Dr. Mario (SSB4)/Down smash: Difference between revisions
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(New Page: {{ArticleIcons|ssb4=y}} {{competitive expertise}} {{technical data}} ==Hitboxes== {{SSB4HitboxTableHeader}} {{HitboxTableTitle|Hit 1|42}} {{SSB4HitboxTableRow |id=0 |part=0 |damage=11...) |
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:Dr.MarioDSmash.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down smash.]] | |||
==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}} | ||
Line 10: | Line 11: | ||
|id=0 | |id=0 | ||
|part=0 | |part=0 | ||
|damage= | |damage={{ChargedSmashDmgSSB4|10}} | ||
|angle=32 | |angle=32 | ||
|bk=30 | |bk=30 | ||
Line 29: | Line 30: | ||
|id=1 | |id=1 | ||
|part=0 | |part=0 | ||
|damage= | |damage={{ChargedSmashDmgSSB4|10}} | ||
|angle=32 | |angle=32 | ||
|bk=30 | |bk=30 | ||
Line 49: | Line 50: | ||
|id=0 | |id=0 | ||
|part=0 | |part=0 | ||
|damage= | |damage={{ChargedSmashDmgSSB4|12}} | ||
|angle=30 | |angle=30 | ||
|bk=30 | |bk=30 | ||
Line 68: | Line 69: | ||
|id=1 | |id=1 | ||
|part=0 | |part=0 | ||
|damage= | |damage={{ChargedSmashDmgSSB4|12}} | ||
|angle=30 | |angle=30 | ||
|bk=30 | |bk=30 | ||
Line 84: | Line 85: | ||
|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
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]
Timing[edit]
Charges between | 2-3 |
---|---|
Hit 1 | 5-6 |
Hit 2 | 14 |
Interruptible | 44 |
Animation length | 45 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|