Dr. Mario (SSB4)/Neutral attack/Hit 2

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Hitbox visualization showing Dr. Mario's jab 2.

Overview

The second hit of Dr. Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of properties, it is quite similar to the first hit, but it only does 1.68% damage, and once again unable to lock as it lacks the Sakurai angle. It can still be used somewhat effectively, however, even if it isn't as good of a combo tool as jab 1. It is mostly used as a mindgame, where using jab 2 would likely mean that the opponent would think that Dr. Mario would continue into jab 3, in which case, Dr. Mario can jab cancel into a grab if they were and still are shielding, anticipating jab 3.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 1.5% 0   30 100 0 3.0 21 1.4 0.0 0.0 1.0x 1.0x 0%               Punch  
1 0 1.5% 0   30 100 0 2.8 13 0.0 0.0 0.0 1.0x 1.0x 0%               Punch  
2 0 1.5% 0   30 100 0 4 22 4.2 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.

Timing

Hitbox 2-3
Earliest continuable frame 9
Interruptible 25
Animation length 29
                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible

References

Master Core