Editing Bowser (SSBU)/Up tilt
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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]], [[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 | 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|up tilts]] in the game and [[KO|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== | ==Hitboxes== | ||
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|bn=armr | |bn=armr | ||
|xpos=6.9 | |xpos=6.9 | ||
|ypos=0.0 | |||
|zpos=-1.2 | |zpos=-1.2 | ||
|ff=1.0 | |||
|type=Hand | |type=Hand | ||
|effect=Slash | |effect=Slash | ||
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|r=5.0 | |r=5.0 | ||
|bn=armr | |bn=armr | ||
|xpos=0.0 | |||
|ypos=0.0 | |||
|zpos=0.0 | |||
|ff=1.0 | |||
|type=Hand | |type=Hand | ||
|effect=Slash | |effect=Slash | ||
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|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Damage-based armor | !Damage-based armor | ||
|8-10 | |8-10 | ||
|- | |- | ||
! | !Arm intangible | ||
|11-16 | |11-16 | ||
|- | |- | ||
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{{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}} | |||
|- | |- | ||
|'''Arm''' {{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=38}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||