Super Smash Bros. Melee

Dr. Mario (SSBM)/Forward smash: Difference between revisions

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m (Undid edit by Amber Blackstar: There's a single small paragraph here that only gives a very general overview of the move)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{competitive expertise}}
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=5|Dr. Mario forward smash hitboxes
|-
!↗
|[[File:Dr Mario Forward Smash Hitbox Angled Up Melee.gif|250px]]
|-
!→
|[[File:Dr Mario Forward Smash Hitbox Melee.gif|250px]]
|-
!↘
|[[File:Dr Mario Forward Smash Hitbox Angled Down Melee.gif|250px]]
|-
|}


==Overview==
==Overview==
[[File:Dr Mario Forward Smash Hitbox Melee.gif|thumb|The hitbox of Dr. Mario's f-smash.]]
Dr. Mario launches his palm forward. Unlike Mario's, it produces an [[electric]] effect, has no [[sourspot]], has shorter range, and is much more powerful. It can reliably KO at just under 100%, making it a good finisher. It is also usable as a [[combo]] finisher. However, like a lot of his moves, short [[range]] limits its effectiveness against some characters, especially those with [[disjointed]] hitboxes such as {{SSBM|Marth}}.
Dr. Mario launches his palm forward. Unlike {{mvsub|Mario|SSBM|forward smash|alt=Mario's}}, it produces an [[electric]] effect, has no [[sourspot]], has shorter range, and is much more powerful. It can reliably KO at just under 100%, making it a good finisher. It is also usable as a [[combo]] finisher. However, its short [[range]] limits its effectiveness against some characters, especially those with [[disjointed]] hitboxes such as {{SSBM|Marth}}.
 
{{competitive expertise}}


==Hitboxes==
==Hitboxes==
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=0
|bn=0
|ypos=10.0
|ypos=2500
|zpos=8.8
|zpos=2200
|effect=Electric
|effect=Electric
|slvl=L
|slvl=L
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=2.0
|r=500
|bn=6
|bn=6
|effect=Electric
|effect=Electric
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=2.0
|r=500
|bn=29
|bn=29
|effect=Electric
|effect=Electric
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=0
|bn=0
|ypos=7.6
|ypos=1900
|zpos=9.6
|zpos=2400
|effect=Electric
|effect=Electric
|slvl=L
|slvl=L
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=2.0
|r=500
|bn=6
|bn=6
|effect=Electric
|effect=Electric
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=2.0
|r=500
|bn=29
|bn=29
|effect=Electric
|effect=Electric
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=0
|bn=0
|ypos=4.4
|ypos=1100
|zpos=9.2
|zpos=2300
|effect=Electric
|effect=Electric
|slvl=L
|slvl=L
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=2.0
|r=500
|bn=6
|bn=6
|effect=Electric
|effect=Electric
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|ks=97
|ks=97
|fkv=0
|fkv=0
|r=2.0
|r=500
|bn=29
|bn=29
|effect=Electric
|effect=Electric
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|41
|41
|-
|-
!Interruptible
|42
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=25}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=25}}
|}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y}}
==Gallery==
<gallery>
File:Dr Mario Forward Smash Hitbox Angled Up Melee.gif|Hitbox of the move when angled up.
File:Dr Mario Forward Smash Hitbox Angled Down Melee.gif|Hitbox of the move when angled down.
</gallery>


{{MvSubNavDrMario|g=SSBM}}
{{MvSubNavDrMario|g=SSBM}}


[[Category:Dr. Mario (SSBM)]]
[[Category:Dr. Mario (SSBM)]]
[[Category:Forward smashes]]
[[Category:Forward smashes (SSBM)]]

Latest revision as of 03:00, June 26, 2023


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Dr. Mario forward smash hitboxes
Dr Mario Forward Smash Hitbox Angled Up Melee.gif
Dr Mario Forward Smash Hitbox Melee.gif
Dr Mario Forward Smash Hitbox Angled Down Melee.gif

Overview[edit]

Dr. Mario launches his palm forward. Unlike Mario's, it produces an electric effect, has no sourspot, has shorter range, and is much more powerful. It can reliably KO at just under 100%, making it a good finisher. It is also usable as a combo finisher. However, like a lot of his moves, short range limits its effectiveness against some characters, especially those with disjointed hitboxes such as Marth.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Angled up
0 0 20% 0 Sakurai angle 30 97 0 3.5154 0 0.0 9.765 8.5932 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 20% 0 Sakurai angle 30 97 0 1.953 6 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
2 0 20% 0 Sakurai angle 30 97 0 1.953 29 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled side
0 0 19% 0 Sakurai angle 30 97 0 3.5154 0 0.0 7.4214 9.3744 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 19% 0 Sakurai angle 30 97 0 1.953 6 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
2 0 19% 0 Sakurai angle 30 97 0 1.953 29 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled down
0 0 18% 0 Sakurai angle 30 97 0 3.5154 0 0.0 4.2966 8.9838 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 18% 0 Sakurai angle 30 97 0 1.953 6 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
2 0 18% 0 Sakurai angle 30 97 0 1.953 29 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing[edit]

Charge interval 5-6
Hitboxes 12-16
Animation length 41
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox