Dr. Mario (SSB4)/Forward tilt: Difference between revisions
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(added an overview for the move.) |
m (Text replacement - "== ([^=])" to "== $1") |
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==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|part=0 | |part=0 | ||
|damage=7 | |damage=7% | ||
|angle=361 | |angle=361 | ||
|bk=8 | |bk=8 | ||
Line 43: | Line 40: | ||
|id=1 | |id=1 | ||
|part=0 | |part=0 | ||
|damage=7 | |damage=7% | ||
|angle=361 | |angle=361 | ||
|bk=8 | |bk=8 | ||
Line 62: | Line 59: | ||
|id=2 | |id=2 | ||
|part=0 | |part=0 | ||
|damage=7 | |damage=7% | ||
|angle=361 | |angle=361 | ||
|bk=8 | |bk=8 | ||
Line 78: | Line 75: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|24}} | |||
|} | |} | ||
==Timing== | |||
{|class="wikitable" | |||
|- | |||
!Hitbox | |||
|5-7 | |||
|- | |||
!Interruptible | |||
|31 | |||
|- | |||
!Animation length | |||
|40 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=10}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | |||
{{MvSubNavDrMario|g=SSB4}} | {{MvSubNavDrMario|g=SSB4}} | ||
[[Category:Dr. Mario (SSB4)]] | [[Category:Dr. Mario (SSB4)]] | ||
[[Category:Forward tilts (SSB4)]] | [[Category:Forward tilts (SSB4)]] |
Latest revision as of 23:04, April 12, 2022
Dr. Mario forward tilt hitbox visualization | |
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↗ | |
→ | |
↘ |
Overview[edit]
Dr. Mario performs a reverse roundhouse kick from his outside leg, which can be angled, allowing it to have 2-frame potential with the downwards angle, and slight anti-airing potential with the upwards angle. Comparatively, it is almost the exact the same as Mario's forward tilt, but deals 0.84% more damage. Otherwise, it has similar use, being able to be used in locks due to the Sakurai angle, as an out of shield option, while also staying a punishable move with low kill power. The slight damage increase allows the move to knock away opponents slightly farther, while also having slightly less locking potential.
Hitboxes[edit]
Timing[edit]
Hitbox | 5-7 |
---|---|
Interruptible | 31 |
Animation length | 40 |
Lag time |
Hitbox |
Interruptible |
|