OverviewEdit
A punch-punch-kick natural combo. The first punch can jab lock into a guaranteed forward smash, but is hard to jab cancel into something else. By contrast, the second punch has the potential to jab cancel into a forward tilt or down smash, but cannot jab lock. Both punches link well into the kick, but while reasonably damaging, it can't KO until the mid-300%s and has no real follow-up potential.
For technical data of each individual hit, see:
- Mario (SSBB)/Neutral attack/Hit 1
- Mario (SSBB)/Neutral attack/Hit 2
- Mario (SSBB)/Neutral attack/Hit 3
Post-hit dataEdit
Minimum launch speed | Launch speed scaling | KO percent with poor DI | KO percent with no DI | KO percent with good DI |
---|---|---|---|---|
1643 | 13.417 | 306.10% | 339.64% | 386.23% |
TimingEdit
EarliestEdit
Hit 1 | 2-3 |
---|---|
Continuation window | 7 |
Hit 2 | 9-10 |
Continuation window | 13 |
Hit 3 (larger) | 20-21 |
Hit 3 (smaller) | 22-23 |
Interruptible | 43 |
Animation length | 52 |
LatestEdit
Hit 1 | 2-3 |
---|---|
Continuation window | 7-24 |
Idle | 16-24 |
Hit 2 | 26-27 |
Continuation window | 30-48 |
Idle | 43-48 |
Hit 3 (larger) | 55-56 |
Hit 3 (smaller) | 57-58 |
Interruptible | 78 |
Animation length | 87 |
Lag time |
Hitbox |
Hitbox change |
Continuable |
Interruptible |