Mario (SSB4)/Neutral attack/Hit 3: Difference between revisions
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(Finally done with Mario's neutral attack) |
(→Frame Data: New discovery) |
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! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag | ! [[Hitbox]] IDs !! Startup !! Hitbox lasts for !! Endlag | ||
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| 0-2 || 7 || 2 || | | 0-2 || 7 || 2 || 13 | ||
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Revision as of 18:59, April 8, 2015
The third and final hit of Mario's neutral attack is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more damage and has base knockback, sending the opponent back even at low percentages.
Frame Data
All measurements are in frames.
Hitbox IDs | Startup | Hitbox lasts for | Endlag |
---|---|---|---|
0-2 | 7 | 2 | 13 |
Hitbox Properties
In general, aside from their positioning, the hitboxes are largely the same.
Hitbox ID | Location | Damage | Angle | Knockback Growth | Weight-based Knockback | Base Knockback | Radius | Z offset | Y offset | X offset | Effect | Odds of Causing Tripping | Hitlag Multiplier | SDI Multiplier | Shield Damage |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | Foot | 4% | Sakurai angle | 80 | 0 | 45 | 5 | 5.5 | 0 | 0 | Normal | 0% | 1 | 1 | 0 |
1 | Foot | 4% | Sakurai angle | 80 | 0 | 45 | 2.5 | 1 | 0 | 0 | Normal | 0% | 1 | 1 | 0 |
2 | Foot | 4% | Sakurai angle | 80 | 0 | 45 | 2.5 | 1.5 | 0 | 0 | Normal | 0% | 1 | 1 | 0 |
References
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