Super Smash Bros. 4

Bowser Jr. (SSB4)/Forward tilt: Difference between revisions

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{{technical data}}{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
 
[[File:BowserJrFTiltUp.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward tilt angled up.]]
[[File:BowserJrFTilt.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward tilt.]]
[[File:BowserJrFTiltDown.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward tilt angled down.]]
{{technical data}}
==Overview==
==Overview==
[[Bowser Jr. (SSB4)|Bowser Jr.]] leans over slightly as a large metal fork swings out from the side of the [[Junior Clown Car]]. The attack deals 8% damage and low knockback to the direction Bowser Jr. is facing. Unless near the ledge, it's pretty much incapable of KOing. It has a relatively small range, being as wide as Bowser Jr. and very short. It can be slightly angled up or down with the control stick.
[[Bowser Jr. (SSB4)|Bowser Jr.]] leans over slightly as a large metal fork swings out from the side of the [[Junior Clown Car]]. The attack deals 8% damage and low knockback to the direction Bowser Jr. is facing. Unless near the ledge, it's pretty much incapable of KOing. It has a relatively small range, being as wide as Bowser Jr. and very short. It can be slightly angled up or down with the control stick.

Revision as of 14:33, December 6, 2017

Hitbox visualization showing Bowser Jr.'s forward tilt angled up.
Hitbox visualization showing Bowser Jr.'s forward tilt.
Hitbox visualization showing Bowser Jr.'s forward tilt angled down.
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Overview

Bowser Jr. leans over slightly as a large metal fork swings out from the side of the Junior Clown Car. The attack deals 8% damage and low knockback to the direction Bowser Jr. is facing. Unless near the ledge, it's pretty much incapable of KOing. It has a relatively small range, being as wide as Bowser Jr. and very short. It can be slightly angled up or down with the control stick.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hitbox Index Originates From Damage Angle Knockback Scaling Fixed Knockback Base Knockback Radius X-Offset Y-Offset Z-Offset Effect Tripping Chance Freeze Frame Multiplier SDI Multiplier Shield Damage
0 Fork 8% 361 110 0 30 2.5 0 0 -5.5 Slash None 1 1 0

Timing

Hitbox 7-9
IASA 34
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(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(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox

Refrences

http://opensa.dantarion.com/s4/mastercore2/index.php?char=koopajr&mode=view104


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