Mario (SSBU)/Down aerial: Difference between revisions
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==Overview== | ==Overview== | ||
Mario spins around rapidly performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses great knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial. | Mario spins around rapidly performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses great knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as [[Mario (SSBU)/Down smash|down smash]], [[Mario (SSBU)/Up smash|up smash]], and [[Mario (SSBU)/Grab|grab]], potentially resulting in a KO if the opponent is at high enough percents. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 12:06, May 11, 2022
Overview
Mario spins around rapidly performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses great knockback and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as down smash, up smash, and grab, potentially resulting in a KO if the opponent is at high enough percents.
Hitboxes
Timing
Attack
Initial autocancel | 1-4 |
---|---|
Hits 1-5 | 5, 7, 9, 11, 13 |
Hit 6 | 23 |
Ending autocancel | 33- |
Interruptible | 38 |
Animation length | 51 |
Landing lag
Hitboxes | 1-2 |
---|---|
Interruptible | 16 |
Animation length | 30 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|