Dr. Mario (SSB4)/Neutral attack/Hit 1

< Dr. Mario (SSB4)‎ | Neutral attack
Revision as of 17:30, August 2, 2020 by SuperSqank (talk | contribs) (→‎Hitboxes)
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Hitbox visualization showing Dr. Mario's jab 1.

OverviewEdit

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.

HitboxesEdit

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   30 100 0 3.0 15 1.2 0.0 0.0 1.0x 1.0x 0%               Punch  
1 0 2.5% 0   30 100 0 1.5 13 0.0 0.0 0.0 1.0x 1.0x 0%               Punch  
2 0 2.5% 0   30 80 0 4 16 0.0 0.0 0.0 1.0x 1.0x 0%               Punch  
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

TimingEdit

Hitbox 2-3
Earliest continuable frame 9
Interruptible 23
Animation length 27
                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible

ReferencesEdit

Master Core

Kurogane Hammer