuperSqank (talk | contribs) |
||
(5 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
[[File:Dr.MarioJab1.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 1.]] | |||
== | ==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. | |||
{| | |||
== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=2. | |damage=2.5% | ||
|angle=60 | |angle=60 | ||
|bk=30 | |bk=30 | ||
Line 31: | Line 25: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=2. | |damage=2.5% | ||
|angle=70 | |angle=70 | ||
|bk=30 | |bk=30 | ||
Line 47: | Line 41: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=2. | |damage=2.5% | ||
|angle=74 | |angle=74 | ||
|bk=30 | |bk=30 | ||
Line 61: | 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== | ||
Line 69: | Line 84: | ||
{{MvSubNavDrMario|g=SSB4}} | {{MvSubNavDrMario|g=SSB4}} | ||
[[Category:Dr. Mario (SSB4)]] | |||
[[Category:Neutral attacks (SSB4)]] |
Latest revision as of 17:30, August 2, 2020
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]
Timing[edit]
Hitbox | 2-3 |
---|---|
Earliest continuable frame | 9 |
Interruptible | 23 |
Animation length | 27 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
References[edit]
|