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==Overview== | ==Overview== | ||
Bowser places the opponent on the ground and body slams them with high [[damage]], making it one of the | Bowser places the opponent on the ground and body slams them with high [[damage]], making it one of the most damaging throws in the game. With high base knockback, low [[knockback scaling]] and high [[ending lag]], however, this throw has near nonexistent combo or KO potential, making it strictly useful for damage racking and repositioning; its 0 degrees [[semi-spike]] angle coupled with high damage makes it good for setting up edgeguards and tech chases. | ||
==Throw and Hitbox Data== | ==Throw and Hitbox Data== | ||
Line 16: | Line 16: | ||
|damage=10.0% | |damage=10.0% | ||
|angle=0 | |angle=0 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 36: | Line 37: | ||
|damage=10.0% | |damage=10.0% | ||
|angle=0 | |angle=0 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 64: | Line 66: | ||
|fkv=0 | |fkv=0 | ||
|ff=0.0 | |ff=0.0 | ||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=40 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |effect=Normal | ||
|sfx=None | |sfx=None | ||
Line 93: | Line 108: | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox | {{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|vulnerable=y|invincible=y}} | ||
{{MvSubNavBowser|g=SSBU}} | {{MvSubNavBowser|g=SSBU}} |
Latest revision as of 21:47, July 19, 2022
Bowser down throw hurtbox and hitbox visualization | ||||
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OverviewEdit
Bowser places the opponent on the ground and body slams them with high damage, making it one of the most damaging throws in the game. With high base knockback, low knockback scaling and high ending lag, however, this throw has near nonexistent combo or KO potential, making it strictly useful for damage racking and repositioning; its 0 degrees semi-spike angle coupled with high damage makes it good for setting up edgeguards and tech chases.
Throw and Hitbox DataEdit
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||
Throw | 0 | 4.0% | Forward | 90 | 80 | 0 | 0.0× | None | |||||||||||||||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
TimingEdit
Invincibility | 1-37 |
---|---|
Hitbox | 35-45 |
Throw Release | 37 |
Interruptible | 85 |
Animation length | 91 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |