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Bowser (SSBB)/Forward tilt: Difference between revisions

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==Overview==
==Overview==
{{competitive expertise}}
Does a backhanded punch. Can be angled up or down. Has moderate [[KO]] potential, and it can KO at 155% when angled up from the center of {{SSBB|Final Destination}}. If angled down, it has a decent chance of tripping but the move's base knockback is far too high for the move to trip under normal circumstances. Bowser's lower arm grants [[intangibility]] while the hitboxes are out. However, it has poor frame data to compensate for it's strengths and its KO power is not impressive enough to fully justify its slow speed.
==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Angled up|25}}
{{HitboxTableTitle|Angled up|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=34
|bn=34
|id=0
|id=0
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=36
|bn=36
|id=1
|id=1
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=36
|bn=36
|id=2
|id=2
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|rawflags=00111001000000110000010010000000
|rawflags=00111001000000110000010010000000
}}
}}
{{HitboxTableTitle|Angled forward|25}}
{{HitboxTableTitle|Angled forward|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=34
|bn=34
|id=0
|id=0
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=36
|bn=36
|id=1
|id=1
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=36
|bn=36
|id=2
|id=2
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|rawflags=00111001000000110000010010000000
|rawflags=00111001000000110000010010000000
}}
}}
{{HitboxTableTitle|Angled down|25}}
{{HitboxTableTitle|Angled down|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=34
|bn=34
|id=0
|id=0
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=36
|bn=36
|id=1
|id=1
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=bowser
|bn=36
|bn=36
|id=2
|id=2
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|-
|-
!Arm Intangible
!Arm Intangible
|8-10
|10-14
|-
|-
!Interruptible
!Interruptible

Revision as of 14:57, April 16, 2021

Overview

Does a backhanded punch. Can be angled up or down. Has moderate KO potential, and it can KO at 155% when angled up from the center of Final Destination. If angled down, it has a decent chance of tripping but the move's base knockback is far too high for the move to trip under normal circumstances. Bowser's lower arm grants intangibility while the hitboxes are out. However, it has poor frame data to compensate for it's strengths and its KO power is not impressive enough to fully justify its slow speed.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Angled up
0 0 11% 0 Sakurai angle 45 83 0 4.0 34 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 11% 0 Sakurai angle 45 83 0 5.0 36 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 11% 0 Sakurai angle 45 83 0 5.7 36 7.0 -1.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Angled forward
0 0 11% 0 Sakurai angle 45 83 0 4.0 34 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 11% 0 Sakurai angle 45 83 0 5.0 36 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 11% 0 Sakurai angle 45 83 0 5.7 36 7.0 -1.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Angled down
0 0 11% 0 Sakurai angle 45 83 0 4.0 34 0.0 0.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 11% 0 Sakurai angle 45 83 0 5.0 36 0.0 0.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 11% 0 Sakurai angle 45 83 0 5.7 36 7.0 -1.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing

Hitboxes 10-14
Arm Intangible 10-14
Interruptible 38
Animation length 47
Hitboxes  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(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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Arm  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(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).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(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible
FrameIcon(Interruptible).png
Interruptible