nyuuzyou/wikis huggingface dataset:
Mario (SSB4)/Up special/Default

==Overview==
Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 13% when fresh and if all hits connect. It is Mario's primary recovery move. Despite the short amount of distance it grants, it can be angled.
Due to its speed, this move is commonly used out of shield, as a combo finisher or to net KOs off the upper blast line. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with rage).
==Hitboxes==
|}
==Timing==
Hitboxes 	3-6, 7, 8, 9, 10-11, 12-13, 14-15
Intangible 	3-6
Animation length	37
===Landing lag===
Animation length	30
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Mario (SSB4)/Up throw

==Overview==
Mario throws his opponent high into the air with both hands. Good throw for fast-fallers. Can KO lightweights at extremely high percentages.
==Ally Combo==
The Ally Combo involves Mario performing an up throw, then following it with his down aerial before finishing the combo with another aerial (commonly a forward aerial) or Super Jump Punch. It's named after Canadian smasher , widely considered to be the best Mario player in the world during SSB4s lifespan.
===Performance===
The combo is performed by doing an up throw into a full-hop down aerial. The player can then follow up with any of Mario's other aerials, typically forward aerial for optimal damage or up aerial for coverage and extended advantage situations. Up aerial is predominantly used as a finisher in most cases due to forward aerial not being true with certain DI.
While powerful, it is not a true combo. The long delay before down aerial's final hitbox allows characters with an air dodge or attack that is active before frame 4 to escape from the move, thus ending the combo. Since the combo is performed close to the ground, an opponent that air dodges will end up in landing lag by the time Mario's down aerial ends, allowing Mario to punish them. This means only characters with fast attacks can reliably escape the combo. This combo generally works from around 0-30% on middleweights, though down aerial will send too far to follow up with other aerials around 15-20%.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mario (SSB4)
Category:Up throws (SSB4)
Mario (SSB4)/Up tilt

==Overview==
's up tilt is a spinning uppercut performed with Mario's outside hand.
This attack knocks enemies upwards very slightly, allowing multiple up-tilts to be chained into each other before the opponent has a chance to escape. It is commonly used after a down-throw or down tilt as, at low percents, they both put enemies in a very good position for an up-tilt juggle.
==Update history==
Mario's up tilt is one of his two only moves to have ever been changed in game updates, the other being his forward smash. Patch 1.0.4 reduced its damage output, noticeably weakening the damage racking ability of multiple up tilt strings. However, in accordance to the knockback formula, this also results in the move dealing less of such, enabling it to combo for longer.
 1.0.4/ 1.0.1
*
==Hitboxes==
|}
==Timing==
Hitboxes 	5-11
Interruptible 	30
Animation length	38
==References==
Master Core Alpha
Category:Mario (SSB4)
Category:Up tilts (SSB4)
Mario (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	6-8
Late hit 	9-13
Ending autocancel 	19-
Interruptible 	34
Animation length 	45
|-
===Landing lag===
Animation length	10
Category:Mario (SSBB)
Category:Back aerials (SSBB)
Mario (SSBB)/Back throw

==Overview==
==Throw data==
===Collateral hitbox===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mario (SSBB)
Category:Back throws (SSBB)
Mario (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-25
DACUS window 	3-4
Boost grab window	2-3
Interruptible 	38
Animation length 	54
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Mario (SSBB)
Category:Dash attacks (SSBB)
Mario (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-5 	5, 7, 9, 11, 13
Hits 6 	25
Ending autocancel 	33-
Interruptible 	38
Animation length 	44
|-
===Landing lag===
Hitboxes 	1-3
Animation length	19
Category:Mario (SSBB)
Category:Down aerials (SSBB)
Mario (SSBB)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mario (SSBB)
Category:Down throws (SSBB)
Mario (SSBB)/Down tilt

==Overview==
Mario performs a leg sweep. The move has decently fast startup lag, coming out on frame 5 and the move has surprisingly decent range, with the move being slightly disjointed. The move deals 5% on Mario's foot and 7% on his leg/body, with the move sending opponents upwards with very weak knockback. 
However, the move's main issue is the combination of its high ending lag and low knockback. The move has an FAF of 35, making it easy to whiff punish and punish on shield, considering its short hitbox duration. The move is -28 or -27 on shield depending on which hitbox connects. This is made worse when combined with the move's weak vertical knockback. At low percents, the move can easily be punished on hit, with some characters even being able to land some of their stronger attacks or lead into their chain grabs. At mid percents, the move can still be punished on hit by numerous members of the cast, with the move not becoming completely safe right up until higher percents. Even when Mario can use the move safely, the opponent is sent too far away and Mario has too much ending lag to do anything. The sweetspots are also positioned closer to Mario and have lower priority than the sourspot, so the weaker and more punishable sourspot will usually connect if the move is used. 
Neither of these factors alone are inherently bad. possesses a very weak in terms of power but it is much faster, has a horizontal launch angle to allow for locking and tripping and it has much more range which justifies the low knockback. is a similar speed to Mario's and it launches opponents vertically but it is much stronger (being safe on hit at lower percents and a viable KO move at higher percents) to justify the high ending lag. The issue with Mario's down tilt is that it has both high ending lag and low vertical knockback which do not mix well together at all.
Overall, Mario's down tilt is easily Mario's worst move, as using the move actively puts Mario at a disadvantage. If the move whiffs or is shielded, Mario is left in a disadvantageous spot but even if he connects the move, his opponent still has an advantage over him. Mario can flat out risk losing a stock or at least take a lot of damage if he lands the move. This makes Mario's down tilt completely useless, as his jab and forward tilt are faster and safer spacing moves, while up tilt is a safer and more effective move at close range. It is not only considered Mario's worst move but it is even considered to be a contender for the worst move in the entire game, as there is never a reason to use the move and when it is used, it puts the player at a disadvantage, even if the move connects.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Animation length	34
Interruptible 	35
saftey on shield	-27/-28
Category:Mario (SSBB)
Category:Down tilts (SSBB)
Mario (SSBB)/Final Smash

==Overview==
In Brawl, Mario has the Final Smash Mario Finale. Purely directional, this attack involves Mario summoning two large fireballs of at his opponents, trapping enemies inside the attack and forcing them to travel with it, potentially sending them offstage for a KO (if the fireballs do not expire before this time.) However, the attack alternates its wideness as it progresses, and it is easy to dodge due to it's slow speed, especially if it is used either at the wrong end or the centre of a stage. The attack has a fire effect. This Final Smash works best if the stage is small.
Category:Mario (SSBB)
Category:Final Smashes (SSBB)
Mario (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Early hit 	16
Clean hit 	17-19
Late hit 	20-21
Ending autocancel 	43-
Interruptible 	60
Animation length 	74
|-
===Landing lag===
Animation length	26
Category:Mario (SSBB)
Category:Forward aerials (SSBB)
Mario (SSBB)/Forward smash

Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	15-17
Interruptible 	48
Animation length	57
Category:Mario (SSBB)
Category:Forward smashes (SSBB)
Mario (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mario (SSBB)
Category:Forward throws (SSBB)
Mario (SSBB)/Forward tilt

Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
While very fast in start-up and ending lag, the move's poor reach limits its capability as a spacing move. It mainly serves as a quick punish attack, though with its low damage output and knockback, and having no followup potential, it doesn't accomplish much when landed. It has slightly more base knockback when aimed down, though the move still won't have real KO potential under 200%, and the increase in base knockback is far from enough to make it useful for hitting opponents off the stage. Overall, while it's not a terrible move, it's not very useful, and it pales in comparison to most other forward tilts.
===Post hit data===
Hitbox 	 	 	 	 	
Angled side, angled up	1036	23.687	199.01%	218.01%	244.40%
Angled down 	1197	23.687	192.22%	211.21%	237.60%
==Hitboxes==
|}
==Timing==
Hitbox 	5-7
Interruptible 	25
Animation length	32
Category:Mario (SSBB)
Category:Forward tilts (SSBB)
Mario (SSBB)/Grab

==Overview==
Mario reaches out with both of his hands. His grabs have rather poor range although his standing grab is one of the fastest. His dash and pivot however come out relatively slowly, although they do not have too much ending lag. Mario's throws are useable as back throw can score KOes at high percents near the ledge and down throw can lead into mix-ups although his down throw has no guaranteed follow-ups. Overall, Mario's grabs are decent but his throw game is nothing spectacular.
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	12-13
Animation length	39
===Pivot grab===
Grab 	11-12
Animation length	35
Category:Mario (SSBB)
Category:Grabs (SSBB)
Mario (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down)	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Fireball 	
Side special 	Cape 	
Up special 	Super Jump Punch	
Down special 	F.L.U.D.D. 	
Final Smash 	Mario Finale 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Floor attack (trip) 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Mario (SSBB)
Category:Hitboxes (SSBB)
Mario (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	3-5
Late hit 	6-29
Ending autocancel 	34-
Animation length 	45
|-
===Landing lag===
Animation length	10
Category:Mario (SSBB)
Category:Neutral aerials (SSBB)
Mario (SSBB)/Neutral attack

==Overview==
A punch-punch-kick natural combo. The first punch can jab lock into a guaranteed , but is hard to jab cancel into something else. By contrast, the second punch has the potential to jab cancel into a or , 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 data===
 	 	 	 	
1643	13.417	306.10%	339.64%	386.23%
==Timing==
===Earliest===
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
|-
===Latest===
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
|-
Category:Natural combos
Category:Neutral attacks (SSBB)
Category:Mario (SSBB)
Mario (SSBB)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12-14
Reflection (ground)	6-30
Reflection (aerial)	6-33
Animation length 	35
|Hitboxes 
|-
|Reflection (ground) 
|-
|Reflection (aerial) 
==Properties==
Reflection radius 	6.5
Reflection y position 	1
Reflection damage 	1.5x
Reflection speed 	1.0x
Reflection duration 	0.5x
Max reflectable damage	50
Category:Mario (SSBB)
Category:Side special moves (SSBB)
Mario (SSBB)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mario (SSBB)
Category:Up throws (SSBB)
Mario (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-8
Late hit 	9-17
Ending autocancel 	19-
Animation length 	28
Interruptible 	29
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*
*
Category:Mario (SSBM)
Category:Back aerials (SSBM)
Mario (SSBM)/Back throw

==Overview==
==Throw data==
===Collateral hit===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
==Similar Moves==
*Dr. Mario (SSBM)/Back throw
*Luigi (SSBM)/Back throw
Category:Mario (SSBM)
Category:Back throws (SSBM)
Mario (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-25
Boost grab window	2-4
Interruptible 	38
Animation length 	48
!Hitboxes 
|-
!Boost grab 
Category:Mario (SSBM)
Category:Dash attacks (SSBM)
Mario (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hits 1-7 	10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29
Ending autocancel 	33-
Interruptible 	38
Animation length 	38
|-
===Landing lag===
Hitboxes 	1-2
Animation length 	23
L-cancelled Hitboxes 	1
L-cancelled animation length	11
|Normal 
|-
|L-cancelled 
Category:Mario (SSBM)
Category:Down aerials (SSBM)
Mario (SSBM)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Hit 1 	8-9
Hits 2-6 	12-13, 15-16, 18-19, 21-22, 24-25
Hit 7 	27-28
Hit 8 	38-39
Animation length	79
==Similar moves==
*Dr. Tornado
*Luigi Cyclone
Category:Mario (SSBM)
Category:Down special moves (SSBM)
Mario (SSBM)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	18
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Dr. Mario (SSBM)/Up throw
*Luigi (SSBM)/Up throw
Category:Mario (SSBM)
Category:Down throws (SSBM)
Mario (SSBM)/Forward aerial

==Overview==
Mario throws an overhand clobber. Due to having a meteor smash hitbox, this move is not practical for edgeguarding due to the existence of meteor canceling. Additionally, while the move has no sourspot, the high starting and end lag makes the move predictable and easy to punish. However, the move can situationally be used near the bottom blast zone for gimping the opponent with a slow recovery such as fox or combo into Mario’s up smash.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	18-22
Ending autocancel 	43-
Interruptible 	60
Animation length 	74
|-
===Landing lag===
Animation length 	21
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Mario (SSBM)
Category:Forward aerials (SSBM)
Mario (SSBM)/Forward smash

Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Mario rears back and thrusts his palm forwards, producing a decently-sized burst of flame and dealing flame damage to anyone it connects with. It is the 13th most powerful forward smash in Melee, and relatively quick. However, its range is somewhat subpar, and connecting with the sourspot on Mario's arm results in much weaker knockback. It can be angled up or down, and when fully charged, sweetspotted, and angled up, can KO at 72%. The sweetspot has transcendental priority.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitbox 	12-16
Animation length	41
==Trivia==
*Is commonly called the "Scorpion Sting," named after Mang0's "Scorpion Master" alias although its official Japanese name is the "Fire Palm Strike" (, Fire Palm Strike).
Category:Mario (SSBM)
Category:Forward smashes (SSBM)
Mario (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Invincibility 	1-8
Throw Release 	12
Animation length	27
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Dr. Mario (SSBM)/Forward throw
*Luigi (SSBM)/Forward throw
Category:Mario (SSBM)
Category:Forward throws (SSBM)
Mario (SSBM)/Forward tilt

Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Mario performs a quick spin, kicking in front of himself. Like many forward tilts, this move can be angled up or down.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Animation length	32
==Similar moves==
*
*
Category:Mario (SSBM)
Category:Forward tilts (SSBM)
Mario (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Jab 	
Neutral attack 2 	Right Cross 	
Neutral attack 3 	Toe Kick 	
Forward tilt 	Plumber Kick 	
Forward tilt (angled up) 	Plumber Kick 	
Forward tilt (angled down) 	Plumber Kick 	
Up tilt 	Uppercut 	
Down tilt 	Leg Sweep 	
Dash attack 	Slide 	
Forward smash 	Fire Glove 	
Forward smash (angled up) 	Fire Glove 	
Forward smash (angled down)	Fire Glove 	
Up smash 	Lead Headbutt 	
Down smash 	Breakdance Sweep	
Neutral aerial 	Plumber's Boot 	
Forward aerial 	Plunger 	
Back aerial 	Drop Kick 	
Up aerial 	Bicycle Kick 	
Down aerial 	Drill Kick 	
Down aerial (landing) 	Drill Kick 	
Neutral special 	Fireball 	
Side special 	Cape 	
Up special 	Super Jump Punch	
Down special 	Mario Tornado 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Mario (SSBM)
Category:Hitboxes (SSBM)
Mario (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-6
Late hit 	7-32
Ending autocancel 	36-
Interruptible 	46
Animation length 	45
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	8
|Normal 
|-
|L-cancelled 
Category:Mario (SSBM)
Category:Neutral aerials (SSBM)
Mario (SSBM)/Neutral attack

==Overview==
Mario's neutral attacks consist of 2 jabs and a kick. It comes from the same combo in .
For the technical data of each individual hit, see:
*Mario (SSBM)/Neutral attack/Hit 1
*Mario (SSBM)/Neutral attack/Hit 2
*Mario (SSBM)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	2-3
Jab 2 	9-10
Jab 3 	18-22
Animation lengths	15, 24, 35
|-
|-
|-
Category:Mario (SSBM)
Category:Neutral attacks (SSBM)
Mario (SSBM)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12-14
Reflection 	6-33
Animation length	35
|-
==Properties==
Reflection radius 	6.5
Reflection y position 	1
Reflection damage 	1.5x
Reflection speed 	1.0x
Max reflectable damage	50
Category:Mario (SSBM)
Category:Side special moves (SSBM)
Mario (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	4-9
Ending autocancel 	16-
Interruptible 	30
Animation length 	33
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Mario (SSBM)
Category:Up aerials (SSBM)