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

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m (That's all of Mario's attacks that been done so far)
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==Overview==
==Overview==
Not exactly a poor third jab, but Mario has other moves that are just as effective after the first two jabs (say, d-smash).
The final hit of Mario's jab, which deals a little more damage and has knockback scaling, though it's too weak to [[KO]] even at [[sudden death]] percents. Being incapable of KOing with mediocre damage output and no followup potential, it's a rather mediocre final jab hit, and Mario could make potentially better use of his jab by [[jab cancel]]ling before the third jab into a [[down smash]].
{{competitive expertise}}
 
===Post hit data===
{|class="wikitable"
|-
!Hitbox||{{rollover|Base knockback|Knockback velocity on Mario at 0%|y}}||{{rollover|Knockback scaling|How much knockback velocity increases per percent on Mario|y}}||{{rollover|KO percent with poor DI|The percent the hitbox reaches 5750 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd down|y}}||{{rollover|KO percent with no DI|The percent the hitbox reaches 6200 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when not DI'd|y}}||{{rollover|KO percent with good DI|The percent the hitbox reaches 6825 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd away|y}}
|-
|Any||1573||13.417||311.32%||344.86%||391.44%
|-
|Entire jab combo||1643||13.417||306.10%||339.64%||386.23%
|}


==Hitboxes==
==Hitboxes==

Revision as of 06:38, June 19, 2013

Overview

The final hit of Mario's jab, which deals a little more damage and has knockback scaling, though it's too weak to KO even at sudden death percents. Being incapable of KOing with mediocre damage output and no followup potential, it's a rather mediocre final jab hit, and Mario could make potentially better use of his jab by jab cancelling before the third jab into a down smash.

Post hit data

Hitbox Base knockback Knockback scaling KO percent with poor DI KO percent with no DI KO percent with good DI
Any 1573 13.417 311.32% 344.86% 391.44%
Entire jab combo 1643 13.417 306.10% 339.64% 386.23%

Hitboxes

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 30 95 0 8.3333333333333E-5 17 0.0 9.1666666666667E-5 0.0 1.0x 1.0x 0% no flag data specified
1 0 4% 0 Sakurai angle 30 95 0 4.1666666666667E-5 17 0.0 1.6666666666667E-5 0.0 1.0x 1.0x 0% no flag data specified
2 0 4% 0 Sakurai angle 30 95 0 4.1666666666667E-5 17 0.0 -2.5E-5 0.0 1.0x 1.0x 0% no flag data specified

Timing

Larger hitbox 7-8
Smaller hitbox* 9-10
Interruptible 30
Animation length 39

* Hitbox 0 reduced in size from 5.0 to 3.6.

FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible