Hitbox visualization showing Dr. Mario's up smash.

OverviewEdit

An upward headbutt. It renders Dr. Mario's head intangible throughout its duration, quite similarly to Mario's. It also launches at a much lower angle than Mario's, 130°, which makes it better than Mario's in regard to starting combos when uncharged at low percentages, with its most notable follow-up being itself. This also makes it even more reliable at KOing near the edge, whereas Mario's can KO reliably from any part of a stage. It KOs middleweights at 119% while near the edge, and has the lowest amount of ending lag out of his smash attacks. At 0% on most middleweights and heavier without rage, down throw is able to combo into this move, which can then be followed up with another up smash, forward tilt or up tilt. The move can also be used as a general anti air move, due to the good hitbox and head intangibility, and is relatively safe due to the low endlag.

Update historyEdit

  1.0.6

  •   Knockback angle lowered: 110° → 130°, improving its horizontal KO potential.

  1.1.0

  •   Knockback scaling increased: 108 → 117, greatly improving its KO potential.
  •   Hitbox frame duration increased: 9-12 → 9-13.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 14% 0   0 117 0 5.0 19 2.5 1.1 0.0 1.0x 1.0x 0%               Kick  
1 0 14% 0   0 117 0 4.0 13 1.0 0.0 0.0 1.0x 1.0x 0%               Kick  
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

TimingEdit

Charges between 6-7
Hitboxes 9-13
Head intangible 9-13
Interruptible 40
Animation length 48
Hitboxes                                                                                                 
Head                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible