Mario (SSB4)/Up tilt: Difference between revisions
(added missing categories) |
SuperSqank (talk | contribs) |
||
Line 10: | Line 10: | ||
Mario's up tilt is one of his two only moves to have ever been changed in game updates, the other being [[Mario (SSB4)/Forward smash|his forward smash]]. Patch [[1.0.4]] reduced its damage output, noticeably weakening the damage racking ability of multiple up tilt strings. However, in accordance to the [[knockback]] formula, this also results in the move dealing less of such, enabling it to combo for longer. | Mario's up tilt is one of his two only moves to have ever been changed in game updates, the other being [[Mario (SSB4)/Forward smash|his forward smash]]. Patch [[1.0.4]] reduced its damage output, noticeably weakening the damage racking ability of multiple up tilt strings. However, in accordance to the [[knockback]] formula, this also results in the move dealing less of such, enabling it to combo for longer. | ||
'''{{GameIcon|ssb4}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1''' | ||
*{{change|Damage | *{{change|Damage (6.3% → 5.5%). This hinders up tilt's KO potential but improves its combo potential at higher percents.}} | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 09:37, October 26, 2021
Overview
Mario's up tilt is a spinning uppercut performed with Mario's outside hand.
This attack knocks enemies upwards very slightly, allowing multiple up-tilts to be chained into each other before the opponent has a chance to escape. It is commonly used after a down-throw or down tilt as, at low percents, they both put enemies in a very good position for an up-tilt juggle.
Update history
Mario's up tilt is one of his two only moves to have ever been changed in game updates, the other being his forward smash. Patch 1.0.4 reduced its damage output, noticeably weakening the damage racking ability of multiple up tilt strings. However, in accordance to the knockback formula, this also results in the move dealing less of such, enabling it to combo for longer.
1.0.4/ 1.0.1
- Damage (6.3% → 5.5%). This hinders up tilt's KO potential but improves its combo potential at higher percents.
Hitboxes
Timing
Hitboxes | 5-11 |
---|---|
Interruptible | 30 |
Animation length | 38 |
Lag time |
Hitbox |
Interruptible |
References
|