Doctor Mario Hitboxes and Frame Data

standardtoaster

Tubacabra
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#1
Credits to SuperDoodleMan for most of the frame data.
Images compiled and edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.


Punch 1

Total: 15
Hit: 2-3

Shield stun: 6
Shield hit lag: 3
Advantage: -10
Punch 2 advantage: -9

Window of the second punch: 3-25
Second punch starts: 14 (or later)
-------------------------------------
Punch 2

Total: 18
Hit: 3-4

Shield stun: 6
Shield hit lag: 3
Advantage: -12
Kick advantage: -10

Window of the kick: 2-25
Kick starts: 17 (or later)
-------------------------------------
Kick

Total: 22
Hit: 5-9

Shield stun: 8
Shield hit lag: 4
Advantage: -12
-------------------------------------
F Tilt



Total: 29
Hit: 4-8
-------------------------------------
D Tilt

Total: 34
Hit: 5-8
-------------------------------------
U Tilt

Total: 30
Hit: 4-13
IASA: 30
-------------------------------------
Dash attack

Total: 43
Hit: 6-25
IASA: 38
-------------------------------------
F Smash



Total: 41
Hit: 12-16
Charge frame: 5
-------------------------------------
U Smash

Total: 39
Hit: 9-11
Head invulnerable: 9-11
Charge frame: 7
-------------------------------------
D Smash

Total: 37
Hit: 5-6, 14-15
Charge frame: 3
-------------------------------------
N-Air

Total: 45
Hit: 3-31
Auto cancel: <2 36>
Landlag: 18
Lcanceled: 9
-------------------------------------
U-Air

Total: 33
Hit: 4-9
Auto cancel: 16>
Landlag: 18
Lcanceled: 9
-------------------------------------
B-Air

Total: 28
Hit: 6-16
Auto cancel: <5 19>
Landlag: 18
Lcanceled: 9
-------------------------------------
D-Air

Total: 38
Hit: 10-11, 13-14, 16-17, 19-20,
22-23, 25-26, 28-29
IASA: 38
Auto cancel: <5 33>
Landlag: 24
Lcanceled: 12
-------------------------------------
F-Air

Total: 74
Hit: 18-22
IASA: 60
Auto cancel: <2 44>
Landlag: 25
L canceled: 12
-------------------------------------
Ledge stand <100%

Total: 34
Invincible: 1-30
-------------------------------------
Ledge stand 100%>

Total: 59
Invincible: 1-55
-------------------------------------
Ledge roll <100%

Total: 49
Invincible: 1-27
-------------------------------------
Ledge roll 100%>

Total: 79
Invincible: 1-56
-------------------------------------
Ledge attack <100%

Total: 55
Hit: 24-36
Invulnerable: 1-20
-------------------------------------
Ledge attack 100%>

Total: 69
Invincible: 1-36
Hit: 40-44
-------------------------------------
Ledge jump <100%

Total: 38
Invulnerable: 1-15
Soonest FF: 42
-------------------------------------
Ledge jump 100%>

Total: 48
Invincible: 1-19
Soonest FF: 46
-------------------------------------
Grab

Total: 30
Grab: 7-8
-------------------------------------
Running grab

Total: 40
Grab: 11-12
-------------------------------------
Dr. Tornado

Total: 79
Hit: 8, 14, 21, 28-29, 38-39
Last chance to become airborne if
started on the ground: 10
-------------------------------------
Pill

(Was too lazy to make a gif)
Total: 43
Pill comes out: 14
Pill lasts: 75 frames
Fastfall any time
-------------------------------------
Super Sheet

Total: 35
Hit: 12-14
Reflects: 6-33
-------------------------------------
Super Jump Punch

Total: 37
Hit: 3-21
Invincible: 3
Time to decide angle: 3
Time to decide direction: 4
Landlag: 30
Landfallspeciallag: 30

--CANCELED!--
With the proper input, Dr. Mario can
hit with the first frame of attack
from the ground, and land in place
immediately after. Here are the
inputs:

Frame 3: forward
Frame 4: back
Dr. Mario will end up facing back

OR

Frame 2: anywhere but full forward
Frame 3: back
Frame 4: anywhere but back,
diagonals included (upback, downback)
-------------------------------------

Jump: airborne on frame 5

Air time: 52
Earliest FF: 27
FF air time: 40

SH air time: 32
Earliest FF: 17
SH FF air time: 22

2nd jump earliest FF: 26
-------------------------------------
Taunt

Total: 85
Whoosh!: 31
Grab!: 59

NOTE: Dr. Mario's taunt can be
interrupted by the edge teetering
animation, or by sliding off an edge.
-------------------------------------


Air dodge

Invulnerable 4-29 out of 48
-------------------------------------
Ground dodge

invulnerable 2-15 out of 22
-------------------------------------
Forward Roll


invulnerable 4-19 out of 31
-------------------------------------
Backward Roll
[img]http://i.imgur.com/6zY61.gif
invulnerable 4-19 out of 31
-------------------------------------

landing lag: 4 frames

Dash becomes run at frame 11
Turn-jump Threshold: 20
Run turnaround: 23
 

Max?

Smash Champion
Joined
Mar 4, 2011
Messages
2,255
Location
Falco Bair
#3
Wow, look at that retarded grab hitbox in the running grab...

hmmm

Also, thank you for putting this up, going to try and experiment with some stuff now.
 

Frisbie

Smash Journeyman
Joined
Oct 26, 2010
Messages
405
Location
Houston
#13
can you tech dr. marios' cape?
if it causes you to tumble out, then yes. for example, if you are at high damage holding the ledge and i walk up and cape you, you will fall of the ledge in tumble out which ive seen people ledge tech it before. basically if you are at high damage, in the air, and not doing a move, it will send you in tumble out and will be techable

You Doc mains better start using cape more. I think it physically impossible to get hit if you space that :p
i know right?
 
Joined
May 5, 2004
Messages
1,312
Location
Midland
#15
I have a question.

I can up b cancel EVERY time, doing it isn't what I am curious about though. I am wondering if you have the hitbox/frame data for a cancelled up b. How many frames is the hitbox out? 1? 2? After the hitbox disappears, is it just 30 frames landlag while you chill on the ground? How many frames does the entire move take? I know there is "landlag" on the up b cancel, but I haven't been able to find the frame data on it. If you can help, please do.
 

Mr.Lemon

Smash Journeyman
Joined
Mar 29, 2010
Messages
283
Location
Stoneham MA
#16
I have a question.

I can up b cancel EVERY time, doing it isn't what I am curious about though. I am wondering if you have the hitbox/frame data for a cancelled up b. How many frames is the hitbox out? 1? 2? After the hitbox disappears, is it just 30 frames landlag while you chill on the ground? How many frames does the entire move take? I know there is "landlag" on the up b cancel, but I haven't been able to find the frame data on it. If you can help, please do.
I'd like to know this too if anyone has any info
 

schmooblidon

Smash Journeyman
Joined
Feb 18, 2014
Messages
491
#19
I have a question.

I can up b cancel EVERY time, doing it isn't what I am curious about though. I am wondering if you have the hitbox/frame data for a cancelled up b. How many frames is the hitbox out? 1? 2? After the hitbox disappears, is it just 30 frames landlag while you chill on the ground? How many frames does the entire move take? I know there is "landlag" on the up b cancel, but I haven't been able to find the frame data on it. If you can help, please do.
I'd like to know this too if anyone has any info
A little late, but I got you guys covered. http://smashboards.com/threads/up-b...a-complete-with-gifs-and-now-oos-data.378468/
 

schmooblidon

Smash Journeyman
Joined
Feb 18, 2014
Messages
491
#21
how many frames does docs short hop last?

is SH bair -> uair possible? (similar to sh bair -> nair)
Empty hop / aerial frame 2+ airborne - 32 frames airborne.

Aerial first frame airborne - 30 frames airborne

Bair is 28 frames, and Upair comes out on frame 4.

tl;dr nope
 

schmooblidon

Smash Journeyman
Joined
Feb 18, 2014
Messages
491
#23
Yep and you need 2 frame perfect inputs. bair on frame 2 airborne, nair on frame 30 airborne.

If you are practicing this solo, you may think it's easier than it seems if you are hearing the nair come out. But the nair sfx will happen on frame 3 even if that is the frame you land.
 

#HBC | Mac

Nobody loves me
Joined
Dec 5, 2005
Messages
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Location
Mass
#24
so bair comes out on frame 6. if i start from neutral and then jump and bair at the earliest frame, does that mean the bair hitbox comes out on frame 11? (airborne on frame 5, then 6 frames after that)
 

schmooblidon

Smash Journeyman
Joined
Feb 18, 2014
Messages
491
#25
well the earliest possible would be bairing on frame 5 and the first hitbox coming out on frame 10. but if you want to do bair > nair (and thus need to bair on frame 2 airborne), then yes.
 

#HBC | Mac

Nobody loves me
Joined
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Messages
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#27
man bair auto cancels so early

my guess if you hit with the last few frames of the bair and autocancel it, you might have a frame advantage on shield (or atleast neutral). so drifting into a sheild with the bair and autocancelling might be a good scenario to look for

should definitely play around with different bair autocancel timings. and i'm sure platforms on certain stages are more suitable than others for effectively using fullhop bair autocancel on plattforms side platforms or drop down bair auto cancel from the top platform
 
Last edited:

jihaeng29

Smash Rookie
Joined
Apr 23, 2015
Messages
14
Location
Canada
#32
When Doc downthrows, do the victims have any vulnerable frames before hitting the ground the second time (After they get bounced up from the actual downthrow animation)?
 

Mr.Lemon

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Joined
Mar 29, 2010
Messages
283
Location
Stoneham MA
#33
Soooooo I don't know if people are aware of this but I did a n.air using Z a few frames before I hit the ground (as doc) the n.air hitbox came out and it L cancelled itself :eek: It also works with b.air and u.air. However, it's hard to get the L cancel when actually hitting somebody else with it. I haven't tried it with anyone else and I have done it on both 20XX and a standard copy of melee in a cube. Does anyone else know about this or how/why it works?
 

Hobs_

Smash Journeyman
Joined
May 5, 2014
Messages
233
Location
Australia
#34
Soooooo I don't know if people are aware of this but I did a n.air using Z a few frames before I hit the ground (as doc) the n.air hitbox came out and it L cancelled itself :eek: It also works with b.air and u.air. However, it's hard to get the L cancel when actually hitting somebody else with it. I haven't tried it with anyone else and I have done it on both 20XX and a standard copy of melee in a cube. Does anyone else know about this or how/why it works?
Isn't that just auto-cancelling?
 

Dire Creeper

Smash Apprentice
Joined
May 13, 2014
Messages
147
Location
Hickory, NC
NNID
Dire_Creeper
#35
Soooooo I don't know if people are aware of this but I did a n.air using Z a few frames before I hit the ground (as doc) the n.air hitbox came out and it L cancelled itself :eek: It also works with b.air and u.air. However, it's hard to get the L cancel when actually hitting somebody else with it. I haven't tried it with anyone else and I have done it on both 20XX and a standard copy of melee in a cube. Does anyone else know about this or how/why it works?
You can L cancel aerials with Z.
 

Dire Creeper

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#37
no I'm beginning the n.air right before I hit the ground, so it should not be L canceling at all. But it does without me hitting anything after.


Right, but why is it L canceling itself when I'm only hitting Z once?
By using Z you input the aerial and the l-cancel all at once. So if you we're to use any aerial with Z at most 7 frames before landing it'll l-cancel without the need to hit anything else. Hitlag from actually hitting someone will eat up some of (if not all of) the l cancel window.
 
Last edited:

Mr.Lemon

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Joined
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Messages
283
Location
Stoneham MA
#38
By using Z you input the aerial and the l-cancel all at once. So if you we're to use any aerial with Z at most 7 frames before landing it'll l-cancel without the need to hit anything else. Hitlag from actually hitting someone will eat up some of (if not all of) the l cancel window.
Ohhhhhh ok that makes sense thank you
 
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