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Super Smash Bros. 4

Dr. Mario (SSB4)/Neutral aerial: Difference between revisions

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(added an overview for the move.)
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==Overview==
==Overview==
Dr. Mario performs a sex kick. Uniquely, it starts off weak, with a smaller yet stronger late hit afterwards. This gives the move decent combo ability and good edgeguard capabilities with the long lasting strong hit, making it quite useful for Dr. Mario. Landing neutral aerial can combo into grabs, jabs or tilts at low percents, then dash grab or dash attack at slightly higher percents, and mid percents may put them into a tech chase situation, allowing potential followups when read correctly. The move is also his fastest aerial, at frame 3, and thus is useful for breaking out of combos and strings. Furthermore, the move is also able to be [[autocancel]]led in a short hop, and is his only aerial able to be used out of a buffered short hop airdodge, making it somewhat useful as an approach option.
Dr. Mario performs a [[sex kick]]. Uniquely, it starts off weak, with a smaller yet stronger late hit afterwards. This gives the move decent combo ability and good edgeguard capabilities with the long lasting strong hit, making it quite useful for Dr. Mario. Landing neutral aerial can combo into grabs, jabs or tilts at low percents, then dash grab or dash attack at slightly higher percents, and mid percents may put them into a tech chase situation, allowing potential followups when read correctly. The move is also his fastest aerial, at frame 3, and thus is useful for breaking out of combos and strings. Furthermore, the move is also able to be [[autocancel]]led in a short hop, and is his only aerial able to be used out of a buffered short hop airdodge, making it somewhat useful as an approach option.


==Hitboxes==
==Hitboxes==

Revision as of 05:43, November 18, 2018

Hitbox visualization showing Dr. Mario's neutral aerial.

Overview

Dr. Mario performs a sex kick. Uniquely, it starts off weak, with a smaller yet stronger late hit afterwards. This gives the move decent combo ability and good edgeguard capabilities with the long lasting strong hit, making it quite useful for Dr. Mario. Landing neutral aerial can combo into grabs, jabs or tilts at low percents, then dash grab or dash attack at slightly higher percents, and mid percents may put them into a tech chase situation, allowing potential followups when read correctly. The move is also his fastest aerial, at frame 3, and thus is useful for breaking out of combos and strings. Furthermore, the move is also able to be autocancelled in a short hop, and is his only aerial able to be used out of a buffered short hop airdodge, making it somewhat useful as an approach option.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 5.6% 0 Sakurai angle 20 100 0 4.0 9 0.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
1 0 5.6% 0 Sakurai angle 20 100 0 4.0 5 0.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
Late hit
0 0 8.96% 0 Sakurai angle 13 90 0 3.0 8 0.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 8.96% 0 Sakurai angle 13 90 0 3.0 5 0.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png