Dr. Mario (SSBM)/Up special: Difference between revisions
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(New Page: {{ArticleIcons|ssbm=y}} {{competitive expertise}} ==Overview== ==Hitboxes== {{MeleeHitboxTableHeader}} {{HitboxTableTitle|Hit 1|19}} {{MeleeHitboxTableRow |id=0 |damage=5% |sd=0 |angle=...) |
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{{ArticleIcons|ssbm=y}} | {{ArticleIcons|ssbm=y}} | ||
[[File:DrMarioSuperJumpPunchSSBM.gif|thumb|300px|Hitbox visualization showing Dr. Mario's up special, [[Super Jump Punch]].]] | |||
==Overview== | |||
{{competitive expertise}} | {{competitive expertise}} | ||
This move is similar to [[Mario]]'s, though it hits harder but has less overall distance. It can be slightly angled by tilting the [[control stick]] forward, the further forward it is tilted, the further forward Dr. Mario jumps but at the cost of vertical height. If the control stick is tilted in the opposite direct in the first four frames and is performed on the ground, the move will cancel itself, helping in [[combos]]. Unlike Mario, Dr. Mario can't wall jump, meaning he can't wall jump out of the move, hindering it's recovery potential on most stages. | |||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} | ||
Line 12: | Line 15: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=150 | ||
|r=1900 | |r=1900 | ||
|bn=23 | |bn=23 | ||
Line 27: | Line 30: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=150 | ||
|r=1300 | |r=1300 | ||
|bn=32 | |bn=32 | ||
Line 154: | Line 157: | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y}} | ||
{{MvSubNavDrMario|g=SSBM}} | {{MvSubNavDrMario|g=SSBM}} | ||
[[Category:Dr. Mario (SSBM)]] | [[Category:Dr. Mario (SSBM)]] | ||
[[Category:Up special moves (SSBM)]] | [[Category:Up special moves (SSBM)]] |
Latest revision as of 21:39, August 18, 2024
Overview[edit]
This move is similar to Mario's, though it hits harder but has less overall distance. It can be slightly angled by tilting the control stick forward, the further forward it is tilted, the further forward Dr. Mario jumps but at the cost of vertical height. If the control stick is tilted in the opposite direct in the first four frames and is performed on the ground, the move will cancel itself, helping in combos. Unlike Mario, Dr. Mario can't wall jump, meaning he can't wall jump out of the move, hindering it's recovery potential on most stages.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Intangibility | 3 |
---|---|
Hit 1 | 3 |
Hits 2-3 | 4-7, 8-11 |
Hit 4-5 | 12-15, 16-19 |
Hit 6 | 20-21 |
Animation length | 37 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
|