Dr. Mario (SSBU)/Down tilt: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Due to its' high hitstun and low knockback, it is very difficult to DI and can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its' below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' |
Revision as of 13:12, August 24, 2021
Overview
A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Due to its' high hitstun and low knockback, it is very difficult to DI and can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its' below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.
Update History
- Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.
Hitboxes
Timing
Hitboxes | 5-7 |
---|---|
Interruptible | 28 |
Animation length | 35 |
Lag time |
Hitbox |
Interruptible |
|