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Bowser (SSBM)/Forward tilt: Difference between revisions
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==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 | ||||
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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]
Timing[edit]
Hitboxes | 12-16 |
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Interruptible | 37 |
Animation length | 47 |
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![]() Lag time |
![]() Hitbox |
![]() Interruptible |
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