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Mario (SSB4)/Forward tilt: Difference between revisions

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{{SSB4|Mario}}'s [[forward tilt]] is a straight kick from Mario's outside leg. It deals 7% [[damage]] and knocks opponents back at the [[Sakurai angle]]. It can be angled in three directions.
{{ArticleIcons|ssb4=y}}
 
{|class="wikitable" style="float:right; margin:4pt;"
==Frame Data==
!colspan=2|Mario forward tilt hitbox visualization
All measurements are in [[Frame|frames]].
|-
{| class="wikitable"
!↗
|[[File:MarioFTiltUp.gif|270px]]
|-
|-
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
!
|[[File:MarioFTilt.gif|270px]]
|-
|-
| 0-2 || 5 || 2 || 33
!↘
|[[File:MarioFTiltDown.gif|270px]]
|}
|}


==Hitbox Properties==
==Overview==
Aside from positioning, the hitboxes have the same properties, even when the attack is angled.
{{SSB4|Mario}}'s [[forward tilt]] is a reverse roundhouse kick from his outside leg. Like all of Mario's tilts, it comes out relatively fast, on frame 5. It can be [[angle]]d up or down, though this merely affects the vertical positioning of its hitboxes. The move's combination of low base knockback and launching at the [[Sakurai angle]] also makes it useful for [[jab lock]]ing opponents, as it can deal 21% damage (without counting [[stale-move negation]]) if three are landed, and lock middleweights until around 45%.
{| class="wikitable sortable"
 
However, due to its low base knockback and rather high ending lag (24 frames) relative to the damage it deals, Mario's forward tilt is very easy to punish on [[shield]], as well as on hit at very low percentages. It also lacks any valuable KO power whatsoever, being unable to KO middleweights on edges under 200% without [[rage]]. His [[Mario (SSB4)/Down smash|down smash]] is often considered a better keep away option, due to coming out on the same frame while possessing better damage and knockback by comparison; as a result, aside from jab locking Mario's forward tilt is generally used only to hit opponents from positions that cannot be reached with his [[Mario (SSB4)/Neutral attack|neutral attack]] or down smash, and is rarely used overall.
 
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|damage=7%
|angle=361
|bk=8
|ks=100
|fkv=0
|r=3.8
|bn=9
|xpos=4.6
|zpos=0.3
|type=Foot
|effect=Normal
|rebound=t
|slvl=M
|sfx=Kick
}}
{{SSB4HitboxTableRow
|id=1
|damage=7%
|angle=361
|bk=8
|ks=100
|fkv=0
|r=3.0
|bn=8
|xpos=1.2
|type=Foot
|effect=Normal
|rebound=t
|slvl=M
|sfx=Kick
}}
{{SSB4HitboxTableRow
|id=2
|damage=7%
|angle=361
|bk=8
|ks=100
|fkv=0
|r=2.0
|bn=3
|xpos=1.1
|ypos=-2.0
|type=Foot
|effect=Normal
|rebound=t
|slvl=M
|sfx=Kick
}}
|}
==Timing==
{|class="wikitable"
|-
|-
! 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]]
!Hitbox
|5-6
|-
|-
| 0 || Foot || 7% || Sakurai angle || 100 || 0 || 8 || 5 || 4.6 || 0 || 0.3 || [[Normal]] || 0% || 1 || 1 || 0
!Interruptible
|31
|-
|-
| 1 || Unknown || 7% || Sakurai angle || 100 || 0 || 8 || 3 || 1.2 || 0 || 0 || Normal || 0% || 1 || 1 || 0
!Animation length
|-
|40
| 2 || Unknown || 7% || Sakurai angle || 100 || 0 || 8 || 2 || 1.1 || 0 || 0 || Normal || 0% || 1 || 1 || 0
|}
|}


==References==
{{FrameStripStart}}
[http://opensa.dantarion.com/s4/mastercore2/ Master Core Alpha]
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}


{{competitive expertise}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


{{MvSubNavMario|g=SSB4}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Forward tilts (SSB4)]]

Latest revision as of 16:21, April 8, 2018

Mario forward tilt hitbox visualization
MarioFTiltUp.gif
MarioFTilt.gif
MarioFTiltDown.gif

Overview[edit]

Mario's forward tilt is a reverse roundhouse kick from his outside leg. Like all of Mario's tilts, it comes out relatively fast, on frame 5. It can be angled up or down, though this merely affects the vertical positioning of its hitboxes. The move's combination of low base knockback and launching at the Sakurai angle also makes it useful for jab locking opponents, as it can deal 21% damage (without counting stale-move negation) if three are landed, and lock middleweights until around 45%.

However, due to its low base knockback and rather high ending lag (24 frames) relative to the damage it deals, Mario's forward tilt is very easy to punish on shield, as well as on hit at very low percentages. It also lacks any valuable KO power whatsoever, being unable to KO middleweights on edges under 200% without rage. His down smash is often considered a better keep away option, due to coming out on the same frame while possessing better damage and knockback by comparison; as a result, aside from jab locking Mario's forward tilt is generally used only to hit opponents from positions that cannot be reached with his neutral attack or down smash, and is rarely used overall.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 7% 0 Sakurai angle 8 100 0 3.8 9 4.6 0.0 0.3 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 7% 0 Sakurai angle 8 100 0 3.0 8 1.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 7% 0 Sakurai angle 8 100 0 2.0 3 1.1 -2.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Hitbox 5-6
Interruptible 31
Animation length 40
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible