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Bowser Jr. (SSB4)/Up tilt: Difference between revisions

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(added an overview for the move.)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:BowserJrUpTilt.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s up tilt.]]
[[File:BowserJrUpTilt.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s up tilt.]]
{{competitive expertise}}
{{technical data}}
{{technical data}}
==Overview==
==Overview==
{{SSB4|Bowser Jr.}} leans back, swinging a large metal fork upwards. The attack deals 6% and launches the foe slightly upwards, making it an effective juggling move at low damage.
{{SSB4|Bowser Jr.}} leans back, swinging a large metal fork upwards. The attack deals 6% with low knockback, and combos into itself, up smash or up aerials. The attack, while disjointed, has notable trouble hitting smaller sized opponents, and makes for a bad [[out of shield]] option, as it fails to catch many landing animations. The disjoint makes it a decent anti air, although the weak damage and knockback doesn't allow the move to kill until very high percents. Thus, it is mainly used as a juggling tool or early percent combo tool, and not used quite often especially on grounded opponents due to its poor hitbox against them.


==Hitboxes==
==Hitboxes==
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{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
==References==
[http://opensa.dantarion.com/s4/mastercore2/index.php?char=koopajr&mode=view104 Master Core Alpha]
{{competitive expertise}}


{{MvSubNavBowserJr|g=SSB4}}
{{MvSubNavBowserJr|g=SSB4}}

Revision as of 02:26, November 10, 2018

Hitbox visualization showing Bowser Jr.'s up tilt.
Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Bowser Jr. leans back, swinging a large metal fork upwards. The attack deals 6% with low knockback, and combos into itself, up smash or up aerials. The attack, while disjointed, has notable trouble hitting smaller sized opponents, and makes for a bad out of shield option, as it fails to catch many landing animations. The disjoint makes it a decent anti air, although the weak damage and knockback doesn't allow the move to kill until very high percents. Thus, it is mainly used as a juggling tool or early percent combo tool, and not used quite often especially on grounded opponents due to its poor hitbox against them.

Hitboxes

Hitbox Index Originates From Damage Angle Knockback Scaling Fixed Knockback Base Knockback Radius X-Offset Y-Offset Z-Offset Effect Tripping Chance Freeze Frame Multiplier SDI Multiplier Shield Damage
0 Fork 6% 97 110 0 48 4.5 0 0 4 Slash None 1 1 0
1 Fork 6% 97 110 0 48 3 0 0 -1 Slash None 1 1 0

Timing

Hitboxes 7-14
Interruptible 33
Animation length 41
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Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible