Bowser (SSBU)/Up tilt: Difference between revisions
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==Overview== | ==Overview== | ||
A 180-degree overhead arcing claw swipe. It comes with a wide range and average [[ending lag]], allowing it to [[combo]] into itself at low percents. At slightly higher percents, it can combo into [[Bowser (SSBU)/Neutral aerial|neutral air]] | A 180-degree overhead arcing claw swipe. It comes with a wide range and average [[ending lag]], allowing it to [[combo]] into itself at low percents. At slightly higher percents, it can combo into [[Bowser (SSBU)/Neutral aerial|neutral air]], [[Bowser (SSBU)/Back aerial|back air]], and [[Bowser (SSBU)/Side special|Flying Slam]] if it hits near the end of the move's duration. The attack will almost always send the opponent directly above Bowser, making for strong juggle situations. It also boasts a respectable amount of kill power, being one of the strongest [[up tilt]]s in the game and [[KO]]ing at around 120%. Thanks to its incredible range, up tilt is an excellent anti-air tool which, combined with the aforementioned KO potential, makes it difficult for airborne fighters to play around. Has 4% damage based [[armor]] (frames 8-10) and makes Bowser's arm [[intangible]] (frames 11-16). However, it has noticeable startup lag, coming out on frame 11. | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 16: | Line 17: | ||
|bn=armr | |bn=armr | ||
|xpos=6.9 | |xpos=6.9 | ||
|zpos=-1.2 | |zpos=-1.2 | ||
|type=Hand | |type=Hand | ||
|effect=Slash | |effect=Slash | ||
Line 33: | Line 32: | ||
|r=5.0 | |r=5.0 | ||
|bn=armr | |bn=armr | ||
|type=Hand | |type=Hand | ||
|effect=Slash | |effect=Slash | ||
Line 44: | Line 39: | ||
|} | |} | ||
==Timing== | ==Timing== | ||
The damage-based armor has a threshold of 4%. | |||
{|class="wikitable" | {|class="wikitable" | ||
! | !Damage-based armor | ||
|8-10 | |8-10 | ||
|- | |- | ||
! | !Lower arm intangible | ||
|11-16 | |11-16 | ||
|- | |- | ||
Line 62: | Line 58: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=6}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=14}} | |||
|- | |- | ||
!Body {{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Vulnerable|c=44}} | |||
|- | |- | ||
!Lower arm {{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=38}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 15:38, June 16, 2022
Overview[edit]
A 180-degree overhead arcing claw swipe. It comes with a wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air, back air, and Flying Slam if it hits near the end of the move's duration. The attack will almost always send the opponent directly above Bowser, making for strong juggle situations. It also boasts a respectable amount of kill power, being one of the strongest up tilts in the game and KOing at around 120%. Thanks to its incredible range, up tilt is an excellent anti-air tool which, combined with the aforementioned KO potential, makes it difficult for airborne fighters to play around. Has 4% damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup lag, coming out on frame 11.
Hitboxes[edit]
Timing[edit]
The damage-based armor has a threshold of 4%.
Damage-based armor | 8-10 |
---|---|
Lower arm intangible | 11-16 |
Hitboxes | 11-16 |
Interruptible | 41 |
Animation length | 54 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Body | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lower arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Armour |
Interruptible |
|