Bowser (SSB4)/Up throw
Overview
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
- 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).
- Hits 1-7 damage: 1% → 0.5%.
- Hits 1-7 hitlag: 1.0x → 0.5x.
- Throw angle: 70° → 82°.
- Knockback: 0 base/100 scaling → 80 base/200 scaling (hit 8); 90 base/80 scaling → 25 base/155 scaling (throw).
- Throw knockback scaling: 155 → 180.
Hitboxes
Hits 1-8
Throw
Hitbox type | Damage | Angle | Base knockback | Knockback scaling | Fixed knockback value | Weight dependent | Effect | Sound |
---|---|---|---|---|---|---|---|---|
Throw | 2% | 82° | 25 | 180 | 0 | No | Punch |
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.
Invincible | 1-8 |
---|---|
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 |
Lag time |
Vulnerable |
Invincible |
Throw point |
|