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Bowser (SSBU)/Forward tilt

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

OverviewEdit

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 HistoryEdit

  2.0.0

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

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
0 0 0 13.0% 0   Forward 45 83 0   5.5 arml 5.1 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 13.0% 0   Forward 45 83 0   4.0 arml 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 13.0% 0   Forward 45 83 0   4.0 arml 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

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                                                                                                                   
Body                                                                                                                   
Lower arm                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible