Dr. Mario (SSB4)/Neutral attack/Hit 1: Difference between revisions
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{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=2. | |damage=2.5% | ||
|angle=60 | |angle=60 | ||
|bk=30 | |bk=30 | ||
Line 25: | Line 25: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=2. | |damage=2.5% | ||
|angle=70 | |angle=70 | ||
|bk=30 | |bk=30 | ||
Line 41: | Line 41: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=2. | |damage=2.5% | ||
|angle=74 | |angle=74 | ||
|bk=30 | |bk=30 | ||
Line 55: | Line 55: | ||
|sfx=Punch | |sfx=Punch | ||
}} | }} | ||
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}} | |||
|} | |} | ||
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]
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