Doc can cancel his taunt by sliding off an edge or entering the teeter animation while in the taunting animation. Mario's final hit sends at 50 degrees, with 40/140 base/growth, dealing 3 damage on both hitboxes. Note that doc's down angled ftilt isn't set knockback. Doc's fair has more of a BOOM kind of noise. Mario's upb dips a little bit lower than Doc's at the beginning, causing him to have slightly less vertical reach than doc's. The animation for throwing it out ends on frame 43. The window for jab 2 is a press on 2-25, jab 2 starts on frame 17 at earliest. Mario's dash attack hits on frames 6-25, ends on frame 48, IASA 38. All angles send at Sakurai angle, all hitboxes are the same. IASA frame 38, ends on frame 38. Doc also bobs up and down slower than Mario does. ID1 sends at 90 degrees, but is impossible to hit with in a practical setting. Doc's upair lasts from frame 4-9, ending on frame 33, autocancels on 16>. Mario's downb hits on 8-9, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 38-39, last frame to become airborne is 10, mash window for rising on 1-36. Doc's downb is equal to Mario's in terms of rising capability and horizontal movement. ... Lots of frame data on Doctor Mario (and some of the other Mario Bros). ", "Doc's dair has a less meaty sound effect. Doc's cape reaches out about 2300 size units horizontally. Mario's fsmash hits on 12-16 and ends on 41. Doc's utilt hits on 4-13, ends on 30, IASA frame 30. Ends on frame 45. Charge frame 5. snolids epic rivals of aether gamer stuff, @ToadGang8 for up air the late hit sends at the same angle in ult but the other angles felt better which is why i used them, we might change it in hte future but idk. Mario can do an upb walljump by performing a walljump input during certain frames of his upb. Moderate knockback, though seems more powerful in Brawl. Your box on Dr. Mario's downtilt knockback cuts off abruptly; something seems to be missing? Doc and Mario are more different than you think, no move is exactly the same! The inner hitbox is ID0, size 700, 26/125 base/growth, the middle hitbox is id1, size 900, 26/122 base/growth, the fist hitbox is id2, size 1200, 26/120 base/growth. Doc's jab 1 sends at 83 degrees on all hits except the innermost (which never takes priority), which sends at 85 degrees. Mario's ftilt does 1 additional damage on a given angle compared to Doc's. Hits on 5-9, ends on 22. IOS App. Mario also is a decent edgeguarder, with Fireball (a solid projectile), and his cape which can easily and efficiently gimp almost every other character's recovery. Doc's upb hits on frames 3-21, is intangible on frame 3, and ends on frame 37. It's second aerial use is about the same as doc's first aerial use. Currently Ice Climbers are missing completely (since them being two characters introduces a couple of complications) and only Marth and Samus … Doc's ftilt does 1 less damage on a given angled compared to Mario's. ", If this post was for school itd be a doctoral thesis. It is only visible to you. Mario's cape reaches out about 2600 size units horizontally. To anyone that says this should go in the DDT, this is way too big for that. The backswing does 15 on id0 and 13 on id1, both with 40/75 base/growth. Final grounded hitbox of Mario's down b sends at 80 degrees with 60/115 base/growth, dealing 5 damage. 's some horizontal and mainly vertical range will give Mario a good horizontal recovery, though the attack's normal angle will make it a terrible move to use vertically in some situations below the ledge. By using our Services or clicking I agree, you agree to our use of cookies. Size of the body hitbox is 900, leg hitbox is size 900. Doc's uptilt for its first frame sends at a sakurai angle, with the same hitbox/size layout as Mario, dealing 10 damage with 20/95 base/growth on all hitboxes. The animation for throwing it out ends on frame 43. Doc's backair lasts from frames 6-16. IASA frame 60. Autocancels on <5 19>. Sends at 135 degrees, 80/65 base/growth, dealing 12 damage. Although he was originally planned to be an alternate costume of Mario, Dr. Mario ultimately retained his status as a clone late in SSB4's development for the purpose of appealing to his Melee fanbase.[5]. Holy smokes. Nair is a standard nair, starts at 12 damage and 4 frames later changes to 8 damage. Comparison hitboxes for each individual jab. The level of detail that went into this is admirable. It is possible to "aim" both Marios' Super Jump Punches straight up vertically by holding the Control Stick in the opposite direction that they are facing during the "spark" of the Super Jump Punch's animation and can be angled vertically as well by aiming the control stick or d-pad forward. Melee Framedata. Mario can platform cancel his nair as it does 12 damage off the bat. Middle angled does 18 on id0, 11 on id1, and 10 on id2. Sends at 90 degrees, 75/40 base/growth, 6 damage. IASA frame 38, ends on frame 38. I will also try to make this table as informative as possible about their attacks and such. I'd be really interested in seeing that. Sends at 135 degrees, 80/72 base/growth, dealing 12 damage. Mario sticks his foot at an angle for his nair. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Doc's uthrow releases on frame 18 and is actionable on frame 23 when throwing Luigi. Mario's hits on frames 18-22, autocancels on <2 44>, and lasts until frame 74. Doc's upb doesn't dip down very much compared to Mario's, causing him to have slightly better vertical reach compared to Mario. Doc's upb hits on frames 3-21, is intangible on frame 3, and ends on frame 37. A full upb does 13 damage unstaled. Doc's final aerial hitbox of downb send at Sakurai angle, with 80/120 base/growth, dealing 4 damage. Doc's neutral air lasts from frames 3-31. Doc's cape hits on 12-14, reflects on 6-33, and ends on 35. Mario's backair lasts from frames 6-17. Air Mobility A is the aerial drift acceleration due to the analog control (If I understand it right), with higher values giving greater aerial acceleration, and Max Aerial H Velocity (AKA air speed) is the highest a character's horizontal air speed can be while just falling to the side. Mario's initial hit of upb sends at 70 degrees with 150 set knockback, dealing 5 damage. "Mario's dair has a different sound effect, a bit more meaty sounding. Grounded cape deals 10 damage on id0 and 8 damage on id1. Up angled does 10 damage with 6/100 base/growth. This is a bit more like Mario's Super Jump Punch in the sense you need to connect it but unlike Luigi's Super Jump Punch, Dr. Melee Mario's is more of a … Has 0/100 base/growth. The armpit is ID0, taking priority should both connect. Also, all dash attack hits deal 1 shield damage for whatever reason. Doc's hits on frames 18-22, autocancels on <2 44>, and lasts until frame 74. Doc's grab has slightly worse disjoint due to how the animation works. It is a multi-hit attack, and the last hit can spike in the original Super Smash Bros.. Cookies help us deliver our Services. Mario's dair has a different sound effect, a bit more meaty sounding. Doc's taunt has him throwing up a pill and catching it triumphantly. Identical to Mario and Dr. Mario's headbutt with an up-and-behind trajectory, ideal for setting up aerial combos with Luigi. Same range. Same range. Late hit deals 8 damage, with an angle of 85 and 60/50 base growth. If perfectly sweetspotted, Mario's upb can grab ledge as soon as frame 25 (The last frame of upb he'd …

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