Super Smash Bros. 4

Wario (SSB4)/Down tilt: Difference between revisions

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(added an overview for Down Tilt.)
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==Overview==
==Overview==
Wario prods the ground with an inflated finger. While the attack has poor vertical reach and damage output, it is very fast, can combo into itself numerous times or into other moves (usually grab or dash attack), and has disjointed horizontal range. It can be used to pressure opponents at the ledge or pressure shielding opponents due to how quick the move is.
Wario prods the ground with an inflated finger. While the attack has poor vertical reach and damage output, it is very fast, can combo into itself numerous times or into other moves (usually grab or dash attack), and has disjointed horizontal range. It can be used to pressure opponents at the ledge or pressure shielding opponents due to how quick the move is. It is also one of his best options out of a [[Run Turnaround Cancel]], as the slide from RTC allows down tilt to combo into half waft, or generally make followups slightly easier,


Overall, it is a very good move for Wario, giving him combo ability and being a fast, versatile tool in general.
Overall, it is a very good move for Wario, giving him combo ability and being a fast, versatile tool in general.

Revision as of 20:44, September 30, 2018

Hitbox visualization showing Wario's down tilt.

Overview

Wario prods the ground with an inflated finger. While the attack has poor vertical reach and damage output, it is very fast, can combo into itself numerous times or into other moves (usually grab or dash attack), and has disjointed horizontal range. It can be used to pressure opponents at the ledge or pressure shielding opponents due to how quick the move is. It is also one of his best options out of a Run Turnaround Cancel, as the slide from RTC allows down tilt to combo into half waft, or generally make followups slightly easier,

Overall, it is a very good move for Wario, giving him combo ability and being a fast, versatile tool in general.

Hitboxes

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 AngleIcon46.png 20 50 0 2.0 0 0.0 1.8 12.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Stab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 4% 0 AngleIcon69.png 20 50 0 2.0 0 0.0 1.8 18.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Stab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing

Hitbox 5
Interruptible 18
Animation length 37
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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 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)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible