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 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.
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==
The damage-based armor has a threshold of 4%.
{|class="wikitable"
{|class="wikitable"
!Damage-based armor
!Damage-based armor
|8-10
|8-10
|-
|-
!Lower arm intangible
!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}}
|'''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}}
|'''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}}
|'''Arm''' {{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Armour|c=3}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=38}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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