Super Smash Bros. Brawl

Mario (SSBB)/Forward tilt: Difference between revisions

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m (Expanded overview, and done a test on how post hit data can be presented. How does it look?)
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=5|Mario forward tilt hitbox visualizations
|-
!↗
|[[File:MarioFTiltUpSSBB.gif|300px]]
|-
!→
|[[File:MarioFTiltSSBB.gif|300px]]
|-
!↘
|[[File:MarioFTiltDownSSBB.gif|300px]]
|-
|}
==Overview==
==Overview==
While very fast in startup and ending lag, the move's poor [[reach]] limits its capability as a [[space|spacing]] move. It mainly serves as a quick [[punish]] move, though its low damage output and knockback, with no followup potential, doesn't allow it to accomplish much when landed. It has slightly more base knockback when aimed down, though the move still won't have real KO potential under 200%.
While very fast in [[start-up]] and [[ending lag]], the move's poor [[reach]] limits its capability as a [[spacing]] move. It mainly serves as a quick [[punish]] attack, though with its low [[damage]] output and [[knockback]], and having no followup potential, it doesn't accomplish much when landed. It has slightly more base knockback when aimed down, though the move still won't have real KO potential under 200%, and the increase in base knockback is far from enough to make it useful for hitting opponents off the [[stage]]. Overall, while it's not a terrible move, it's not very useful, and it pales in comparison to most other [[forward tilt]]s.


===Post hit data===
===Post hit data===
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==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Angled up, angled side|24}}
{{HitboxTableTitle|Angled up / angled forward|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|id=0
|id=0
Line 23: Line 36:
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=5.0
|r=300000
|bn=17
|bn=17
|ypos=3.6
|ypos=216000
|type=Foot
|rawflags=00111001100000110000010001000000
|effect=Normal
|slvl=M
|sfx=Kick
|x1=y
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=4.0
|r=240000
|bn=16
|bn=16
|ypos=1.2
|ypos=72000
|type=Foot
|rawflags=00111001100000110000010001000000
|effect=Normal
|slvl=M
|sfx=Kick
|x1=y
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.0
|r=180000
|bn=10
|bn=10
|ypos=1.2
|ypos=72000
|zpos=-2.0
|zpos=-120000
|type=Foot
|rawflags=00111001100000110000010001000000
|effect=Normal
|slvl=M
|sfx=Kick
|x1=y
}}
}}
{{HitboxTableTitle|Angled down|24}}
{{HitboxTableTitle|Angled down|24}}
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=5.0
|r=300000
|bn=17
|bn=17
|ypos=3.6
|ypos=216000
|type=Foot
|rawflags=00111001100000110000010001000000
|effect=Normal
|slvl=M
|sfx=Kick
|x1=y
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=4.0
|r=240000
|bn=16
|bn=16
|ypos=1.2
|ypos=72000
|type=Foot
|rawflags=00111001100000110000010001000000
|effect=Normal
|slvl=M
|sfx=Kick
|x1=y
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.0
|r=180000
|bn=10
|bn=10
|ypos=1.2
|ypos=72000
|zpos=-2.0
|zpos=-120000
|type=Foot
|rawflags=00111001100000110000010001000000
|effect=Normal
|slvl=M
|sfx=Kick
|x1=y
}}
}}
|}
|}
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=8}}
|}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


[[Category:Forward tilts]]
{{MvSubNavMario|g=SSBB}}
[[Category:Mario]]
 
[[Category:Mario (SSBB)]]
[[Category:Forward tilts (SSBB)]]

Latest revision as of 20:24, May 21, 2024

Mario forward tilt hitbox visualizations
MarioFTiltUpSSBB.gif
MarioFTiltSSBB.gif
MarioFTiltDownSSBB.gif

Overview[edit]

While very fast in start-up and ending lag, the move's poor reach limits its capability as a spacing move. It mainly serves as a quick punish attack, though with its low damage output and knockback, and having no followup potential, it doesn't accomplish much when landed. It has slightly more base knockback when aimed down, though the move still won't have real KO potential under 200%, and the increase in base knockback is far from enough to make it useful for hitting opponents off the stage. Overall, while it's not a terrible move, it's not very useful, and it pales in comparison to most other forward tilts.

Post hit data[edit]

Hitbox Base knockback Knockback scaling KO percent with poor DI KO percent with no DI KO percent with good DI
Angled side, angled up 1036 23.687 199.01% 218.01% 244.40%
Angled down 1197 23.687 192.22% 211.21% 237.60%

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Angled up / angled forward
0 0 8% 0 Sakurai angle 8 100 0 5.0 17 0.0 3.6 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 8% 0 Sakurai angle 8 100 0 4.0 16 0.0 1.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 8% 0 Sakurai angle 8 100 0 3.0 10 0.0 1.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Angled down
0 0 8% 0 Sakurai angle 13 100 0 5.0 17 0.0 3.6 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 8% 0 Sakurai angle 13 100 0 4.0 16 0.0 1.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 8% 0 Sakurai angle 13 100 0 3.0 10 0.0 1.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Hitbox 5-7
Interruptible 25
Animation length 32
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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