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Bowser (SSBU)/Forward tilt: Difference between revisions

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==Overview==
==Overview==
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 [[Recovery|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.  
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 [[Recovery|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==
==Update History==
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|damage=13.0%
|damage=13.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=83
|ks=83
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|bn=arml
|bn=arml
|xpos=5.1
|xpos=5.1
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 44: Line 43:
|damage=13.0%
|damage=13.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=83
|ks=83
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|r=4.0
|r=4.0
|bn=arml
|bn=arml
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
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|damage=13.0%
|damage=13.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=83
|ks=83
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|r=4.0
|r=4.0
|bn=arml
|bn=arml
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
}}
}}
|}
|}
==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
|-
|-
!Arm intangible
!Lower arm intangible
|10-14
|10-14
|-
|-
Line 96: Line 89:


{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=20}}
!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}}
!Body {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Vulnerable|c=48}}
|-
|-
|'''Arm''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=43}}
!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
Hitbox visualization for Bowser's upwards forward tilt
Hitbox visualization for Bowser's forward tilt
Hitbox visualization for Bowser's downwards forward tilt

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]

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward tilt deals more damage (12% → 13%).

Hitboxes[edit]

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
0 0 0 13.0% 0 Sakurai angle Forward 45 83 0 HitboxTableIcon(False).png 5.5 arml 5.1 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 13.0% 0 Sakurai angle Forward 45 83 0 HitboxTableIcon(False).png 4.0 arml 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 13.0% 0 Sakurai angle Forward 45 83 0 HitboxTableIcon(False).png 4.0 arml 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

The damage-based armor has a threshold of 4%.

Damage-based armor 7-9
Lower arm intangible 10-14
Hitboxes 10-14
Interruptible 38
Animation length 57
Hitboxes  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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Body  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).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
Lower arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).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 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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible
FrameIcon(Armour).png
Armour
FrameIcon(Interruptible).png
Interruptible