Super Smash Bros. Brawl

Mario (SSBB)/Forward tilt: Difference between revisions

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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=5.0
|r=300000
|bn=17
|bn=17
|ypos=3.6
|ypos=216000
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|sfx=Kick
|sfx=Kick
|rebound=y
|rebound=y
|rawflags=39830440
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=4.0
|r=240000
|bn=16
|bn=16
|ypos=1.2
|ypos=72000
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|sfx=Kick
|sfx=Kick
|rebound=y
|rebound=y
|rawflags=39830440
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.0
|r=180000
|bn=10
|bn=10
|ypos=1.2
|ypos=72000
|zpos=-2.0
|zpos=-120000
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|sfx=Kick
|sfx=Kick
|rebound=y
|rebound=y
|rawflags=39830440
}}
}}
{{HitboxTableTitle|Angled down|24}}
{{HitboxTableTitle|Angled down|24}}
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=5.0
|r=300000
|bn=17
|bn=17
|ypos=3.6
|ypos=216000
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|sfx=Kick
|sfx=Kick
|rebound=y
|rebound=y
|rawflags=39830440
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=4.0
|r=240000
|bn=16
|bn=16
|ypos=1.2
|ypos=72000
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|sfx=Kick
|sfx=Kick
|rebound=y
|rebound=y
|rawflags=39830440
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
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|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.0
|r=180000
|bn=10
|bn=10
|ypos=1.2
|ypos=72000
|zpos=-2.0
|zpos=-120000
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|sfx=Kick
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|rebound=y
|rebound=y
|rawflags=39830440
}}
}}
|}
|}
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</center>
</center>


[[Category:Mario (SSBB)]]
[[Category:Forward tilts (SSBB)]]
[[Category:Forward tilts (SSBB)]]
[[Category:Mario (SSBB)]]
[[Category:Normal attacks (SSBB)]]
[[Category:Foot attacks]]

Revision as of 11:46, March 22, 2014

Overview

Hitbox of Mario's f-tilt.

While very fast in start-up and ending lag, the move's poor reach limits its capability as a spacing move. It mainly serves as a quick punish attack, though with its low damage output and knockback, and having no followup potential, it doesn't accomplish much when landed. It has slightly more base knockback when aimed down, though the move still won't have real KO potential under 200%, and the increase in base knockback is far from enough to make it useful for hitting opponents off the stage. Overall, while it's not a terrible move, it's not that useful, and it pales in comparison to most other forward tilts.

Post hit data

Hitbox Base knockback Knockback scaling KO percent with poor DI KO percent with no DI KO percent with good DI
Angled side, angled up 1036 23.687 199.01% 218.01% 244.40%
Angled down 1197 23.687 192.22% 211.21% 237.60%

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Angled up, angled side
0 0 8% 0 Sakurai angle 8 100 0 5.0 17 0.0 3.6 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png File:TypeIcon().png File:EffectIcon().png File:HitboxTableIcon(Sound).png
1 0 8% 0 Sakurai angle 8 100 0 4.0 16 0.0 1.2 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png File:TypeIcon().png File:EffectIcon().png File:HitboxTableIcon(Sound).png
2 0 8% 0 Sakurai angle 8 100 0 3.0 10 0.0 1.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png File:TypeIcon().png File:EffectIcon().png File:HitboxTableIcon(Sound).png
Angled down
0 0 8% 0 Sakurai angle 13 100 0 5.0 17 0.0 3.6 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png File:TypeIcon().png File:EffectIcon().png File:HitboxTableIcon(Sound).png
1 0 8% 0 Sakurai angle 13 100 0 4.0 16 0.0 1.2 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png File:TypeIcon().png File:EffectIcon().png File:HitboxTableIcon(Sound).png
2 0 8% 0 Sakurai angle 13 100 0 3.0 10 0.0 1.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png File:TypeIcon().png File:EffectIcon().png File:HitboxTableIcon(Sound).png

Timing

Hitbox 5-7
Interruptible 25
Animation length 32
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(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

Gallery