Bowser (SSB4)/Up throw

From SmashWiki, the Super Smash Bros. wiki
SSB4 Icon.png
Hitbox visualization showing Bowser's up throw.

Overview[edit]

Bowser throws the opponent on top of his shell, spinning to grind them, launching the opponent afterwards. After 1.1.3 was released, the buffs to the throw made it a great combo starter, being able to combo into up tilt or up smash at low percents, neutral or forward aerials at mid percents. and most notably up aerial at higher percents. The throw's knockback is low enough to where there is a large percent window for up aerial to connect and kill, and DI barely affects the throw at all, and rage allows the kill confirm to come around even earlier, especially thanks to his super heavyweight status allowing him to consistently get high levels of rage. Alternatively, at the ledge, up throw into back aerial can kill, although at very specific percent with good timing and bad DI.

It also has minor use in doubles, where the collateral hitbox's low angle and high knockback can put opponents at a very bad position, sometimes not even being able to recover at all.

Overall, combined with Bowser's greatly ranged grab, the move is extremely useful, being a central part of Bowser's gameplay and combo game due to the strengths of both his grab and up throw.

Update history[edit]

Super Smash Bros. 4 1.1.3

  • Buff The move has slower interruptibility (frame 69 → 75), but a frame duration multiplier of 0.5x has been applied to it from frame 53 onward, negating this change and effectively making the move's actual interruptibility faster (frame 69 → 64).
  • Nerf Hits 1-7 damage: 1% → 0.5%.
  • Buff Hits 1-7 hitlag: 1.0x → 0.5x.
  • Buff Throw angle: 70° → 82°.
  • Buff Knockback: 0 base/100 scaling → 80 base/200 scaling (hit 8); 90 base/80 scaling → 25 base/155 scaling (throw).

Super Smash Bros. 4 1.1.4

  • Nerf Throw knockback scaling: 155 → 180.

Hitboxes[edit]

Hits 1-8[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx FFx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hits 1-7
0 0 0 0.5% 0 AngleIcon0.png Standard 0 100 0 9.6 0 0.0 20.0 1.6 1.0x 0.5x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 8
0 0 0 1% 0 AngleIcon0.png Standard 80 200 0 9.6 0 0.0 20.0 1.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Throw[edit]

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent Effect Sound
Throw 2% 82° 25 180 0 No EffectIcon(Normal).png HitboxTableIcon(SoundL).png Punch

Timing[edit]

A frame duration multiplier of 0.5x is applied from frame 53 of the move onward. The frame strips below show the timings with this multiplier in effect.

Invincible 1-8
Hits 1-7 21-24, 25-28, 29-32, 33-36, 37-40, 41-44, 45-48
Hits 8 49-51
Throw 53
Interruptible 64
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point


This move in SSBM This move in SSBB This move in SSB4 This move in SSBU Bowser's moveset
Neutral attack (1 · 2) · Forward tilt · Up tilt · Down tilt · Dash attack · Forward smash · Up smash · Down smash
Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial
Grab · Pummel · Forward throw · Back throw · Up throw · Down throw
Floor attack (front) · Floor attack (back) · Floor attack (trip) · Edge attack
Neutral special (def · c1 · c2) · Side special (def · c1 · c2) · Up special (def · c1 · c2) · Down special (def · c1 · c2) · Final Smash