Super Smash Bros. 4

Mario (SSB4)/Up tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(All info on up tilt, including endlag!)
 
m (Text replacement - "|right|thumbnail" to "|thumb")
 
(18 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb4=y}}
[[File:MarioUpTilt.gif|270px|thumb|Hitbox visualization of Mario's up tilt.]]
==Overview==
{{SSB4|Mario}}'s [[up tilt]] is a spinning uppercut performed with Mario's outside hand.
{{SSB4|Mario}}'s [[up tilt]] is a spinning uppercut performed with Mario's outside hand.


==Frame Data==
This attack knocks enemies upwards very slightly, allowing multiple up-tilts to be chained into each other before the opponent has a chance to escape. It is commonly used after a down-throw or down tilt as, at low percents, they both put enemies in a very good position for an up-tilt juggle.
All measurements are in [[Frame|frames]].
 
{| class="wikitable"
==Update history==
|-
Mario's up tilt is one of his two only moves to have ever been changed in game updates, the other being [[Mario (SSB4)/Forward smash|his forward smash]]. Patch [[1.0.4]] reduced its damage output, noticeably weakening the damage racking ability of multiple up tilt strings. However, in accordance to the [[knockback]] formula, this also results in the move dealing less of such, enabling it to combo for longer.
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
 
|-
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
| 0-2 || 5 || 7 || 8
*{{change|Damage (6.3% → 5.5%). This hinders up tilt's KO potential but improves its combo potential at higher percents.}}
 
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|damage=5.5%
|angle=96
|bk=28
|ks=130
|fkv=0
|r=3.5
|bn=19
|xpos=0.5
|ypos=0.8
|type=Hand
|effect=Normal
|rebound=t
|slvl=M
|sfx=Punch
}}
{{SSB4HitboxTableRow
|id=1
|damage=5.5%
|angle=96
|bk=28
|ks=130
|fkv=0
|r=4.2
|bn=22
|type=Hand
|effect=Normal
|rebound=t
|slvl=M
|sfx=Punch
}}
{{SSB4HitboxTableRow
|id=2
|damage=5.5%
|angle=96
|bk=28
|ks=130
|fkv=0
|r=5.0
|bn=22
|xpos=4.0
|type=Hand
|effect=Normal
|rebound=t
|slvl=M
|sfx=Punch
}}
|}
|}


==Hitbox Properties==
==Timing==
Aside from positioning, the hitboxes have the same properties.
{|class="wikitable"
{| class="wikitable sortable"
|-
|-
! Hitbox ID !! Location !! Damage !! Angle !! [[Knockback]] Growth !! Weight-based Knockback !! Base Knockback !! Radius !! Z offset !! Y offset !! X offset !! [[Effect]] !! Odds of Causing [[Tripping]] !! Hitlag Multiplier !! [[Smash directional influence|SDI]] Multiplier !! [[Shield damage|Shield Damage]]
!Hitboxes
|5-11
|-
|-
| 0 || Unknown || 5.5% || 96° || 130 || 0 || 28 || 3.5 || 0.5 || 0 || 0.2 || [[Normal]] || 0% || 1 || 1 || 0
!Interruptible
|30
|-
|-
| 1 || Fist || 5.5% || 96°|| 130 || 0 || 28 || 4.2 || 0 || 0 || 0 || Normal || 0% || 1 || 1 || 0
!Animation length
|-
|38
| 2 || Fist || 5.5% || 96° || 130 || 0 || 28 || 5 || 4 || 0 || 0 || Normal || 0% || 1 || 1 || 0
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=7}}{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


==References==
==References==
[http://opensa.dantarion.com/s4/mastercore2/ Master Core Alpha]
[http://opensa.dantarion.com/s4/mastercore2/ Master Core Alpha]
{{competitive expertise}}


{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Up tilts (SSB4)]]

Latest revision as of 08:22, April 12, 2023

Hitbox visualization of Mario's up tilt.

Overview[edit]

Mario's up tilt is a spinning uppercut performed with Mario's outside hand.

This attack knocks enemies upwards very slightly, allowing multiple up-tilts to be chained into each other before the opponent has a chance to escape. It is commonly used after a down-throw or down tilt as, at low percents, they both put enemies in a very good position for an up-tilt juggle.

Update history[edit]

Mario's up tilt is one of his two only moves to have ever been changed in game updates, the other being his forward smash. Patch 1.0.4 reduced its damage output, noticeably weakening the damage racking ability of multiple up tilt strings. However, in accordance to the knockback formula, this also results in the move dealing less of such, enabling it to combo for longer.

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Change Damage (6.3% → 5.5%). This hinders up tilt's KO potential but improves its combo potential at higher percents.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5.5% 0 AngleIcon96.png 28 130 0 3.5 19 0.5 0.8 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 5.5% 0 AngleIcon96.png 28 130 0 4.2 22 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 5.5% 0 AngleIcon96.png 28 130 0 5.0 22 4.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Hitboxes 5-11
Interruptible 30
Animation length 38
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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

References[edit]

Master Core Alpha