Super Smash Bros.

Mario (SSB)/Down smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
 
Line 4: Line 4:
Mario spins around while performing a breakdance kick on the ground, dealing 17% damage and horizontal knockback, with a similar animation to Mario's crouching attack from ''[[Super Mario 64]]''. The move is pretty powerful, being capable of KOing most characters at around 110%. Its fairly quick [[startup]] makes it a decent way to react [[OoS]], and a decent surprise KO option. It can also be used in a [[jab cancel]]. The move's duration makes it a great option for [[read]]ing [[roll]]s, as attempting to roll behind Mario during the front part of the attack will cause the opponent to get hit by the back part of the attack. Additionally, the move is able to [[edgeguard]] in certain situations, and is a great way to deal with many [[edge]] options, especially at above 100%. Considered Mario's third strongest KO move, behind his {{mvsub|Mario|SSB|up smash}} and {{mvsub|Mario|SSB|back throw}}.
Mario spins around while performing a breakdance kick on the ground, dealing 17% damage and horizontal knockback, with a similar animation to Mario's crouching attack from ''[[Super Mario 64]]''. The move is pretty powerful, being capable of KOing most characters at around 110%. Its fairly quick [[startup]] makes it a decent way to react [[OoS]], and a decent surprise KO option. It can also be used in a [[jab cancel]]. The move's duration makes it a great option for [[read]]ing [[roll]]s, as attempting to roll behind Mario during the front part of the attack will cause the opponent to get hit by the back part of the attack. Additionally, the move is able to [[edgeguard]] in certain situations, and is a great way to deal with many [[edge]] options, especially at above 100%. Considered Mario's third strongest KO move, behind his {{mvsub|Mario|SSB|up smash}} and {{mvsub|Mario|SSB|back throw}}.


{{technical data}}
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=17%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=85
|bn=25
|zpos=20
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=17%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=105
|bn=25
|xpos=120
|zpos=50
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=2
|damage=17%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=85
|bn=20
|zpos=20
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=3
|damage=17%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=105
|bn=20
|xpos=120
|zpos=50
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
 
==Timing==
{|class="wikitable"
|-
!Hitboxes
|8-29
|-
!Animation length
|44
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=22}}{{FrameStrip|t=Lag|c=15}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y}}


==Related moves==
==Related moves==

Latest revision as of 03:43, May 19, 2020

Overview[edit]

Mario spins around while performing a breakdance kick on the ground, dealing 17% damage and horizontal knockback, with a similar animation to Mario's crouching attack from Super Mario 64. The move is pretty powerful, being capable of KOing most characters at around 110%. Its fairly quick startup makes it a decent way to react OoS, and a decent surprise KO option. It can also be used in a jab cancel. The move's duration makes it a great option for reading rolls, as attempting to roll behind Mario during the front part of the attack will cause the opponent to get hit by the back part of the attack. Additionally, the move is able to edgeguard in certain situations, and is a great way to deal with many edge options, especially at above 100%. Considered Mario's third strongest KO move, behind his up smash and back throw.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 17% 0 Sakurai angle 20 100 0 85 25 0 0 20 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 17% 0 Sakurai angle 20 100 0 105 25 120 0 50 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 17% 0 Sakurai angle 20 100 0 85 20 0 0 20 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
3 0 17% 0 Sakurai angle 20 100 0 105 20 120 0 50 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Hitboxes 8-29
Animation length 44
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox

Related moves[edit]