Super Smash Bros. 4

Bowser (SSB4)/Forward tilt: Difference between revisions

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==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 18: Line 16:
|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 28: Line 22:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=12%
|damage=12%
|angle=361
|angle=361
Line 36: Line 29:
|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 47: Line 35:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|part=0
|damage=12%
|damage=12%
|angle=361
|angle=361
Line 55: Line 42:
|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 67: Line 49:


==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Hitboxes
|10-14
|-
|-
!Startup lag
!Arm intangible
|1-9
|-
!Hitbox active frames
|10-14
|10-14
|-
|-
!Ending lag
!Interruptible
|15-37
|-
!FAF
|38
|38
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}
|Hitboxes {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStripEnd}}{{FrameIconLegend|lag=y|hitbox=y}}
|-
|Arm {{FrameStrip|t=Vulnerable|c=9}}{{FrameStrip|t=Intangible|c=5}}{{FrameStrip|t=Vulnerable|c=24}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}}
{{MvSubNavBowser|g=SSB4}}
{{MvSubNavBowser|g=SSB4}}
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Forward tilts (SSB4)]]
[[Category:Forward tilts (SSB4)]]

Revision as of 18:07, June 19, 2017

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Hitboxes

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

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