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Dr. Mario (SSB4)/Neutral attack/Hit 2: Difference between revisions
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Line 8: | Line 8: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=1. | |damage=1.5% | ||
|angle=70 | |angle=70 | ||
|bk=30 | |bk=30 | ||
Line 25: | Line 25: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=1. | |damage=1.5% | ||
|angle=78 | |angle=78 | ||
|bk=30 | |bk=30 | ||
Line 41: | Line 41: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=1. | |damage=1.5% | ||
|angle=88 | |angle=88 | ||
|bk=30 | |bk=30 | ||
Line 56: | Line 56: | ||
|sfx=Punch | |sfx=Punch | ||
}} | }} | ||
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}} | |||
|} | |} | ||
Latest revision as of 17:30, August 2, 2020
Overview[edit]
The second hit of Dr. Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of properties, it is quite similar to the first hit, but it only does 1.68% damage, and once again unable to lock as it lacks the Sakurai angle. It can still be used somewhat effectively, however, even if it isn't as good of a combo tool as jab 1. It is mostly used as a mindgame, where using jab 2 would likely mean that the opponent would think that Dr. Mario would continue into jab 3, in which case, Dr. Mario can jab cancel into a grab if they were and still are shielding, anticipating jab 3.
Hitboxes[edit]
Timing[edit]
Hitbox | 2-3 |
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Earliest continuable frame | 9 |
Interruptible | 25 |
Animation length | 29 |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Earliest continuable point |
![]() Interruptible |
References[edit]
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