Super Smash Bros. 4

Dr. Mario (SSB4)/Down smash: Difference between revisions

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(→‎Overview: added extra information.)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:Dr.MarioDSmash.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down smash.]]
[[File:Dr.MarioDSmash.gif|thumb|270px|Hitbox visualization showing Dr. Mario's down smash.]]
{{technical data}}
 
==Overview==
==Overview==
Dr. Mario's down smash is a breakdancing sweep with low startup lag. It has good range, decent power, and is a semi-spike, making it a good finisher, and also great at gimping recoveries. It also transitions well to the second hit, so it is great at punishing rolls. It is not as reliable a finisher as his other smashes, back throw, clean up special, or sweetspotted forward aerial however due to its low vertical range and merely average power. Its hitbox also isn't good enough for 2-framing, so it is best to use other options instead. The second hit does more damage and knockback than the first as well.
Dr. Mario's down smash is a breakdancing sweep with low startup lag. It has good range, decent power, and is a semi-spike, making it a good finisher, and also great at gimping recoveries. It also transitions well to the second hit, so it is great at punishing rolls. It is not as reliable a finisher as his other smashes, back throw, clean up special, or sweetspotted forward aerial however due to its low vertical range and merely average power. Its hitbox also isn't good enough for 2-framing, so it is best to use other options instead. The second hit does more damage and knockback than the first as well.

Revision as of 04:27, November 18, 2018

Hitbox visualization showing Dr. Mario's down smash.

Overview

Dr. Mario's down smash is a breakdancing sweep with low startup lag. It has good range, decent power, and is a semi-spike, making it a good finisher, and also great at gimping recoveries. It also transitions well to the second hit, so it is great at punishing rolls. It is not as reliable a finisher as his other smashes, back throw, clean up special, or sweetspotted forward aerial however due to its low vertical range and merely average power. Its hitbox also isn't good enough for 2-framing, so it is best to use other options instead. The second hit does more damage and knockback than the first as well.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 11.4% 0 AngleIcon32.png 30 100 0 4.0 0 0.0 3.6 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 11.4% 0 AngleIcon32.png 30 100 0 3.3 0 0.0 3.6 7.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Hit 2
0 0 13.44% 0 AngleIcon30.png 30 100 0 4.0 0 0.0 3.6 -11.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 13.44% 0 AngleIcon30.png 30 100 0 3.3 0 0.0 3.6 -6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png