Super Smash Bros. 4

Mario (SSB4)/Neutral attack/Hit 1: Difference between revisions

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The first hit of {{SSB4|Mario}}'s [[Neutral attack|neutral attack]] is a simple punch from Mario's arm further from the camera. It does 2.5% [[Damage|damage]] and very little knockback.
{{ArticleIcons|ssb4=y}}
[[File:MarioJab1.gif|270px|thumb|Hitbox visualization of Mario's first jab.]]


==Frame Data==
==Overview==
All measurements are in [[Frame|frames]].
The first hit of {{SSB4|Mario}}'s [[Neutral attack|neutral attack]] is a simple punch from Mario's arm further from the camera. It does 2.5% [[Damage|damage]] and very little knockback. Jab 1’s entire hitbox, excluding the fist, can lock and force a pratfall at any percent. Due to its speed, it can interrupt approaches. If the attack button is held, the first jab will continuously repeat until a character comes into range. The player can cause jab 2 and 3 to happen early by hitting the attack button. Using this, one can trick the opponent into approaching in attempt to punish jab 1, only to be hit by the larger range of the later jabs. Another situational use is holding jab 1 at the ledge. If you manage to land only jab 1 against a recovering character, they will be unable to grab the edge of the stage for one second. Characters with quick up specials such as Marth and Luigi may overshoot the ledge in a panic, leaving themselves open to a hard punish.
{| class="wikitable"
|-
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
|-
| 0-2 || 2 || 2 || 6
|}


==Hitbox Properties==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
Line 18: Line 13:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=0
|fkv=15
|r=3.0
|r=3.0
|bn=15
|bn=15
Line 25: Line 20:
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=S
|slvl=S
|sfx=Punch
|sfx=Punch
Line 35: Line 30:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=0
|fkv=10
|r=1.5
|r=1.5
|bn=13
|bn=13
Line 41: Line 36:
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=S
|slvl=S
|sfx=Punch
|sfx=Punch
Line 51: Line 46:
|bk=0
|bk=0
|ks=80
|ks=80
|fkv=0
|fkv=15
|r=4
|r=4
|bn=16
|bn=16
Line 57: Line 52:
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
|i17=t
|rebound=t
|slvl=S
|slvl=S
|sfx=Punch
|sfx=Punch
}}
}}
|}
|}
==Timing==
{|class="wikitable"
!Hitbox
|2-3
|-
!Earliest continuable frame
|7
|-
!Interruptible
|20
|-
!Animation length
|23
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=13|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=4}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}


==References==
==References==
[http://opensa.dantarion.com/s4/mastercore2/ Master Core Alpha]
[http://opensa.dantarion.com/s4/mastercore2/ Master Core Alpha]
[http://kuroganehammer.com/Smash4/Mario Kurogane Hammer]


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

Latest revision as of 06:09, October 26, 2018

Hitbox visualization of Mario's first jab.

Overview[edit]

The first hit of Mario's neutral attack is a simple punch from Mario's arm further from the camera. It does 2.5% damage and very little knockback. Jab 1’s entire hitbox, excluding the fist, can lock and force a pratfall at any percent. Due to its speed, it can interrupt approaches. If the attack button is held, the first jab will continuously repeat until a character comes into range. The player can cause jab 2 and 3 to happen early by hitting the attack button. Using this, one can trick the opponent into approaching in attempt to punish jab 1, only to be hit by the larger range of the later jabs. Another situational use is holding jab 1 at the ledge. If you manage to land only jab 1 against a recovering character, they will be unable to grab the edge of the stage for one second. Characters with quick up specials such as Marth and Luigi may overshoot the ledge in a panic, leaving themselves open to a hard punish.

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 2.5% 0 Sakurai angle 0 100 15 3.0 15 1.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
1 0 2.5% 0 Sakurai angle 0 100 10 1.5 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
2 0 2.5% 0 AngleIcon80.png 0 80 15 4 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png

Timing[edit]

Hitbox 2-3
Earliest continuable frame 7
Interruptible 20
Animation length 23
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

References[edit]

Master Core Alpha

Kurogane Hammer