Super Smash Bros. 4

Dr. Mario (SSB4)/Down aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[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.]]
{{technical data}}
[[File:Dr.MarioDAirLanding.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial's 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==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.0'''
*{{buff|The loop hits deal more damage ({{rollover|1.4%|1.568% with the 1.12x damage multiplier)|y}} → {{rollover|1.7%|1.904% with the 1.12x damage multiplier)|y}}).}}
*{{buff|Landing lag (24 frames → 21).}}
*{{nerf|The loop hits have a longer rehit rate 3 → 4. This gives the move two less hits, reducing its overall damage ({{rollover|11.4%|12.768% with the 1.12x damage multiplier|y}} → {{rollover|9.8%|10.976% with the 1.12x damage multiplier)|y}}).}}


==Hitboxes==
==Hitboxes==


Looping hit rehits every 4 frames.
===Attack===
 
{{SSB4HitboxTableHeader|special=y}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Loop hits|42}}
{{HitboxTableTitle|Looping hit|42}}
{{SSB4SpecialHitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=366
|angle=366
|bk=30
|bk=30
Line 31: Line 38:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=366
|angle=366
|bk=30
|bk=30
Line 51: Line 59:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=2
|id=2
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=95
|angle=95
|bk=30
|bk=30
Line 71: Line 80:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=3
|id=3
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=95
|angle=95
|bk=30
|bk=30
Line 92: Line 102:
}}
}}
{{HitboxTableTitle|Final hit|42}}
{{HitboxTableTitle|Final hit|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|damage=3.36%
|damage=3%
|angle=45
|angle=45
|bk=50
|bk=50
Line 111: Line 121:
|slvl=M
|slvl=M
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|part=1
|part=1
|damage=3.36%
|damage=3%
|angle=45
|angle=45
|bk=50
|bk=50
Line 130: Line 140:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Landing|42}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|42}}
|}
 
===Landing===
{{SSB4HitboxTableHeader|stretch=y}}
{{HitboxTableTitle|Landing|27}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=2.24%
|damage=2%
|angle=361
|angle=361
|bk=50
|bk=50
Line 144: Line 159:
|ypos=3.2
|ypos=3.2
|zpos=4.0
|zpos=4.0
|ystretch=3.2
|zstretch=-3.5
|type=Foot
|type=Foot
|sdi=1.0
|sdi=1.0
Line 151: Line 168:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|27}}
|}
==Timing==
===Attack===
{|class="wikitable"
!Initial autocancel
|1-5
|-
!Hits 1-4
|11-26
|-
!Hit 5
|27
|-
!Ending autocancel
|45-
|-
!Interruptible
|52
|-
!Animation length
|52
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=16|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=1}}
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=39}}{{FrameStrip|t=Autocancel|c=8}}
{{FrameStripEnd}}
===Landing lag===
{|class="wikitable"
!Animation length
|21
|}
|}


{{FrameStripStart}}
{{FrameStrip|t=Lag|c=21}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|autocancel=y}}


{{MvSubNavDrMario|g=SSB4}}
{{MvSubNavDrMario|g=SSB4}}
[[Category:Dr. Mario (SSB4)]]
[[Category:Dr. Mario (SSB4)]]
[[Category:Down aerials (SSB4)]]
[[Category:Down aerials (SSB4)]]

Latest revision as of 09:26, October 26, 2021

Hitbox visualization showing Dr. Mario's down aerial.
Hitbox visualization showing Dr. Mario's down aerial's landing.

Overview[edit]

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[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.0

  • Buff The loop hits deal more damage (1.4%1.7%).
  • Buff Landing lag (24 frames → 21).
  • Nerf The loop hits have a longer rehit rate 3 → 4. This gives the move two less hits, reducing its overall damage (11.4%9.8%).

Hitboxes[edit]

Attack[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Loop hits
0 0 4 1.7% 0 Autolink angle (366) Standard 30 10 0 4.5 0 0.0 1.0 3.7 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 4 1.7% 0 Autolink angle (366) Standard 30 10 0 3.2 0 0.0 5.5 0.4 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 4 1.7% 0 AngleIcon95.png Standard 30 10 0 4.5 0 0.0 1.0 3.7 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 4 1.7% 0 AngleIcon95.png Standard 30 10 0 3.2 0 0.0 5.5 0.4 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Final hit
0 1 0 3% 0 AngleIcon45.png Standard 50 120 0 5.5 0 0.0 1.0 3.7 3.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 1 0 3% 0 AngleIcon45.png Standard 50 120 0 3.7 0 0.0 5.5 0.4 3.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Landing[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Stretch
Landing
0 0 2% 0 Sakurai angle 50 160 0 4.0 0 0.0 3.2 4.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Kick SpecialsDirect.png 0.0 3.2 -3.5
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Timing[edit]

Attack[edit]

Initial autocancel 1-5
Hits 1-4 11-26
Hit 5 27
Ending autocancel 45-
Interruptible 52
Animation length 52
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 21
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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible