Super Smash Bros. Melee

Bowser (SSBM)/Forward tilt: Difference between revisions

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{{competitive expertise}}
 
==Overview==
==Overview==
{{SSBM|Bowser}} performs a straight punch. It has large active frames, can be angled and is also [[disjoint]]ed. For a Bowser move, it is also pretty fast, with a good [[FAF]] to boot, making it among the least committal moves in his kit. As a result, this is a staple in Bowser's kit. It can be confirmed into through [[Bowser (SSBM)/Up throw|up throw]] or [[Bowser (SSBM)/Up aerial|up aerial]] on fast fallers, though [[DI]] can make this difficult. [[Bowser (SSBM)/Neutral attack/Hit 2|Neutral attack]] can also set up for a forward tilt. Bowser players will often try to trade with forward tilt to score a [[tech chase]]. This is also a good option out of a [[crouch cancel]].
However, forward tilt does have drawbacks. Once out, the move can still lose to attacks more disjointed than itself, and it leaves Bowser with a slight hurtbox extension on whiff, making it a bit more punishable. It also tends to be a bit weak pre-[[tumble]], which makes crouch cancelling effective against it.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}

Latest revision as of 04:33, June 13, 2020

Bowser's forward tilt hitbox visualizations
BowserFTiltUpSSBM.gif
BowserFTiltSSBM.gif
BowserFTiltDownSSBM.gif

Overview[edit]

Bowser performs a straight punch. It has large active frames, can be angled and is also disjointed. For a Bowser move, it is also pretty fast, with a good FAF to boot, making it among the least committal moves in his kit. As a result, this is a staple in Bowser's kit. It can be confirmed into through up throw or up aerial on fast fallers, though DI can make this difficult. Neutral attack can also set up for a forward tilt. Bowser players will often try to trade with forward tilt to score a tech chase. This is also a good option out of a crouch cancel.

However, forward tilt does have drawbacks. Once out, the move can still lose to attacks more disjointed than itself, and it leaves Bowser with a slight hurtbox extension on whiff, making it a bit more punishable. It also tends to be a bit weak pre-tumble, which makes crouch cancelling effective against it.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Angled up
0 0 15% 0 Sakurai angle 29 100 0 3.1248 31 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 13% 0 Sakurai angle 29 100 0 5.859 38 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 15% 0 Sakurai angle 29 100 0 4.6872 34 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Angled forward
0 0 14% 0 Sakurai angle 25 100 0 3.1248 31 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 12% 0 Sakurai angle 25 100 0 5.859 38 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 13% 0 Sakurai angle 25 100 0 4.6872 34 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Angled down
0 0 13% 0 Sakurai angle 31 100 0 3.1248 31 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 11% 0 Sakurai angle 32 100 0 5.859 38 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 13% 0 Sakurai angle 31 100 0 4.6872 34 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Hitboxes 12-16
Interruptible 37
Animation length 47
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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible