Bowser (SSB4)/Down tilt: Difference between revisions
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
{{ | [[File:BowserDTilt.gif|thumb|270px|Hitbox visualization showing Bowser's down tilt.]] | ||
{{ | ==Overview== | ||
Bowser lays in a prone position and throws two alternating [[wikipedia:Hook (boxing)|hooks]] forward. Like in its previous appearances, this move functions uniquely from other down tilts in that it hits twice, but the two hits are not meant to connect into each other except at very low percentages. Should both hits connect, this move deals a whopping 25% total damage, being the most damaging down tilt in the game by a large margin. Even the first hit alone is tied with the {{SSB4|Mii Gunner}}'s down tilt for the highest base damage out of all down tilts in the game, dealing 14%. This additionally makes the move dangerous to [[shield]] at close range, as the first hit deals enough [[shieldstun]] for the second to connect before the opponent is able to act out of the shield, thus heavily damaging it. Furthermore, both hits have low base knockback and can cause [[tripping]] at very low percentages, especially the second, enabling them to set up combos and [[tech-chasing]] scenarios, while at high percentages, they are able to KO reliably at around 130% and 175% (respectively) from the center of {{SSB4|Final Destination}}. Finally, like most of Bowser's ground attacks, the move renders Bowser's respective arms intangible during the frames their hitboxes are active. As such, it is one of the most versatile down tilts in the game thanks to its multiple functions. However, Bowser's down tilt does have its weaknesses, as it possesses rather slow startup and interruptibility for a down tilt, leaving it still fairly punishable. | |||
==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1|42}} | {{HitboxTableTitle|Hit 1|42}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=14% | |damage=14% | ||
|angle=361 | |angle=361 | ||
Line 18: | Line 17: | ||
|bn=22 | |bn=22 | ||
|xpos=6.0 | |xpos=6.0 | ||
|zpos=1.0 | |zpos=1.0 | ||
|type=Hand | |type=Hand | ||
|trip=30 | |trip=30 | ||
|sfx=Kick | |sfx=Kick | ||
Line 28: | Line 25: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=14% | |damage=14% | ||
|angle=361 | |angle=361 | ||
Line 37: | Line 33: | ||
|bn=22 | |bn=22 | ||
|xpos=-1.0 | |xpos=-1.0 | ||
|type=Hand | |type=Hand | ||
|trip=30 | |trip=30 | ||
|sfx=Kick | |sfx=Kick | ||
Line 47: | Line 40: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=14% | |damage=14% | ||
|angle=361 | |angle=361 | ||
Line 55: | Line 47: | ||
|r=4.0 | |r=4.0 | ||
|bn=20 | |bn=20 | ||
|type=Hand | |type=Hand | ||
|trip=30 | |trip=30 | ||
|sfx=Kick | |sfx=Kick | ||
Line 67: | Line 55: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=11% | |damage=11% | ||
|angle=361 | |angle=361 | ||
Line 76: | Line 63: | ||
|bn=16 | |bn=16 | ||
|xpos=6.0 | |xpos=6.0 | ||
|zpos=-1.0 | |zpos=-1.0 | ||
|type=Hand | |type=Hand | ||
|trip=30 | |trip=30 | ||
|sfx=Kick | |sfx=Kick | ||
Line 86: | Line 71: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=11% | |damage=11% | ||
|angle=361 | |angle=361 | ||
Line 95: | Line 79: | ||
|bn=16 | |bn=16 | ||
|xpos=-1.0 | |xpos=-1.0 | ||
|type=Hand | |type=Hand | ||
|trip=30 | |trip=30 | ||
|sfx=Kick | |sfx=Kick | ||
Line 105: | Line 86: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=11% | |damage=11% | ||
|angle=361 | |angle=361 | ||
Line 113: | Line 93: | ||
|r=4.0 | |r=4.0 | ||
|bn=14 | |bn=14 | ||
|type=Hand | |type=Hand | ||
|trip=30 | |trip=30 | ||
|sfx=Kick | |sfx=Kick | ||
Line 124: | Line 100: | ||
|} | |} | ||
==Timing== | |||
{|class="wikitable" | |||
!Hit 1 | |||
|10-12 | |||
|- | |||
!Right arm intangible | |||
|10-12 | |||
|- | |||
!Hit 2 | |||
|20-22 | |||
|- | |||
!Left arm intangible | |||
|20-22 | |||
|- | |||
!Animation length | |||
|45 | |||
|} | |||
{{FrameStripStart}} | |||
|Hitboxes {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=23}} | |||
|- | |||
|Arm {{FrameStrip|t=Vulnerable|c=9}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=23}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} | |||
{{MvSubNavBowser|g=SSB4}} | {{MvSubNavBowser|g=SSB4}} | ||
[[Category:Bowser (SSB4)]] | |||
[[Category:Down tilts (SSB4)]] |
Latest revision as of 16:01, August 2, 2018
Overview[edit]
Bowser lays in a prone position and throws two alternating hooks forward. Like in its previous appearances, this move functions uniquely from other down tilts in that it hits twice, but the two hits are not meant to connect into each other except at very low percentages. Should both hits connect, this move deals a whopping 25% total damage, being the most damaging down tilt in the game by a large margin. Even the first hit alone is tied with the Mii Gunner's down tilt for the highest base damage out of all down tilts in the game, dealing 14%. This additionally makes the move dangerous to shield at close range, as the first hit deals enough shieldstun for the second to connect before the opponent is able to act out of the shield, thus heavily damaging it. Furthermore, both hits have low base knockback and can cause tripping at very low percentages, especially the second, enabling them to set up combos and tech-chasing scenarios, while at high percentages, they are able to KO reliably at around 130% and 175% (respectively) from the center of Final Destination. Finally, like most of Bowser's ground attacks, the move renders Bowser's respective arms intangible during the frames their hitboxes are active. As such, it is one of the most versatile down tilts in the game thanks to its multiple functions. However, Bowser's down tilt does have its weaknesses, as it possesses rather slow startup and interruptibility for a down tilt, leaving it still fairly punishable.
Hitboxes[edit]
Timing[edit]
Hit 1 | 10-12 |
---|---|
Right arm intangible | 10-12 |
Hit 2 | 20-22 |
Left arm intangible | 20-22 |
Animation length | 45 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||
Arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|