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Doctor Mario Hitboxes and Frame Data

Discussion in 'Doctor Mario' started by standardtoaster, Sep 1, 2011.

  1. standardtoaster

    standardtoaster
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    Tubacabra

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    Location:
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    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
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    Total: 22
    Hit: 5-9

    Shield stun: 8
    Shield hit lag: 4
    Advantage: -12
    -------------------------------------
    F Tilt
    [​IMG]
    [​IMG]
    [​IMG]
    Total: 29
    Hit: 4-8
    -------------------------------------
    D Tilt
    [​IMG]
    Total: 34
    Hit: 5-8
    -------------------------------------
    U Tilt
    [​IMG]
    Total: 30
    Hit: 4-13
    IASA: 30
    -------------------------------------
    Dash attack
    [​IMG]
    Total: 43
    Hit: 6-25
    IASA: 38
    -------------------------------------
    F Smash
    [​IMG]
    [​IMG]
    [​IMG]
    Total: 41
    Hit: 12-16
    Charge frame: 5
    -------------------------------------
    U Smash
    [​IMG]
    Total: 39
    Hit: 9-11
    Head invulnerable: 9-11
    Charge frame: 7
    -------------------------------------
    D Smash
    [​IMG]
    Total: 37
    Hit: 5-6, 14-15
    Charge frame: 3
    -------------------------------------
    N-Air
    [​IMG]
    Total: 45
    Hit: 3-31
    Auto cancel: <2 36>
    Landlag: 18
    Lcanceled: 9
    -------------------------------------
    U-Air
    [​IMG]
    Total: 33
    Hit: 4-9
    Auto cancel: 16>
    Landlag: 18
    Lcanceled: 9
    -------------------------------------
    B-Air
    [​IMG]
    Total: 28
    Hit: 6-16
    Auto cancel: <5 19>
    Landlag: 18
    Lcanceled: 9
    -------------------------------------
    D-Air
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    Total: 30
    Grab: 7-8
    -------------------------------------
    Running grab
    [​IMG]
    Total: 40
    Grab: 11-12
    -------------------------------------
    Dr. Tornado
    [​IMG]
    Total: 79
    Hit: 8, 14, 21, 28-29, 38-39
    Last chance to become airborne if
    started on the ground: 10
    -------------------------------------
    Pill
    [​IMG]
    (Was too lazy to make a gif)
    Total: 43
    Pill comes out: 14
    Pill lasts: 75 frames
    Fastfall any time
    -------------------------------------
    Super Sheet
    [​IMG]
    Total: 35
    Hit: 12-14
    Reflects: 6-33
    -------------------------------------
    Super Jump Punch
    [​IMG]
    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
    [​IMG]
    Invulnerable 4-29 out of 48
    -------------------------------------
    Ground dodge
    [​IMG]
    invulnerable 2-15 out of 22
    -------------------------------------
    Forward Roll
    [​IMG]

    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
     
  2. Mr.Lemon

    Mr.Lemon
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    Awwwwww Yeeeeaaaaa! Thank you SO much, you just made my day!
     
  3. Max?

    Max?
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    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.
     
    Chaos0205 likes this.
  4. Narc

    Narc
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    Nice to be able to see the frame data for Up-b cancel. Also to be able to look at these not on Youtube :p
     
    hi im 47 likes this.
  5. phurgawtin

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    <comment deleted>
     
  6. Sephirothxxx

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    /bump
    Dang I came to see how much damage his n-air does and got my mind blown. This is good info.

    :phone:
     
  7. zZz

    zZz
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    Looks like I need to play around with U-Smash some more
     
  8. Sephirothxxx

    Sephirothxxx
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    You'd be wise to do so....

    That U-Smash is delicous.
     
  9. Inty17

    Inty17
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    U Smash is a combo starter, finisher, a great out of shield option, and a very fast punish. Work on it :D
     
  10. BerzerkPixel

    BerzerkPixel
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    I dunno...
    I better experiment with the kick and the up-smash. They look amazing.
     
  11. knightpraetor

    knightpraetor
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    can you tech dr. marios' cape?
     
  12. Vudujin

    Vudujin
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    You Doc mains better start using cape more. I think it physically impossible to get hit if you space that :p
     
  13. Frisbie

    Frisbie
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    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

    i know right?
     
  14. Viceversa96

    Viceversa96
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    Did you see that cape hitbox O___o? Holy crap that's bigger than Mario's
     
  15. Shibbypod

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    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.
     
  16. Mr.Lemon

    Mr.Lemon
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    I'd like to know this too if anyone has any info
     
  17. Shibbypod

    Shibbypod
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    I mean, what it LOOKS like to me, is after the frame the hitbox comes out, he enters the 30 frames of landlag the up b has. So... 33 or 34 frames total... I would really like it to be tested though.
     
  18. Madbro

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    thank you, this will help me alot.
    I need to study Mario and DR mario as much as possible.
    got to get my tech on ^_^
     
  19. schmooblidon

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    A little late, but I got you guys covered. http://smashboards.com/threads/up-b...a-complete-with-gifs-and-now-oos-data.378468/
     
  20. #HBC | Mac

    #HBC | Mac
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    Nobody loves me

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    how many frames does docs short hop last?

    is SH bair -> uair possible? (similar to sh bair -> nair)
     
  21. schmooblidon

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    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
     
  22. #HBC | Mac

    #HBC | Mac
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    Nobody loves me

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    so only one frame of the nair in bair -> nair comes out?
     
  23. schmooblidon

    schmooblidon
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    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.
     
  24. #HBC | Mac

    #HBC | Mac
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    Nobody loves me

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    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)
     
  25. schmooblidon

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    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.
     
  26. Itrodem

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    Super helpful post.
     
  27. #HBC | Mac

    #HBC | Mac
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    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
     
    #27 #HBC | Mac, Mar 11, 2015
    Last edited: Mar 11, 2015
    masterpad likes this.
  28. Dire Creeper

    Dire Creeper
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    Always satisfying to watch that cape gif.
     
  29. DrewNexes

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    Can you Up-B cancel with Dr. Mario in Smash 4?
     
  30. masterpad

    masterpad
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    don't even dream of that.
     
  31. DrewNexes

    DrewNexes
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    Dangeet.
     
  32. jihaeng29

    jihaeng29
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    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)?
     
  33. Mr.Lemon

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    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?
     
  34. Hobs_

    Hobs_
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    Isn't that just auto-cancelling?
     
  35. Dire Creeper

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    You can L cancel aerials with Z.
     
    JipC likes this.
  36. Mr.Lemon

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    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?
     
  37. Dire Creeper

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    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.
     
    #37 Dire Creeper, May 13, 2016
    Last edited: May 13, 2016
  38. Mr.Lemon

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    Ohhhhhh ok that makes sense thank you
     

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