Mario (SSBU)/Neutral aerial: Difference between revisions
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==Overview== | ==Overview== | ||
An aerial kick, commonly referred to as a sex kick. His fastest aerial, and one of the fastest neutral aerials in the game, coming out at frame 3. The move is strongest at the start, with a long lasting weak hitbox. Both of which can be useful in combos depending on percentage. However, the strong hit can also be a situational KO move at high percents near the ledge. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 21: | Line 23: | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
|sfx= | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
Line 39: | Line 41: | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
|sfx= | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 80: | Line 82: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | ===Attack=== | ||
Line 110: | Line 113: | ||
===Landing lag=== | ===Landing lag=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Interruptible | |||
|7 | |||
|- | |||
!Animation length | !Animation length | ||
| | |22 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=6}} | {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Interruptible|c=16}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} |
Latest revision as of 13:40, September 5, 2024
Overview[edit]
An aerial kick, commonly referred to as a sex kick. His fastest aerial, and one of the fastest neutral aerials in the game, coming out at frame 3. The move is strongest at the start, with a long lasting weak hitbox. Both of which can be useful in combos depending on percentage. However, the strong hit can also be a situational KO move at high percents near the ledge.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-2 |
---|---|
Clean hit | 3-5 |
Late hit | 6-27 |
Ending autocancel | 39- |
Interruptible | 46 |
Animation length | 53 |
Landing lag[edit]
Interruptible | 7 |
---|---|
Animation length | 22 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|