Mario (SSBU)/Down aerial: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Mario spins around rapidly performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses | Mario spins around rapidly, performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses decent knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as [[Mario (SSBU)/Down smash|down smash]], [[Mario (SSBU)/Up smash|up smash]], and [[Mario (SSBU)/Grab|grab]], potentially resulting in a KO if the opponent is at high enough percents. | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hits 1-5| | {{HitboxTableTitle|Hits 1-5|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 16: | Line 16: | ||
|ks=15 | |ks=15 | ||
|fkv=0 | |fkv=0 | ||
|setweight=t | |||
|r=4.0 | |r=4.0 | ||
|bn=top | |bn=top | ||
Line 35: | Line 36: | ||
|ks=15 | |ks=15 | ||
|fkv=0 | |fkv=0 | ||
|setweight=t | |||
|r=7.0 | |r=7.0 | ||
|bn=top | |bn=top | ||
Line 47: | Line 49: | ||
|sdi=0.8 | |sdi=0.8 | ||
}} | }} | ||
{{HitboxTableTitle|Hit 6| | {{HitboxTableTitle|Hit 6|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 67: | Line 69: | ||
|sdi=0.8 | |sdi=0.8 | ||
}} | }} | ||
{{HitboxTableTitle|Landing| | {{HitboxTableTitle|Landing|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 104: | Line 106: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|} | |} | ||
Line 110: | Line 111: | ||
===Attack=== | ===Attack=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Initial autocancel | |||
|1-4 | |||
|- | |||
!Hits 1-5 | !Hits 1-5 | ||
|5, 7, 9, 11, 13 | |5, 7, 9, 11, 13 | ||
Line 129: | Line 133: | ||
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=14}} | {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=14}} | ||
|- | |- | ||
{{FrameStrip|t=Blank|c= | {{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=28}}{{FrameStrip|t=Autocancel|c=19}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Line 141: | Line 145: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |24 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c=9}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} |
Latest revision as of 16:22, February 16, 2024
Overview[edit]
Mario spins around rapidly, performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses decent knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as down smash, up smash, and grab, potentially resulting in a KO if the opponent is at high enough percents.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-4 |
---|---|
Hits 1-5 | 5, 7, 9, 11, 13 |
Hit 6 | 23 |
Ending autocancel | 33- |
Interruptible | 38 |
Animation length | 51 |
Landing lag[edit]
Hitboxes | 1-2 |
---|---|
Interruptible | 16 |
Animation length | 24 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|