Super Smash Bros. Ultimate

Bowser (SSBU)/Down throw: Difference between revisions

 
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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 strongest throws in the game. With high base knockback, low [[knockback scaling]] and high [[ending lag]] helps Bowser to prevent getting any follow-ups. Although he gets easily [[Punishment|punishable]] after the throw.
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==
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|damage=10.0%
|damage=10.0%
|angle=0
|angle=0
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
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|damage=10.0%
|damage=10.0%
|angle=0
|angle=0
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
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|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
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{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|throw=y|interruptible=y|vulnerable=y|invincible=y}}
{{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
BowserDThrowSSBU.gif

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

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 10.0% 0   Forward 0 100 0   9.6 waist -0.5 3.2 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Forward 0 100 0   9.6 head 0.0 3.2 0.0 1.0× 1.0× 0%               Kick   All All            
Kind ID Damage Angle Angle type BK KS FKV 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
                                                                                                                                                                                     
                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible