Super Smash Bros. 4

Bowser (SSB4)/Forward tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(New Page: {{competitive expertise}} ==Hitboxes== This move can be angled up, forward, or down, but all three have the same properties. {{SSB4HitboxTableHeader}} {{SSB4HitboxTableRow |id=0 |par...)
 
(fixed some wording and added more detail. also removed the need of competitive expertise.)
 
(9 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{competitive expertise}}
{{ArticleIcons|ssb4=y}}
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=2|Bowser forward tilt hitbox visualization
|-
!↗
|[[File:BowserFTiltUp.gif|270px]]
|-
!→
|[[File:BowserFTilt.gif|270px]]
|-
!↘
|[[File:BowserFTiltDown.gif|270px]]
|}
 
==Overview==
Bowser swings his fist forward. The move is slow, but can stuff out an opponent's approach and can KO at higher percents. However, due to it's slow startup and being unsafe on [[shield]] because of its [[end lag]], the move is overshadowed by other moves such as his [[down tilt]] and [[jab]], which are all more safe on shield and have greater versatility to kill and rack up damage or lead into his other followups like his deadly [[grab]] respectively.
The move can be linked from a single hit jab as a mixup, or from as a combo extension from Bowser's other moves, such as his forward aerial. It can also be used to soft punish tech options or to [[two frame]] a ledge grab.


==Hitboxes==
==Hitboxes==
 
This move can be angled up, forward, or down, but all three angles have the same properties.
This move can be angled up, forward, or down, but all three have the same properties.


{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|damage=12%
|damage=12%
|angle=361
|angle=361
Line 17: Line 31:
|bn=16
|bn=16
|xpos=5.1
|xpos=5.1
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|SDI=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 27: Line 37:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=12%
|damage=12%
|angle=361
|angle=361
Line 35: Line 44:
|r=4.0
|r=4.0
|bn=16
|bn=16
|xpos=0.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|SDI=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 46: Line 50:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|part=0
|damage=12%
|damage=12%
|angle=361
|angle=361
Line 54: Line 57:
|r=4.0
|r=4.0
|bn=16
|bn=16
|xpos=0.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|SDI=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 65: Line 63:
|}
|}


==Timing==
{|class="wikitable"
!Hitboxes
|10-14
|-
!Arm intangible
|10-14
|-
!Interruptible
|38
|-
!Animation length
|49
|}
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=12}}
|-
|Arm {{FrameStrip|t=Vulnerable|c=9}}{{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=35}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}}
{{MvSubNavBowser|g=SSB4}}
{{MvSubNavBowser|g=SSB4}}
[[Category:Bowser (SSB4)]]
[[Category:Forward tilts (SSB4)]]

Latest revision as of 15:41, September 20, 2019

Bowser forward tilt hitbox visualization
BowserFTiltUp.gif
BowserFTilt.gif
BowserFTiltDown.gif

Overview[edit]

Bowser swings his fist forward. The move is slow, but can stuff out an opponent's approach and can KO at higher percents. However, due to it's slow startup and being unsafe on shield because of its end lag, the move is overshadowed by other moves such as his down tilt and jab, which are all more safe on shield and have greater versatility to kill and rack up damage or lead into his other followups like his deadly grab respectively. The move can be linked from a single hit jab as a mixup, or from as a combo extension from Bowser's other moves, such as his forward aerial. It can also be used to soft punish tech options or to two frame a ledge grab.

Hitboxes[edit]

This move can be angled up, forward, or down, but all three angles have the same properties.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 12% 0 Sakurai angle 45 83 0 5.5 16 5.1 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 12% 0 Sakurai angle 45 83 0 4.0 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 12% 0 Sakurai angle 45 83 0 4.0 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Hitboxes 10-14
Arm intangible 10-14
Interruptible 38
Animation length 49
Hitboxes  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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible