Mario (SSB4)/Up aerial: Difference between revisions

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{{ArticleIcons|ssb4=y}}
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[[File:MarioUpAir.gif|270px|right|thumbnail|Hitbox visualization of Mario's up aerial.]]
[[File:MarioUpAir.gif|270px|thumb|Hitbox visualization of Mario's up aerial.]]
==Overview==
==Overview==
{{SSB4|Mario}}'s [[up aerial]] is a bicycle kick. It is surprisingly fast for an up aerial, coming out on frame 4, and without counting [[Luma]]'s (frame 3), it is tied with {{SSB4|Diddy Kong}}, {{SSB4|Pikachu}}, {{SSB4|Sheik}} and his [[clone]] {{SSB4|Dr. Mario}}'s up aerials as the fastest in the game. Most remarkably, however, this move launches at a vertical angle (75°), hits the entire area above Mario, and has moderate ending lag (23 frames) with low landing lag (12 frames), which combined with Mario's fast [[air speed]] and high [[jump]]s makes it an extremely powerful combo move.
Mario's [[up aerial]] is a bicycle kick. It is surprisingly fast for an up aerial, coming out on frame 4, and without counting [[Luma]]'s (frame 3), it is tied with {{SSB4|Diddy Kong}}, {{SSB4|Pikachu}}, {{SSB4|Sheik}} and his [[clone]] {{SSB4|Dr. Mario}}'s up aerials as the fastest in the game. Most remarkably, however, this move launches at a vertical angle (75°), hits the entire area above Mario, and has moderate ending lag (23 frames) with low landing lag (12 frames), which combined with Mario's fast [[air speed]] and high [[jump]]s makes it an extremely powerful combo move.


At low percentages, landing with the move immediately upon hitting a grounded opponent with it allows it to set up a [[Mario (SSB4)/Neutral attack|neutral attack]], [[grab]], [[Mario (SSB4)/Down smash|down smash]], [[Super Jump Punch]] or any of Mario's [[tilt]]s. It then starts causing [[tumbling]] at around the 40%-55% range depending on the opponent's [[weight]] (without [[rage]]), where it can combo into any of Mario's aerials if landed with (including a [[Mario (SSB4)/Forward aerial|forward aerial]] for a KO near the edge), or into another up aerial if used in the air. By far Mario's most deadly combo sequence, however, is hitting with two up aerials (which can be set up from an [[Mario (SSB4)/Up tilt|up tilt]] or [[Mario (SSB4)/Down throw|down throw]]), landing with the second one on a [[platform]], then continuing with more up aerials to finish with Super Jump Punch, finally KOing the opponent off the upper [[blast line]]. Mario's up aerial isn't lacking in KO power itself either, as due to its high knockback scaling, it can KO under 140% near the upper blast line without rage.
At low percentages, landing with the move immediately upon hitting a grounded opponent with it allows it to set up a [[Mario (SSB4)/Neutral attack|neutral attack]], [[grab]], [[Mario (SSB4)/Down smash|down smash]], [[Super Jump Punch]] or any of Mario's [[tilt]]s. It then starts causing [[tumbling]] at around the 40%-55% range depending on the opponent's [[weight]] (without [[rage]]), where it can combo into any of Mario's aerials if landed with (including a [[Mario (SSB4)/Forward aerial|forward aerial]] for a KO near the edge), or into another up aerial if used in the air. By far Mario's most deadly combo sequence, however, is hitting with two up aerials (which can be set up from an [[Mario (SSB4)/Up tilt|up tilt]] or [[Mario (SSB4)/Down throw|down throw]]), landing with the second one on a [[platform]], then continuing with more up aerials to finish with Super Jump Punch, finally KOing the opponent off the upper [[blast line]]. Mario's up aerial isn't lacking in KO power itself either, as due to its high knockback scaling, it can KO under 140% near the upper blast line without rage.
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{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Up aerials (SSB4)]]