Hitbox visualization for Bowser's down tilt
Hitbox visualization showing Bowser's down tilt.

OverviewEdit

Bowser does two forward punches. The first hit has set knockback while the second hit has base knockback. He grants 4% damage-based armor right before he begins to swipe. It also grants intangibility on both of his fists in each hit they progress. Down tilt can be used to attack opponents on the ledge, although the second hit may miss if it doesn’t hit properly; ergo, it is mostly outclassed by a low angled forward tilt.

Both hits of down tilt have an added trip chance of 30%, totalling to 37% counting the native probability. However, if the first hit results in a trip, the second hit will always knock the opponent out of that state and launch them instead. Due to this issue, a successful trip occurs effectively 11.655% of the time if both hits connect. Upon a successful trip, Bowser will have 9 frames of hit advantage, which is just enough time for the player to dash in and land Flying Slam. If aiming to land a successful down tilt trip, it has to be up-close; if spaced while the first hit connects, the second hit tends to land while the opponent is airborne, in which they cannot be tripped. Ergo, situations where down tilt trips successfully are few and far between, but rewarding if reacted to adequately.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 7.0% 0   Standard 0 100 50   4.0 colonellm 0.0 0.0 1.0 1.0× 1.0× 30%               Kick   All All            
1 0 0 7.0% 0   Standard 0 100 50   4.5 armr -1.0 0.0 0.0 1.0× 1.0× 30%               Kick   All All            
2 0 0 7.0% 0   Standard 0 100 30   5.0 armr 6.0 0.0 0.0 1.0× 1.0× 30%               Kick   All All            
Hit 2
0 0 0 8.0% 0   Standard 20 111 0   4.5 colonells 0.0 0.0 -1.0 1.0× 1.0× 30%               Kick   All All            
1 0 0 8.0% 0   Standard 20 111 0   5.0 arml -1.0 0.0 0.0 1.0× 1.0× 30%               Kick   All All            
2 0 0 8.0% 0   Standard 20 111 0   5.6 arml 6.0 0.0 0.0 1.0× 1.0× 30%               Kick   All All            

TimingEdit

The damage-based armor has a threshold of 4%. Only the lower hurtboxes of each arm are made intangible.

Damage-based armor 7-9
First arm intangible 10-12
Hit 1 10-12
Second arm intangible 15-17
Hit 2 15-17
Interruptible 46
Animation length 45
Hitboxes                                                                                           
Body                                                                                           
First arm                                                                                           
Second arm                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible