Dr. Mario (SSB4)/Neutral attack/Hit 3: Difference between revisions

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[[File:Dr.MarioJab3.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 3.]]
[[File:Dr.MarioJab3.gif|thumb|270px|Hitbox visualization showing Dr. Mario's jab 3.]]


==Overviwe==
==Overview==
The third and final hit of {{SSB4|Dr. Mario}}'s [[Neutral attack|neutral attack]] is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more [[Damage|damage]], sending the opponent back even at low percentages.
The third and final hit of Dr. Mario's [[Neutral attack|neutral attack]] is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more [[Damage|damage]], sending the opponent back even at low percentages. It is mostly used with the rest of the jab combo within the mixups that it provides. Jab 3 is mostly only used to send the opponent away when needed. Otherwise, jab 3 may not connect on certain characters, due to the first two hits having only upwards knockback.


==Frame Data==
==Hitboxes==
All measurements are in [[Frame|frames]].
{| class="wikitable"
|-
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
|-
| 0-2 || 6 || 2 || 27
|}
 
==Hitbox Properties==
In general, aside from their positioning, the hitboxes are largely the same.
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|damage=4.48%
|damage=4%
|angle=361
|angle=361
|bk=45
|bk=45
Line 35: Line 25:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|damage=4.48%
|damage=4%
|angle=361
|angle=361
|bk=45
|bk=45
Line 52: Line 42:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|damage=4.48%
|damage=4%
|angle=361
|angle=361
|bk=45
|bk=45
Line 67: Line 57:
|sfx=Kick
|sfx=Kick
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}}
|}
==Timing==
{|class="wikitable"
!Hitboxes
|7-8
|-
!Interruptible
|36
|-
!Animation length
|45
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


==References==
==References==

Latest revision as of 17:31, August 2, 2020

Hitbox visualization showing Dr. Mario's jab 3.

Overview[edit]

The third and final hit of Dr. Mario's neutral attack is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more damage, sending the opponent back even at low percentages. It is mostly used with the rest of the jab combo within the mixups that it provides. Jab 3 is mostly only used to send the opponent away when needed. Otherwise, jab 3 may not connect on certain characters, due to the first two hits having only upwards knockback.

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 4% 0 Sakurai angle 45 80 0 5 9 5.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 4% 0 Sakurai angle 45 80 0 2.5 9 1 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 4% 0 Sakurai angle 45 80 0 2.5 9 -1.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Timing[edit]

Hitboxes 7-8
Interruptible 36
Animation length 45
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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(Interruptible).png
Interruptible

References[edit]

Master Core