Super Smash Bros. 4

Dr. Mario (SSB4)/Down aerial: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:Dr.MarioDAir.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial.]]
[[File:Dr.MarioDAir.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial.]]
{{technical data}}
[[File:Dr.MarioDAirLanding.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down aerial's landing.]]
 
==Overview==
==Overview==
Dr. Mario's down aerial is a drill kick with good horizontal knockback on the last hit. This move has a decent damage output, and like most drills, its hits connect more reliably than some other multi-hitting attacks, making it a proficient damage-racker. Its low angle also makes it good at gimping opponents recovering low. However, it has little horizontal range, not much use in combos due to its unfavorable launch angle, and it has no KO power whatsoever because of its low knockback scaling.
Dr. Mario's down aerial is a drill kick with good horizontal knockback on the last hit. This move has a decent damage output, and like most drills, its hits connect more reliably than some other multi-hitting attacks, making it a proficient damage-racker. Its low angle also makes it good at gimping opponents recovering low. However, it has little horizontal range, not much use in combos due to its unfavorable launch angle, and it has no KO power whatsoever because of its low knockback scaling. A strange attribute is tied to the landing hitbox, where it is only able to hit grounded opponents. This makes it quite inconsistent at landing near the ground, and quite punishable due to the landing lag of the move. The landing hitbox itself is a bit more powerful than the final hit of down aerial.
 
==Update history==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.0'''
*{{buff|The loop hits deal more damage ({{rollover|1.4%|1.568% with the 1.12x damage multiplier)|y}} → {{rollover|1.7%|1.904% with the 1.12x damage multiplier)|y}}).}}
*{{buff|Landing lag (24 frames → 21).}}
*{{nerf|The loop hits have a longer rehit rate 3 → 4. This gives the move two less hits, reducing its overall damage ({{rollover|11.4%|12.768% with the 1.12x damage multiplier|y}} → {{rollover|9.8%|10.976% with the 1.12x damage multiplier)|y}}).}}


==Hitboxes==
==Hitboxes==


Looping hit rehits every 4 frames.
===Attack===
 
{{SSB4HitboxTableHeader|special=y}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Loop hits|42}}
{{HitboxTableTitle|Looping hit|42}}
{{SSB4SpecialHitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=366
|angle=366
|bk=30
|bk=30
Line 31: Line 38:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=366
|angle=366
|bk=30
|bk=30
Line 51: Line 59:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=2
|id=2
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=95
|angle=95
|bk=30
|bk=30
Line 71: Line 80:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=3
|id=3
|part=0
|part=0
|damage=1.904%
|rehit=4
|damage=1.7%
|angle=95
|angle=95
|bk=30
|bk=30
Line 92: Line 102:
}}
}}
{{HitboxTableTitle|Final hit|42}}
{{HitboxTableTitle|Final hit|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|damage=3.36%
|damage=3%
|angle=45
|angle=45
|bk=50
|bk=50
Line 111: Line 121:
|slvl=M
|slvl=M
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|part=1
|part=1
|damage=3.36%
|damage=3%
|angle=45
|angle=45
|bk=50
|bk=50
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|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Landing|42}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|42}}
|}
 
===Landing===
{{SSB4HitboxTableHeader|stretch=y}}
{{HitboxTableTitle|Landing|27}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=2.24%
|damage=2%
|angle=361
|angle=361
|bk=50
|bk=50
Line 144: Line 159:
|ypos=3.2
|ypos=3.2
|zpos=4.0
|zpos=4.0
|ystretch=3.2
|zstretch=-3.5
|type=Foot
|type=Foot
|sdi=1.0
|sdi=1.0
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|slvl=M
|slvl=M
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.|27}}
|}
==Timing==
===Attack===
{|class="wikitable"
!Initial autocancel
|1-5
|-
!Hits 1-4
|11-26
|-
!Hit 5
|27
|-
!Ending autocancel
|45-
|-
!Interruptible
|52
|-
!Animation length
|52
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=16|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=1}}
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=39}}{{FrameStrip|t=Autocancel|c=8}}
{{FrameStripEnd}}
===Landing lag===
{|class="wikitable"
!Animation length
|21
|}
|}


{{FrameStripStart}}
{{FrameStrip|t=Lag|c=21}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|autocancel=y}}


{{MvSubNavDrMario|g=SSB4}}
{{MvSubNavDrMario|g=SSB4}}
[[Category:Dr. Mario (SSB4)]]
[[Category:Dr. Mario (SSB4)]]
[[Category:Down aerials (SSB4)]]
[[Category:Down aerials (SSB4)]]

Latest revision as of 10:26, October 26, 2021

Hitbox visualization showing Dr. Mario's down aerial.
Hitbox visualization showing Dr. Mario's down aerial's landing.

OverviewEdit

Dr. Mario's down aerial is a drill kick with good horizontal knockback on the last hit. This move has a decent damage output, and like most drills, its hits connect more reliably than some other multi-hitting attacks, making it a proficient damage-racker. Its low angle also makes it good at gimping opponents recovering low. However, it has little horizontal range, not much use in combos due to its unfavorable launch angle, and it has no KO power whatsoever because of its low knockback scaling. A strange attribute is tied to the landing hitbox, where it is only able to hit grounded opponents. This makes it quite inconsistent at landing near the ground, and quite punishable due to the landing lag of the move. The landing hitbox itself is a bit more powerful than the final hit of down aerial.

Update historyEdit

  1.0.4/  1.0.0

  •   The loop hits deal more damage (1.4%1.7%).
  •   Landing lag (24 frames → 21).
  •   The loop hits have a longer rehit rate 3 → 4. This gives the move two less hits, reducing its overall damage (11.4%9.8%).

HitboxesEdit

AttackEdit

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Loop hits
0 0 4 1.7% 0   Standard 30 10 0 4.5 0 0.0 1.0 3.7 1.0x 1.0x 0%               Kick   63              
1 0 4 1.7% 0   Standard 30 10 0 3.2 0 0.0 5.5 0.4 1.0x 1.0x 0%               Kick   63              
2 0 4 1.7% 0   Standard 30 10 0 4.5 0 0.0 1.0 3.7 1.0x 1.0x 0%               Kick   63              
3 0 4 1.7% 0   Standard 30 10 0 3.2 0 0.0 5.5 0.4 1.0x 1.0x 0%               Kick   63              
Final hit
0 1 0 3% 0   Standard 50 120 0 5.5 0 0.0 1.0 3.7 3.0x 1.0x 0%               Kick   63              
1 1 0 3% 0   Standard 50 120 0 3.7 0 0.0 5.5 0.4 3.0x 1.0x 0%               Kick   63              
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

LandingEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Stretch
Landing
0 0 2% 0   50 160 0 4.0 0 0.0 3.2 4.0 1.0x 1.0x 0%               Kick   0.0 3.2 -3.5
The damage values are untouched before being affected by Dr. Mario's 1.12x damage multiplier.

TimingEdit

AttackEdit

Initial autocancel 1-5
Hits 1-4 11-26
Hit 5 27
Ending autocancel 45-
Interruptible 52
Animation length 52
                                                                                                       
                                                                                                       

Landing lagEdit

Animation length 21
                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible