Super Smash Bros. Ultimate

Mario (SSBU)/Neutral attack/Hit 1: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|330px|Hitbox visualization showing Mario's first jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableH...)
 
m (Undid edit by 86.162.78.250: 1v1)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MarioJab1SSBU.gif|thumb|330px|Hitbox visualization showing Mario's first jab.]]
[[File:MarioJab1SSBU.gif|thumb|330px|Hitbox visualization showing Mario's first jab.]]
{{competitive expertise}}
==Overview==
==Overview==
Mario leans forward to perform a basic punch and moves back. The first hit of neutral attack deals 2.2% damage. If the opponent missed the [[tech]], the player can [[jab lock]] along with the second hit of neutral attack. The move comes out of frame 2, making it useful as a grounded combo breaker and a quick punish option.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=30
|ks=30
Line 27: Line 29:
|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=30
|ks=30
Line 45: Line 48:
|damage=2.2%
|damage=2.2%
|angle=180
|angle=180
|af=3
|bk=15
|bk=15
|ks=20
|ks=20
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|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
|hitbits=Fighter only
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=15
|bk=15
|ks=20
|ks=20
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}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
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|2-3
|2-3
|-
|-
!Earliest continuable
!Continuability window
|5
|5-24
|-
!Consecutive jab frame
|7
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=12}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|s=LagContinuableE}}{{FrameStrip|t=Lag|c=1|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|e=LagLoopE}}{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=12}}
|-
{{FrameStrip|t=Blank|c=4}}{{FrameStrip|t=Continuable|c=20}}{{FrameStrip|t=Blank|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=y|interruptible=y}}


{{MvSubNavMario|g=SSBU}}
{{MvSubNavMario|g=SSBU}}
[[Category:Mario (SSBU)]]
[[Category:Mario (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 08:41, December 24, 2023

Hitbox visualization showing Mario's first jab.

Overview[edit]

Mario leans forward to perform a basic punch and moves back. The first hit of neutral attack deals 2.2% damage. If the opponent missed the tech, the player can jab lock along with the second hit of neutral attack. The move comes out of frame 2, making it useful as a grounded combo breaker and a quick punish option.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 2.2% 0 Sakurai angle Forward 20 30 0 HitboxTableIcon(False).png 1.2 top 0.0 6.3 6.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 2.2% 0 Sakurai angle Forward 20 30 0 HitboxTableIcon(False).png 1.5 top 0.0 6.3 8.7 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 2.2% 0 AngleIcon180.png Forward 15 20 0 HitboxTableIcon(False).png 1.8 top 0.0 6.3 12.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 2.2% 0 Sakurai angle Forward 15 20 0 HitboxTableIcon(False).png 1.8 top 0.0 6.3 12.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 2-3
Continuability window 5-24
Consecutive jab frame 7
Interruptible 20
Animation length 31
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible