Super Smash Bros. 4

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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:Dr.MarioDSmash.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down smash.]]
[[File:Dr.MarioDSmash.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down smash.]]
{{competitive expertise}}
 
{{technical data}}
==Overview==
Dr. Mario's down smash is a breakdancing sweep with low startup lag. It has good range, decent power, and is a semi-spike, making it a good finisher, and also great at gimping recoveries. It also transitions well to the second hit, so it is great at punishing rolls. It is not as reliable a finisher as his other smashes, back throw, clean up special, or sweetspotted forward aerial however due to its low vertical range and merely average power. Its hitbox also isn't good enough for 2-framing, so it is best to use other options instead. The second hit does more damage and knockback than the first as well.


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
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|id=0
|id=0
|part=0
|part=0
|damage={{ChargedSmashDmgSSB4|11.4}}
|damage={{ChargedSmashDmgSSB4|10}}
|angle=32
|angle=32
|bk=30
|bk=30
Line 30: Line 30:
|id=1
|id=1
|part=0
|part=0
|damage={{ChargedSmashDmgSSB4|11.4}}
|damage={{ChargedSmashDmgSSB4|10}}
|angle=32
|angle=32
|bk=30
|bk=30
Line 50: Line 50:
|id=0
|id=0
|part=0
|part=0
|damage={{ChargedSmashDmgSSB4|13.44}}
|damage={{ChargedSmashDmgSSB4|12}}
|angle=30
|angle=30
|bk=30
|bk=30
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|id=1
|id=1
|part=0
|part=0
|damage={{ChargedSmashDmgSSB4|13.44}}
|damage={{ChargedSmashDmgSSB4|12}}
|angle=30
|angle=30
|bk=30
|bk=30
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|slvl=L
|slvl=L
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}}
|}
|}


==Timing==
{|class="wikitable"
!Charges between
|2-3
|-
!Hit 1
|5-6
|-
!Hit 2
|14
|-
!Interruptible
|44
|-
!Animation length
|45
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=2}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}


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

Latest revision as of 22:32, April 12, 2022

Hitbox visualization showing Dr. Mario's down smash.

Overview[edit]

Dr. Mario's down smash is a breakdancing sweep with low startup lag. It has good range, decent power, and is a semi-spike, making it a good finisher, and also great at gimping recoveries. It also transitions well to the second hit, so it is great at punishing rolls. It is not as reliable a finisher as his other smashes, back throw, clean up special, or sweetspotted forward aerial however due to its low vertical range and merely average power. Its hitbox also isn't good enough for 2-framing, so it is best to use other options instead. The second hit does more damage and knockback than the first as well.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 10% 0 AngleIcon32.png 30 100 0 4.0 0 0.0 3.6 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 10% 0 AngleIcon32.png 30 100 0 3.3 0 0.0 3.6 7.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Hit 2
0 0 12% 0 AngleIcon30.png 30 100 0 4.0 0 0.0 3.6 -11.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 12% 0 AngleIcon30.png 30 100 0 3.3 0 0.0 3.6 -6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

Timing[edit]

Charges between 2-3
Hit 1 5-6
Hit 2 14
Interruptible 44
Animation length 45
FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible