Mario (SSBU)/Forward smash: Difference between revisions
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m (This was because of a rounding error in the script dumps; it's been fixed now) |
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
A palm strike accompanied with an explosion at the end of the attack. The fire explosion possesses a disjointed sweetspot hitbox with deceptive power for it’s speed, capable of KOing most characters reliably at 70% near the ledge, it also possesses a sourspot on Mario’s arm which while noticeably weaker than the sweetspot, still possesses respectable power and can reliably KO at 100% near the ledge. It can also be angled up and down, with the up angled makes it a solid anti air option and the down angled can 2 frame effectively. Additionally, Mario's hurtbox shifts back before the attack, making it useful as a dodge in certain scenarios. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 23: | Line 25: | ||
|sd=0 | |sd=0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=105 | |ks=105 | ||
Line 41: | Line 44: | ||
|sd=0 | |sd=0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=101 | |ks=101 | ||
Line 63: | Line 67: | ||
|sd=0 | |sd=0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=105 | |ks=105 | ||
Line 81: | Line 86: | ||
|sd=0 | |sd=0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=99 | |ks=99 | ||
Line 103: | Line 109: | ||
|sd=0 | |sd=0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=105 | |ks=105 | ||
Line 121: | Line 128: | ||
|sd=0 | |sd=0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=100 | |ks=100 |
Latest revision as of 13:55, September 5, 2024
Mario forward smash hitbox visualizations | ||||
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Overview[edit]
A palm strike accompanied with an explosion at the end of the attack. The fire explosion possesses a disjointed sweetspot hitbox with deceptive power for it’s speed, capable of KOing most characters reliably at 70% near the ledge, it also possesses a sourspot on Mario’s arm which while noticeably weaker than the sweetspot, still possesses respectable power and can reliably KO at 100% near the ledge. It can also be angled up and down, with the up angled makes it a solid anti air option and the down angled can 2 frame effectively. Additionally, Mario's hurtbox shifts back before the attack, making it useful as a dodge in certain scenarios.
Hitboxes[edit]
Timing[edit]
Charges between | 5-6 |
---|---|
Hitboxes | 15-17 |
Interruptible | 48 |
Animation length | 56 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|