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Bowser (SSB4)/Up tilt: Difference between revisions

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(that's all I am motivated to do right now. I will do more later.)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{competitive expertise}}
[[File:BowserUpTilt.gif|thumb|270px|Hitbox visualization showing Bowser's up tilt.]]
 
==Overview==
Bowser swings his arm in an overhead arc, the trail from his claws forming the visible arc. The move has two hitboxes, being the claw tipper and the arm hitbox. The tipper can KO at medium-high percents and is a good anti-air due to its large coverage. The arm hitbox sends upwards and isn't safe on shield. Bowser's up tilt can combo from his up throw, adding on percent to lead for Bowser's other grab followups. It can also be utilized to cover the ledge, as it can soft punish roll and poke the opponent's shield if spaced correctly.
 
==Update history==
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Startup/hitbox duration (frames 12-16 → 11-16).}}
*{{buff|Ending lag (FAF 51 → 41).}}
*{{nerf|Damage (10% → 9%).}}


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|damage=9%
|damage=9%
|angle=100
|angle=100
Line 16: Line 23:
|bn=22
|bn=22
|xpos=6.9
|xpos=6.9
|ypos=0.0
|zpos=-1.0
|zpos=-1.0
|effect=Slash
|effect=Slash
|type=Hand
|type=Hand
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
Line 27: Line 31:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=9%
|damage=9%
|angle=100
|angle=100
Line 35: Line 38:
|r=5.0
|r=5.0
|bn=22
|bn=22
|xpos=0.0
|ypos=0.0
|zpos=0.0
|effect=Slash
|effect=Slash
|type=Hand
|type=Hand
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
Line 48: Line 46:


==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
|-
!Hitboxes
!Startup
|1-10
|-
!Hitbox active frames
|11-16
|11-16
|-
|-
!Ending lag
!Interruptible
|17-40
|41
|-
|-
!FAF
!Animation length
|41
|42
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=6}}{{FrameStrip|t=Lag|c=24}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=6}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=2}}
{{FrameStripEnd}}{{FrameIconLegend|lag=y|hitbox=y}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{MvSubNavBowser|g=SSB4}}
{{MvSubNavBowser|g=SSB4}}
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Up tilts (SSB4)]]
[[Category:Up tilts (SSB4)]]

Latest revision as of 13:59, July 23, 2021

Hitbox visualization showing Bowser's up tilt.

Overview[edit]

Bowser swings his arm in an overhead arc, the trail from his claws forming the visible arc. The move has two hitboxes, being the claw tipper and the arm hitbox. The tipper can KO at medium-high percents and is a good anti-air due to its large coverage. The arm hitbox sends upwards and isn't safe on shield. Bowser's up tilt can combo from his up throw, adding on percent to lead for Bowser's other grab followups. It can also be utilized to cover the ledge, as it can soft punish roll and poke the opponent's shield if spaced correctly.

Update history[edit]

Super Smash Bros. 4 1.0.8

  • Buff Startup/hitbox duration (frames 12-16 → 11-16).
  • Buff Ending lag (FAF 51 → 41).
  • Nerf Damage (10% → 9%).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 9% 0 AngleIcon100.png 55 97 0 5.5 22 6.9 0.0 -1.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 9% 0 AngleIcon100.png 55 97 0 5.0 22 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

Hitboxes 11-16
Interruptible 41
Animation length 42
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(Hitbox).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(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible