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(added an update history for the move.) |
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[[File:Dr.MarioDAir.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial.]] | [[File:Dr.MarioDAir.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial.]] | ||
[[File:Dr.MarioDAirLanding.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial landing.]] | |||
==Overview== | ==Overview== | ||
Dr. Mario's down aerial is a drill kick with good horizontal knockback on the last hit. This move has a decent damage output, and like most drills, its hits connect more reliably than some other multi-hitting attacks, making it a proficient damage-racker. Its low angle also makes it good at gimping opponents recovering low. However, it has little horizontal range, not much use in combos due to its unfavorable launch angle, and it has no KO power whatsoever because of its low knockback scaling. | Dr. Mario's down aerial is a drill kick with good horizontal knockback on the last hit. This move has a decent damage output, and like most drills, its hits connect more reliably than some other multi-hitting attacks, making it a proficient damage-racker. Its low angle also makes it good at gimping opponents recovering low. However, it has little horizontal range, not much use in combos due to its unfavorable launch angle, and it has no KO power whatsoever because of its low knockback scaling. A strange attribute is tied to the landing hitbox, where it is only able to hit grounded opponents. This makes it quite inconsistent at landing near the ground, and quite punishable due to the landing lag of the move. The landing hitbox itself is a bit more powerful than the final hit of down aerial. | ||
==Update history== | ==Update history== |
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