Mario (SSBB)/Neutral attack: Difference between revisions
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{{ArticleIcons|ssbb=y}} | {{ArticleIcons|ssbb=y}} | ||
==Overview== | ==Overview== | ||
A punch-punch-kick natural combo. The first punch can [[jab lock]] into a guaranteed {{Mvsub|Mario|SSBB|forward smash}}, but is hard to [[jab cancel]] into something else. By contrast, the second punch | A punch-punch-kick natural combo. The first punch can [[jab lock]] into a guaranteed {{Mvsub|Mario|SSBB|forward smash}}, but is hard to [[jab cancel]] into something else. By contrast, the second punch has the potential to jab cancel into a {{mvsub|Mario|SSBB|forward tilt}} or {{Mvsub|Mario|SSBB|down smash}}, but cannot jab lock. Both punches link well into the kick, but while reasonably damaging, it can't KO until the mid-300%s and has no real follow-up potential. | ||
For technical data of each individual hit, see: | For technical data of each individual hit, see: | ||
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===Post-hit data=== | ===Post-hit data=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!{{rollover|Minimum launch speed|Launch speed on Mario at 0%|y}}!!{{rollover|Launch speed scaling|How much launch speed increases per percent on Mario|y}}!!{{rollover|KO percent with poor DI|The percent the hitbox reaches 5750 in launch speed on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd down|y}}!!{{rollover|KO percent with no DI|The percent the hitbox reaches 6200 in launch speed on Mario, which KOs from the center of FD with the standard horizontal trajectory when not DI'd|y}}!!{{rollover|KO percent with good DI|The percent the hitbox reaches 6825 in launch speed on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd away|y}} | |||
|- | |- | ||
|1643||13.417||306.10%||339.64%||386.23% | |||
|} | |} | ||
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|- | |- | ||
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=1}}{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=1}}{{FrameStrip|t=Blank|c=39}} | {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=1}}{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=1}}{{FrameStrip|t=Blank|c=39}} | ||
{{FrameStripEnd}} | |||
===Latest=== | ===Latest=== | ||
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|- | |- | ||
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=18}}{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=19}}{{FrameStrip|t=Blank|c=39}} | {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=18}}{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=19}}{{FrameStrip|t=Blank|c=39}} | ||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|continuable=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|continuable=y|interruptible=y}} | ||
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[[Category:Natural combos]] | [[Category:Natural combos]] | ||
[[Category:Neutral attacks]] | [[Category:Neutral attacks (SSBB)]] | ||
[[Category:Mario (SSBB)]] | [[Category:Mario (SSBB)]] |
Latest revision as of 12:51, January 22, 2020
Overview[edit]
A punch-punch-kick natural combo. The first punch can jab lock into a guaranteed forward smash, but is hard to jab cancel into something else. By contrast, the second punch has the potential to jab cancel into a forward tilt or down smash, but cannot jab lock. Both punches link well into the kick, but while reasonably damaging, it can't KO until the mid-300%s and has no real follow-up potential.
For technical data of each individual hit, see:
- Mario (SSBB)/Neutral attack/Hit 1
- Mario (SSBB)/Neutral attack/Hit 2
- Mario (SSBB)/Neutral attack/Hit 3
Post-hit data[edit]
Minimum launch speed | Launch speed scaling | KO percent with poor DI | KO percent with no DI | KO percent with good DI |
---|---|---|---|---|
1643 | 13.417 | 306.10% | 339.64% | 386.23% |
Timing[edit]
Earliest[edit]
Hit 1 | 2-3 |
---|---|
Continuation window | 7 |
Hit 2 | 9-10 |
Continuation window | 13 |
Hit 3 (larger) | 20-21 |
Hit 3 (smaller) | 22-23 |
Interruptible | 43 |
Animation length | 52 |
Latest[edit]
Hit 1 | 2-3 |
---|---|
Continuation window | 7-24 |
Idle | 16-24 |
Hit 2 | 26-27 |
Continuation window | 30-48 |
Idle | 43-48 |
Hit 3 (larger) | 55-56 |
Hit 3 (smaller) | 57-58 |
Interruptible | 78 |
Animation length | 87 |
Lag time |
Hitbox |
Hitbox change |
Continuable |
Interruptible |