Super Smash Bros. 4

Wario (SSB4)/Forward tilt: Difference between revisions

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(added an overview for Forward Tilt.)
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==Overview==
==Overview==
Wario winds back, then delivers a punch. It has very high power for a tilt, and has disjointed range due to the lack of a hurtbox on Wario's hand. The damage of the attack scales up from the downwards angle, dealing at max 14% at the highest angle. While the attack possesses a sourspot, it is very small and the sweetspot has priority over it, making it very uncommon to hit this part of the attack. The downwards angle is useful for hitting opponents at the ledge, and can 2-frame them as well.
Wario winds back, then delivers a punch. It has very high power for a tilt, and has disjointed range due to the lack of a hurtbox on Wario's hand. The damage of the attack scales up from the downwards angle, dealing at max 14% at the highest angle. While the attack possesses a sourspot, it is very small and the sweetspot has priority over it, making it very uncommon to hit this part of the attack. The downwards angle is useful for hitting opponents at the ledge, and can 2-frame them as well, made easier by the hitbox lasting 4 frames. The upwards angle makes for a decent anti-air due to the disjoint on the hand, and also is useful out of a pivot, especially due to Wario leaning slightly backward before throwing his fist. Its main disadvantage is its slow 12 frame startup, making it more of a punish tool, although significantly safer than forward smash while still being a respectable kill move.


==Hitboxes==
==Hitboxes==


===Angled up===
===Angled up===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
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===Angled forward===
===Angled forward===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
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===Angled down===
===Angled down===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow

Latest revision as of 02:33, April 13, 2022

Wario forward tilt hitbox visualization
WarioFTiltUp.gif
WarioFTilt.gif
WarioFTiltDown.gif

Overview[edit]

Wario winds back, then delivers a punch. It has very high power for a tilt, and has disjointed range due to the lack of a hurtbox on Wario's hand. The damage of the attack scales up from the downwards angle, dealing at max 14% at the highest angle. While the attack possesses a sourspot, it is very small and the sweetspot has priority over it, making it very uncommon to hit this part of the attack. The downwards angle is useful for hitting opponents at the ledge, and can 2-frame them as well, made easier by the hitbox lasting 4 frames. The upwards angle makes for a decent anti-air due to the disjoint on the hand, and also is useful out of a pivot, especially due to Wario leaning slightly backward before throwing his fist. Its main disadvantage is its slow 12 frame startup, making it more of a punish tool, although significantly safer than forward smash while still being a respectable kill move.

Hitboxes[edit]

Angled up[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 14% 0 Sakurai angle 22 98 0 5.5 23 1.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 14% 0 Sakurai angle 22 98 0 3.5 22 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 14% 0 Sakurai angle 22 98 0 3.0 22 -3.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
3 0 11% 0 Sakurai angle 22 98 0 3.0 0 0.0 8.0 3.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Angled forward[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 13% 0 Sakurai angle 22 98 0 5.5 23 1.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 13% 0 Sakurai angle 22 98 0 3.5 22 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 13% 0 Sakurai angle 22 98 0 3.0 22 -3.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
3 0 11% 0 Sakurai angle 22 98 0 3.0 0 0.0 8.0 3.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Angled down[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 12% 0 Sakurai angle 22 98 0 5.5 23 1.8 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 12% 0 Sakurai angle 22 98 0 3.5 22 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 12% 0 Sakurai angle 22 98 0 3.0 22 -3.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
3 0 10% 0 Sakurai angle 22 98 0 3.0 0 0.0 8.0 3.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Hitbox 12-15
Interruptible 40
Animation length 43
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(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(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible