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Bowser (SSB4)/Up throw: Difference between revisions

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==Overview==
==Overview==
Bowser throws the opponent on top of his shell, spinning to grind them and launchin. 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 his final 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.
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.
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.
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==Update history==
==Update history==
'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[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).}}
*{{buff|Ending lag (FAF 69 → 64).}}
*{{nerf|Hits 1-7 damage|1%|0.5%.}}
**The move becomes [[interruptible]] later into the animation (frame 69 → 75) however, the move now has a frame duration speed of 0.5 from frame 53 onward (effectively doubling the animation speed from frame 53 onward), negating this change and reducing the move's ending lag.
*{{buff|Hits 1-7 hitlag|1.0x|0.5x.}}
*{{nerf|Hits 1-7 damage (1% 0.5%).}}
*{{buff|Throw angle|70°|82°.}}
*{{buff|Hits 1-7 hitlag (1.0x 0.5x).}}
*{{buff|Knockback: 0 base/100 scaling → 80 base/200 scaling (hit 8); 90 base/80 scaling → 25 base/155 scaling (throw).}}
*{{buff|Throw angle (70° 82°).}}
*{{buff|Knockback: (0 (base), 100 (scaling) → 80/200 (hit 8); 90/80 → 25/155 (throw)).}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{nerf|Throw knockback scaling|155|180.}}
*{{nerf|Throw knockback scaling (155 180).}}


==Hitboxes==
==Throw and Hitbox Data==
===Hits 1-8===
===Hitboxes===
{{SSB4HitboxTableHeader|special=y}}
{{SSB4HitboxTableHeader|special=y}}
{{HitboxTableTitle|Hits 1-7|42}}
{{HitboxTableTitle|Hits 1-7|42}}
Line 112: Line 113:


===Throw===
===Throw===
{|class="wikitable"
{{SSB4ThrowTableHeader}}
!Hitbox type!!Damage!!Angle!!Base knockback!!Knockback scaling!!Fixed knockback value!!Weight dependent!!Effect!!Sound
{{SSB4ThrowTableRow
|-
|id=0
|Throw||2%||82°||25||180||0||No||{{EffectIcon|{{{effect|Normal}}}}}||[[File:HitboxTableIcon(SoundL).png|16px]] Punch
|damage=2%
|-
|af=3
|angle=82
|bk=25
|ks=180
|fkv=0
|bn=0
|trip=0
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
{{SSB4ThrowTableRow
|id=1
|damage=3%
|af=3
|angle=361
|bk=40
|ks=100
|fkv=0
|bn=0
|trip=0
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}
|}


==Timing==
==Timing==
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.
{|class="wikitable"
{|class="wikitable"
!Invincible
!Invincible
|1-8
|1-18
|-
!Limbs intangible
|16-49
|-
|-
!Hits 1-7
!Hits 1-7
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!Interruptible
!Interruptible
|64
|64
|-
!Animation length
|68
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Hitbox|c=31}}{{FrameStrip|t=Lag|c=1|e=LagThrowS}}{{FrameStrip|t=Lag|c=11|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=1}}
|'''Lag''' {{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=1|e=LagThrowS}}{{FrameStrip|t=Lag|c=11|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=5}}
|-
|'''Body''' {{FrameStrip|t=Invincible|c=18}}{{FrameStrip|t=Vulnerable|c=50}}
|-
|-
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=56}}
|'''Limbs''' {{FrameStrip|t=Invincible|c=15}}{{FrameStrip|t=Intangible|c=34}}{{FrameStrip|t=Vulnerable|c=19}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|vulnerable=y|invincible=y|throw=y}}
{{FrameIconLegend|lag=y|vulnerable=y|invincible=y|throw=y}}

Latest revision as of 05:42, August 4, 2020

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 Ending lag (FAF 69 → 64).
    • The move becomes interruptible later into the animation (frame 69 → 75) however, the move now has a frame duration speed of 0.5 from frame 53 onward (effectively doubling the animation speed from frame 53 onward), negating this change and reducing the move's ending lag.
  • 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) → 80/200 (hit 8); 90/80 → 25/155 (throw)).

Super Smash Bros. 4 1.1.4

  • Nerf Throw knockback scaling (155 → 180).

Throw and Hitbox Data[edit]

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx 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]

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 2% AngleIcon82.png Forwards 25 180 0 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None
1 3% Sakurai angle Forwards 40 100 0 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None

Timing[edit]

Invincible 1-18
Limbs intangible 16-49
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
Animation length 68
Lag  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(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Body  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(Invincible).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(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
Limbs  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(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).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
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