Mario (SSB4)/Up smash: Difference between revisions
m (changing unknown to known) |
(78° angle? Both Dantarion and Kurogane Hammer say it's 83°.) |
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[[File:MarioUpSmashWiiU.jpg|270px|right|thumbnail]] | [[File:MarioUpSmashWiiU.jpg|270px|right|thumbnail]] | ||
==Overview== | ==Overview== | ||
{{SSB4|Mario}}'s up smash is a simple headbutt from back to front, that hits opponents upwards at a | {{SSB4|Mario}}'s up smash is a simple headbutt from back to front, that hits opponents upwards at a 83 degree angle. With very fast startup at 9 frames, notoriously low ending lag for a smash attack making it difficult to punish, sufficiently high knockback, no [[sourspot]]s, intangibility on Mario's head and great coverage, it is considered Mario's best KO move and one of the best up smashes in the game. With the aforementioned head intangibility, it can often trade with other attacks (especially [[aerial]]s) without Mario getting hit, and with its coverage and speed, can be used to easily punish opponents in various situations, such as [[roll]]s and landings. Since its starts from the back and reaches farther there, Mario players will often turn around before using the move, utilising jump-cancelled up smashes to do a reverse up smash out of a [[dash]]. | ||
Before [[rage]] and uncharged, it | Before [[rage]] and uncharged, it will usually KO in the 110%-130% range. It can additionally be combo'd into with [[Mario (SSB4)/Down throw|down throw]] and [[Mario (SSB4)/Up tilt|up tilt]] at low damages, though these combos will stop working well before KO percentages. | ||
==Hitboxes== | ==Hitboxes== | ||
Line 10: | Line 10: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=14 | |damage=14% | ||
|angle= | |angle=83 | ||
|bk=32 | |bk=32 | ||
|ks=94 | |ks=94 | ||
Line 29: | Line 29: | ||
|id=1 | |id=1 | ||
|damage=14.0% | |damage=14.0% | ||
|angle= | |angle=83 | ||
|bk=32 | |bk=32 | ||
|ks=94 | |ks=94 | ||
Line 45: | Line 45: | ||
|} | |} | ||
== | ==Timing== | ||
{| class="wikitable" | {|class="wikitable" | ||
|- | |||
!Charges between | |||
|7-8 | |||
|- | |- | ||
| | !Hitboxes | ||
|9-12 | |||
|- | |- | ||
!Head intangible | |||
|9-12 | |||
|- | |- | ||
| | !Interruptible | ||
|40 | |||
|} | |} | ||
{{FrameStripStart}} | |||
|Hitboxes {{FrameStrip|t=Lag|c=7|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=1}} | |||
|- | |||
|Head {{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=28}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|charge=y|vulnerable=y|intangible=y|interruptible=y}} | |||
{{competitive expertise}} | {{competitive expertise}} | ||
{{MvSubNavMario|g=SSB4}} | {{MvSubNavMario|g=SSB4}} |
Revision as of 20:45, September 7, 2016
Overview
Mario's up smash is a simple headbutt from back to front, that hits opponents upwards at a 83 degree angle. With very fast startup at 9 frames, notoriously low ending lag for a smash attack making it difficult to punish, sufficiently high knockback, no sourspots, intangibility on Mario's head and great coverage, it is considered Mario's best KO move and one of the best up smashes in the game. With the aforementioned head intangibility, it can often trade with other attacks (especially aerials) without Mario getting hit, and with its coverage and speed, can be used to easily punish opponents in various situations, such as rolls and landings. Since its starts from the back and reaches farther there, Mario players will often turn around before using the move, utilising jump-cancelled up smashes to do a reverse up smash out of a dash.
Before rage and uncharged, it will usually KO in the 110%-130% range. It can additionally be combo'd into with down throw and up tilt at low damages, though these combos will stop working well before KO percentages.
Hitboxes
Timing
Charges between | 7-8 |
---|---|
Hitboxes | 9-12 |
Head intangible | 9-12 |
Interruptible | 40 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||
Head |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|