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Mario (SSB)/Down special

This article is about the hitbox visualization in Super Smash Bros.. For the move itself, see Mario Tornado.
Mario using his Tornado.

OverviewEdit

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HitboxesEdit

GroundedEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Hit 1
0 0 1% 0   70 0 1 70 0 0 300 150           Kick
1 0 1% 0   70 0 1 70 0 0 300 150           Kick
2 0 1% 0   10 0 1 110 0 0 0 0           Kick
Hits 2-14
0 0 1% 0   70 0 1 80 0 0 280 150           Kick
1 0 1% 0   70 0 1 80 0 0 280 150           Kick
Hit 15
0 0 1% 0   120 0 1 100 0 0 300 150           Kick
1 0 1% 0   120 0 1 100 0 0 300 -150           Kick

AerialEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Hit 1
0 0 1% 0   70 0 1 70 0 0 300 150           Kick
1 0 1% 0   70 0 1 70 0 0 300 150           Kick
2 0 1% 0   10 0 1 110 0 0 0 0           Kick
Hits 2-14
0 0 1% 0   70 0 1 80 0 0 280 150           Kick
1 0 2% 0   70 0 1 80 0 0 280 150           Kick
2 0 1% 0   10 0 1 80 0 0 120 0           Kick
3 0 1% 0   70 0 1 45 0 0 420 0           Kick
Hit 15
0 0 1% 0   120 0 1 100 0 0 300 150           Kick
1 0 1% 0   120 0 1 100 0 0 300 -150           Kick
2 0 1% 0   120 0 1 110 0 0 120 0           Kick
3 0 1% 0   120 0 1 45 0 0 420 0           Kick

TimingEdit

The second hit cannot connect if the first hit connects, meaning that the move can only hit 14 times.

GroundedEdit

Hit 1 1-3
Hits 2-14 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40
Hit 15 43-44
Animation length 86
                                                                                                                                                                                 

AerialEdit

Hit 1 1-3
Hits 2-14 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40
Hit 15 43-46
Animation length 86
                                                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change