Mario (SSB4)/Forward tilt: Difference between revisions

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(Added more to the article. I don't see what's missing on the timing section though. If it's animation length, I find it too trivial to warrant a tag; otherwise every frame data repository would list it.)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:MarioForwardTiltSSB4.jpg|270px|right|thumbnail]]
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=2|Mario forward tilt hitbox visualization
|-
!↗
|[[File:MarioFTiltUp.gif|270px]]
|-
!→
|[[File:MarioFTilt.gif|270px]]
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!↘
|[[File:MarioFTiltDown.gif|270px]]
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==Overview==
==Overview==
{{SSB4|Mario}}'s [[forward tilt]] is a reverse roundhouse kick from his outside leg. Like all of Mario's tilts, it comes out relatively fast, on frame 5. It can be [[angle]]d up or down, though this merely affects the vertical positioning of its hitboxes. The move's combination of low base knockback and launching at the [[Sakurai angle]] also makes it useful for [[jab lock]]ing opponents, as it can deal 21% damage (without counting [[stale-move negation]]) if three are landed, and lock middleweights until around 45%.
{{SSB4|Mario}}'s [[forward tilt]] is a reverse roundhouse kick from his outside leg. Like all of Mario's tilts, it comes out relatively fast, on frame 5. It can be [[angle]]d up or down, though this merely affects the vertical positioning of its hitboxes. The move's combination of low base knockback and launching at the [[Sakurai angle]] also makes it useful for [[jab lock]]ing opponents, as it can deal 21% damage (without counting [[stale-move negation]]) if three are landed, and lock middleweights until around 45%.


However, due to its low base knockback and rather high ending lag (24 frames) relative to the damage it deals, Mario's forward tilt is very easy to punish on [[shield]], as well as on hit at very low percentages. It also lacks any valuable KO power whatsoever, being unable to KO middleweights on edges under 200% without [[rage]]. His [[Mario (SSB4)/Down smash|down smash]] is often considered a better keep away option, due to coming out on the same frame while possessing better damage and knockback by comparison; as a result, Mario's forward tilt is generally used only to hit opponents from positions that cannot be reached with his [[Mario (SSB4)/Neutral attack|neutral attack]] or down smash, and is rarely used overall.
However, due to its low base knockback and rather high ending lag (24 frames) relative to the damage it deals, Mario's forward tilt is very easy to punish on [[shield]], as well as on hit at very low percentages. It also lacks any valuable KO power whatsoever, being unable to KO middleweights on edges under 200% without [[rage]]. His [[Mario (SSB4)/Down smash|down smash]] is often considered a better keep away option, due to coming out on the same frame while possessing better damage and knockback by comparison; as a result, aside from jab locking Mario's forward tilt is generally used only to hit opponents from positions that cannot be reached with his [[Mario (SSB4)/Neutral attack|neutral attack]] or down smash, and is rarely used overall.


==Hitboxes==
==Hitboxes==
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|5-6
|5-6
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!IASA
!Interruptible
|31
|31
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!Animation length
|40
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
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