Super Smash Bros. 4

Mario (SSB4)/Neutral attack/Hit 2: Difference between revisions

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[[File:MarioJab2SSB4.jpg|270px|right|thumbnail]]
{{ArticleIcons|ssb4=y}}
{{competitive expertise}}
[[File:MarioJab2.gif|270px|thumb|Hitbox visualization of Mario's second jab.]]
 
==Overview==
The second hit of Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of its properties, it is quite similar to [[Mario (SSB4)/Neutral attack/Hit 1|the first hit]], but it has slightly more weight-based knockback, and only does 1.5% damage.
The second hit of Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of its properties, it is quite similar to [[Mario (SSB4)/Neutral attack/Hit 1|the first hit]], but it has slightly more weight-based knockback, and only does 1.5% damage.
==Frame Data==
All measurements are in [[Frame|frames]].
{| class="wikitable"
|-
! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag
|-
| 0-2 || 2 || 2 || 19
|}


==Hitbox Properties==
==Hitbox Properties==
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=0
|fkv=18
|r=3.0
|r=3.0
|bn=21
|bn=21
Line 36: Line 31:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=0
|fkv=15
|r=1.5
|r=1.5
|bn=13
|bn=13
Line 52: Line 47:
|bk=0
|bk=0
|ks=80
|ks=80
|fkv=0
|fkv=25
|r=4
|r=4
|bn=22
|bn=22
Line 64: Line 59:
}}
}}
|}
|}
==Timing==
{|class="wikitable"
!Hitbox
|2-3
|-
!Earliest continuable frame
|6
|-
!Interruptible
|22
|-
!Animation length
|25
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=4}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|continuable=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 06:09, October 26, 2018

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Hitbox visualization of Mario's second jab.

Overview[edit]

The second hit of Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of its properties, it is quite similar to the first hit, but it has slightly more weight-based knockback, and only does 1.5% damage.

Hitbox Properties[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 1.5% 0 Sakurai angle 0 100 18 3.0 21 1.4 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 1.5% 0 Sakurai angle 0 100 15 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 1.5% 0 AngleIcon80.png 0 80 25 4 22 4.2 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

Timing[edit]

Hitbox 2-3
Earliest continuable frame 6
Interruptible 22
Animation length 25
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(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(Continuable).png
Continuable
Interruptibility
Interruptible

References[edit]

Master Core Alpha