Super Smash Bros. Ultimate

Dr. Mario (SSBU)/Forward aerial: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Dr. Mario punches downwards in front of him. It lasts for 6 frames, with the first and last frame being an early and late hit respectively. When hit cleanly, it's one of the strongest forward aerials in the game due to its excellent damage and knockback. However, the early and late hits are significantly weaker, and while their duration is shorter, making them harder to land, they are not fit for KOing and the attack has too much ending lag to combo and cannot autocancel in a short hop. It's also tied with down aerial for the slowest startups of his attacks and his moveset, and it's his slowest attack overall.
Dr. Mario punches downwards in front of him. It lasts for 6 frames, with the first and last frame being an early and late hit respectively. When hit cleanly, it's one of the strongest forward aerials in the game due to its excellent damage and knockback. However, the early and late hits are significantly weaker and hitbox duration is shorter, making the move weaker and harder to land, respectively. It also has high ending lag and can't autocancel in a short hop. It's also tied with down aerial for the slowest startups of his aerials.


==Hitboxes==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Early hit|24}}
{{HitboxTableTitle|Early hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=10.0%
|damage={{rollover|10.0%|11.76% with Dr. Mario's damage multiplier|y}}
|angle=50
|angle=50
|af=3
|bk=30
|bk=30
|ks=95
|ks=95
Line 26: Line 28:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=15.0%
|damage={{rollover|15.0%|17.64% with Dr. Mario's damage multiplier|y}}
|angle=50
|angle=50
|af=3
|bk=30
|bk=30
|ks=102
|ks=102
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{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=15.0%
|damage={{rollover|15.0%|17.64% with Dr. Mario's damage multiplier|y}}
|angle=50
|angle=50
|af=3
|bk=30
|bk=30
|ks=102
|ks=102
Line 63: Line 67:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=9.0%
|damage={{rollover|9.0%|10.584% with Dr. Mario's damage multiplier|y}}
|angle=50
|angle=50
|af=3
|bk=20
|bk=20
|ks=95
|ks=95
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{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=9.0%
|damage={{rollover|9.0%|10.584% with Dr. Mario's damage multiplier|y}}
|angle=50
|angle=50
|af=3
|bk=20
|bk=20
|ks=95
|ks=95
Line 100: Line 106:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableRowNote|The damage values are untouched before being affected by Dr. Mario's damage multiplier.|24}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
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===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|18
|-
!Animation length
!Animation length
|17
|26
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=17}}
{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=9}}
{{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 11:36, June 21, 2022

Hitbox visualization showing Dr. Mario's forward aerial. Model scaling issues might put the hitboxes too close to Dr. Mario.
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OverviewEdit

Dr. Mario punches downwards in front of him. It lasts for 6 frames, with the first and last frame being an early and late hit respectively. When hit cleanly, it's one of the strongest forward aerials in the game due to its excellent damage and knockback. However, the early and late hits are significantly weaker and hitbox duration is shorter, making the move weaker and harder to land, respectively. It also has high ending lag and can't autocancel in a short hop. It's also tied with down aerial for the slowest startups of his aerials.

HitboxesEdit

The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit
0 0 0 10.0% 0   Forward 30 95 0   3.0 arml 3.2 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Clean hit
0 0 0 15.0% 0   Forward 30 102 0   4.0 shoulderl 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 15.0% 0   Forward 30 102 0   4.6 arml 3.2 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 9.0% 0   Forward 20 95 0   4.0 shoulderl 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 9.0% 0   Forward 20 95 0   4.6 arml 3.2 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Early hit 16
Clean hit 17-20
Late hit 21
Ending autocancel 43-
Interruptible 60
Animation length 72
                                                                                                                                               
                                                                                                                                               

Landing lagEdit

Interruptible 18
Animation length 26
                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible