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Dr. Mario (SSBM)/Up smash: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Dr Mario Up Smash Hitbox Melee.gif|thumb|Hitbox duration of Dr. Mario's up smash]] | |||
Dr. Mario's up smash is a good combo starter on grounded opponents, due to how it bounces opponents off the ground and so gets more hitstun for the knockback it delivers than other moves of equivalent resulting knockback. However, it has a very short hitbox duration and a sizable period of ending lag; the range of the attack is also rather short, though it can benefit from Dr. Mario's long [[wavedash]]. | Dr. Mario's up smash is a good combo starter on grounded opponents, due to how it bounces opponents off the ground and so gets more hitstun for the knockback it delivers than other moves of equivalent resulting knockback. However, it has a very short hitbox duration and a sizable period of ending lag; the range of the attack is also rather short, though it can benefit from Dr. Mario's long [[wavedash]]. | ||
{{competitive expertise}} | {{competitive expertise}} |
Revision as of 12:38, March 26, 2014
Overview
Dr. Mario's up smash is a good combo starter on grounded opponents, due to how it bounces opponents off the ground and so gets more hitstun for the knockback it delivers than other moves of equivalent resulting knockback. However, it has a very short hitbox duration and a sizable period of ending lag; the range of the attack is also rather short, though it can benefit from Dr. Mario's long wavedash.
Hitboxes
Timing
Charge interval | 7-8 |
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Head intangible | 9-11 |
Clean hit | 9-10 |
Late hit | 11 |
Animation length | 39 |
Interruptible | 40 |
Hitboxes | ![]() |
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Head | ![]() |
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![]() Lag time |
![]() ![]() Charge interval |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Vulnerable |
![]() Intangible |
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