Editing Mario (SSB)/Up aerial

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==Overview==
==Overview==
Mario does an aerial flip kick, dealing 12% damage clean, and 9% damage late. Like {{mvsub|Captain Falcon|SSB|up aerial|poss=y}}, the angle it sends the opponent depends on what part of the attack hits, but compared to Falcon's up aerial, Mario's is overall less versatile and useful. Still, Mario's up aerial is a particularly useful [[combo]]ing and [[juggling]] move, and is considered Mario's primary aerial combo move. It has extremely fast [[startup]] lag coming out on frame 2. Along with {{mvsub|Luigi|SSB|up aerial|poss=y}}, it is the fastest aerial in the entire game in terms of startup. This allows it easily be used after a {{mvsub|Mario|SSB|down aerial}} at low percentages, where it can lead into another down aerial to continue the chain, and its low knockback allows it to chain into itself. The late hit is also useful at high percentages, being able to lead into other aerials, and even finishers such as {{mvsub|Mario|SSB|up smash}}, especially when [[platform]]s are involved in the combo. It does have some weaknesses, such as being difficult to time and use perfectly in combos, along with having moderately high [[landing lag]] if not [[Z-cancel]]led. Overall, a usable move in many situations, though when it is used often depends on the player's preference.
Mario does an aerial flip kick, dealing 12% damage clean, and 9% damage late. Like {{mvsub|Captain Falcon|SSB|up aerial|poss=y}}, the angle it sends the opponent depends on what part of the attack hits, but compared to Falcon's up aerial, Mario's is overall less versatile and useful. Still, Mario's up aerial is a particularly useful [[combo]]ing and [[juggling]] move, and is considered Mario's primary aerial combo move. Its very fast [[startup]] allows it easily be used after a {{mvsub|Mario|SSB|down aerial}} at low percentages, where it can lead into another down aerial to continue the chain, and its low knockback allows it to chain into itself. The late hit is also useful at high percentages, being able to lead into over aerials, and even finishers such as {{mvsub|Mario|SSB|up smash}}, especially when [[platform]]s are involved in the combo. It does have some weaknesses, such as being difficult to time and use perfectly in combos, along with having moderately high [[landing lag]] if not [[Z-cancel]]led. Overall, a usable move in many situations, though when it is used often depends on the player's preference.


==Hitboxes==
{{technical data}}
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean|24}}
{{SSB64HitboxTableRow
|id=0
|damage=12%
|angle=80
|bk=0
|ks=120
|fkv=0
|r=110
|bn=25
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=12%
|angle=80
|bk=0
|ks=120
|fkv=0
|r=125
|bn=27
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{HitboxTableTitle|Late|24}}
{{SSB64HitboxTableRow
|id=0
|damage=9%
|angle=70
|bk=0
|ks=120
|fkv=0
|r=110
|bn=25
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=M
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=9%
|angle=70
|bk=0
|ks=120
|fkv=0
|r=125
|bn=27
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=M
|sfx=Kick
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
!Initial auto-cancel
|1
|-
!Clean hit
|2-4
|-
!Late hit
|5-11
|-
!Ending auto-cancel
|12-
|-
!Animation length
|39
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=7|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
|-
{{FrameStrip|t=Autocancel|c=1}}{{FrameStrip|t=Blank|c=10}}{{FrameStrip|t=Autocancel|c=28}}
{{FrameStripEnd}}
 
===[[Landing lag]]===
{|class="wikitable"
!Animation length
|40
|-
!L-cancelled animation length
|4
|}
 
{{FrameStripStart}}
|Normal {{FrameStrip|t=Lag|c=40}}
|-
|L-cancelled {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=36}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}}


==Similar moves==
==Similar moves==

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