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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:MarioJab3.gif|270px|right|thumbnail|Hitbox visualization of Mario's third jab.]]
{{competitive expertise}}
[[File:MarioJab3.gif|270px|thumb|Hitbox visualization of Mario's third jab.]]
 
==Overview==
The third and final hit of {{SSB4|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]] and has base knockback, sending the opponent back even at low percentages.
The third and final hit of {{SSB4|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]] and has base knockback, sending the opponent back even at low percentages.
==Frame Data==
All measurements are in [[Frame|frames]].
{| class="wikitable"
|-
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
|-
| 0-2 || 7 || 2 || 26
|}


==Hitbox Properties==
==Hitbox Properties==
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}}
}}
|}
|}
==Timing==
{|class="wikitable"
!Hitbox
|7-8
|-
!Interruptible
|34
|-
!Animation length
|39
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


==References==
==References==
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{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Neutral attacks (SSB4)]]

Latest revision as of 07:10, October 26, 2018

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Hitbox visualization of Mario's third jab.

Overview[edit]

The third and final hit of 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 and has base knockback, sending the opponent back even at low percentages.

Hitbox Properties[edit]

In general, aside from their positioning, the hitboxes are largely the same.

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

Timing[edit]

Hitbox 7-8
Interruptible 34
Animation length 39
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(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 Alpha