Bowser (SSBU)/Forward tilt: Difference between revisions
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==Timing== | ==Timing== | ||
The damage-based armor has a threshold of 4%. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Damage-based armor | !Damage-based armor | ||
|7-9 | |7-9 | ||
|- | |- | ||
! | !Lower arm intangible | ||
|10-14 | |10-14 | ||
|- | |- | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=20}} | |||
|- | |- | ||
!Body {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Vulnerable|c=48}} | |||
|- | |- | ||
!Lower arm {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=43}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 13:04, June 16, 2022
Bowser forward tilt hitbox visualizations | ||||
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Overview[edit]
Bowser does a swung backhanded punch with his arm slightly bent. The punch can be angled up or down, but doing so does not affect damage or knockback; therefore, it is strictly a way to respond to situations. Has 4% damage-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can reliably 2-frame most recoveries thanks to the high active frames, and can KO most characters at around 90%. It is also a reliable approach or whiff punish option when pivot cancelling thanks to the aforementioned armor and high active frames.
The move shifts Bowser's entire hurtbox way back on frame 1 and 2, and stays there for a few frames before going back forwards during the armor's active frames. This frame 1 side-profiling qualities makes the move pretty useful for out-spacing short-range & fast attacks, and even some grabs. The armor being active on the way back also allows for some more protection against the short-range attacks if they are delayed or long active.
Update History[edit]
- Forward tilt deals more damage (12% → 13%).
Hitboxes[edit]
Timing[edit]
The damage-based armor has a threshold of 4%.
Damage-based armor | 7-9 |
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Lower arm intangible | 10-14 |
Hitboxes | 10-14 |
Interruptible | 38 |
Animation length | 57 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Body | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lower arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Armour |
Interruptible |
|