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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: | {|class="wikitable" style="float:right; margin:4pt;" | ||
!colspan=2|Mario forward tilt hitbox visualization | |||
|- | |||
!↗ | |||
|[[File:MarioFTiltUp.gif|270px]] | |||
|- | |||
!→ | |||
|[[File:MarioFTilt.gif|270px]] | |||
|- | |||
!↘ | |||
|[[File:MarioFTiltDown.gif|270px]] | |||
|} | |||
==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 | ||
|- | |- | ||
! | !Interruptible | ||
|31 | |31 | ||
|- | |||
!Animation length | |||
|40 | |||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c= | {{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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