Super Smash Bros. 4

Mario (SSB4)/Neutral attack/Hit 3: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{competitive expertise}}
[[File:MarioJab3.gif|270px|thumb|Hitbox visualization of Mario's third jab.]]
==Overview==
The third and final hit of {{SSB4|Mario}}'s [[Neutral attack|neutral attack]] is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more [[Damage|damage]] and has base knockback, sending the opponent back even at low percentages.
The third and final hit of {{SSB4|Mario}}'s [[Neutral attack|neutral attack]] is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more [[Damage|damage]] and has base knockback, sending the opponent back even at low percentages.


==Frame Data==
==Hitbox Properties==
All measurements are in [[Frame|frames]].
In general, aside from their positioning, the hitboxes are largely the same.
{| class="wikitable"
{{SSB4HitboxTableHeader}}
|-
{{SSB4HitboxTableRow
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
|id=0
|-
|damage=4%
| 0-2 || 7 || 2 || 0
|angle=361
|bk=45
|ks=80
|fkv=0
|r=5
|bn=9
|xpos=5.5
|trip=0
|type=Foot
|effect=Normal
|rebound=t
|slvl=M
|sfx=Kick
}}
{{SSB4HitboxTableRow
|id=1
|damage=4%
|angle=361
|bk=45
|ks=80
|fkv=0
|r=2.5
|bn=9
|xpos=1
|trip=0
|type=Foot
|effect=Normal
|rebound=t
|slvl=M
|sfx=Kick
}}
{{SSB4HitboxTableRow
|id=2
|damage=4%
|angle=361
|bk=45
|ks=80
|fkv=0
|r=2.5
|bn=9
|xpos = -1.5
|trip=0
|type=Foot
|effect=Normal
|rebound=t
|slvl=M
|sfx=Kick
}}
|}
|}


==Hitbox Properties==
==Timing==
In general, aside from their positioning, the hitboxes are largely the same.
{|class="wikitable"
{| class="wikitable sortable"
!Hitbox
|7-8
|-
|-
! Hitbox ID !! Location !! Damage !! Angle !! [[Knockback]] Growth !! Weight-based Knockback !! Base Knockback !! Radius !! Z offset !! Y offset !! X offset !! [[Effect]] !! Odds of Causing [[Tripping]] !! Hitlag Multiplier !! [[Smash directional influence|SDI]] Multiplier !! [[Shield damage|Shield Damage]]
!Interruptible
|34
|-
|-
| 0 || Foot || 4% || [[Sakurai angle]] || 80 || 0 || 45 || 5 || 5.5 || 0 || 0 || [[Normal]] || 0% || 1 || 1 || 0
!Animation length
|-
|39
| 1 || Foot || 4% || Sakurai angle || 80 || 0 || 45 || 2.5 || 1 || 0 || 0 || Normal || 0% || 1 || 1 || 0
|-
| 2 || Foot || 4% || Sakurai angle || 80 || 0 || 45 || 2.5 || 1.5 || 0 || 0 || Normal || 0% || 1 || 1 || 0
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


==References==
==References==
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{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Neutral attacks (SSB4)]]

Latest revision as of 06:10, October 26, 2018

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You can discuss this issue on the talk page or edit this page to improve it.
Hitbox visualization of Mario's third jab.

Overview[edit]

The third and final hit of Mario's neutral attack is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more damage and has base knockback, sending the opponent back even at low percentages.

Hitbox Properties[edit]

In general, aside from their positioning, the hitboxes are largely the same.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 4% 0 Sakurai angle 45 80 0 5 9 5.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 4% 0 Sakurai angle 45 80 0 2.5 9 1 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 4% 0 Sakurai angle 45 80 0 2.5 9 -1.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Hitbox 7-8
Interruptible 34
Animation length 39
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(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 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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

References[edit]

Master Core Alpha