Super Smash Bros. Ultimate

Dr. Mario (SSBU)/Down tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 3: Line 3:
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Due to its' high hitstun and low knockback, it is very difficult to DI and can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its' below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.
A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Starting in version {{SSBU|7.0.0}}, due to its combination of low knockback, vertical launch angle, and additional hitstun, it can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.


==Update History==
==Update History==

Revision as of 14:16, August 24, 2021

Hitbox visualization showing Dr. Mario's down tilt.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Starting in version 7.0.0, due to its combination of low knockback, vertical launch angle, and additional hitstun, it can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.

Update History

Super Smash Bros. Ultimate 7.0.0

  • Buff Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
0 0 0 7.0% 0 AngleIcon80.png Standard 35 55 0 HitboxTableIcon(False).png 3.5 kneel -1.0 0.0 0.0 1.0× 1.0× 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames
1 0 0 5.0% 0 AngleIcon80.png Standard 35 55 0 HitboxTableIcon(False).png 4.2 toel 0.0 0.0 0.0 1.0× 1.0× 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames
The damage values are Mario's before being affected by Dr. Mario's damage multiplier.

Timing

Hitboxes 5-7
Interruptible 28
Animation length 35
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible