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Dr. Mario (SSB4)/Neutral attack/Hit 2: Difference between revisions

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{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|damage=1.68%
|damage=1.5%
|angle=70
|angle=70
|bk=30
|bk=30
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{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|damage=1.68%
|damage=1.5%
|angle=78
|angle=78
|bk=30
|bk=30
Line 41: Line 41:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|damage=1.68%
|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

Hitbox visualization showing Dr. Mario's jab 2.

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]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 1.5% 0 AngleIcon70.png 30 100 0 3.0 21 1.4 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
1 0 1.5% 0 AngleIcon78.png 30 100 0 2.8 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
2 0 1.5% 0 AngleIcon88.png 30 100 0 4 22 4.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Timing[edit]

Hitbox 2-3
Earliest continuable frame 9
Interruptible 25
Animation length 29
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

References[edit]

Master Core