Bowser (SSBU)/Down tilt: Difference between revisions
m (Undid edit by Juju1995: the 30% added trip chance is already explained in depth in the overview section. the claim that it only works on slants is confusing however, either it says that tripping can only happen on slants, which is false, or it is something else but isn't very well worded.) Tag: Undo |
mNo edit summary |
||
Line 2: | Line 2: | ||
[[File:BowserDTiltSSBU.gif|thumb|450px|Hitbox visualization showing Bowser's down tilt.]] | [[File:BowserDTiltSSBU.gif|thumb|450px|Hitbox visualization showing Bowser's down tilt.]] | ||
==Overview== | ==Overview== | ||
Bowser does two forward punches. The first hit has [[set knockback]] while the second hit has base knockback. He grants damage-based [[armor]] right before he begins to swipe. It also grants [[intangibility]] on both of his fists in each hit they progress. Down tilt can be used to attack opponents on the ledge, although the second hit may miss if it doesn’t hit properly; ergo, it is mostly outclassed by a low angled {{mvsub|Bowser|SSBU|forward tilt}}. | Bowser does two forward punches. The first hit has [[set knockback]] while the second hit has base knockback. He grants 4% damage-based [[armor]] right before he begins to swipe. It also grants [[intangibility]] on both of his fists in each hit they progress. Down tilt can be used to attack opponents on the ledge, although the second hit may miss if it doesn’t hit properly; ergo, it is mostly outclassed by a low angled {{mvsub|Bowser|SSBU|forward tilt}}. | ||
Both hits of down tilt have an added [[trip]] chance of 30%, totalling to 37% counting the native probability. However, if the first hit results in a trip, the second hit will always knock the opponent out of that state and launch them instead. Due to this issue, a successful trip occurs effectively 11.655% of the time if both hits connect. Upon a successful trip, Bowser will have 9 frames of hit advantage, which is just enough time for the player to dash in and land [[Flying Slam]]. If aiming to land a successful down tilt trip, it has to be up-close; if spaced while the first hit connects, the second hit tends to land while the opponent is airborne, in which they cannot be tripped. Ergo, situations where down tilt trips successfully are few and far between, but rewarding if reacted to adequately. | Both hits of down tilt have an added [[trip]] chance of 30%, totalling to 37% counting the native probability. However, if the first hit results in a trip, the second hit will always knock the opponent out of that state and launch them instead. Due to this issue, a successful trip occurs effectively 11.655% of the time if both hits connect. Upon a successful trip, Bowser will have 9 frames of hit advantage, which is just enough time for the player to dash in and land [[Flying Slam]]. If aiming to land a successful down tilt trip, it has to be up-close; if spaced while the first hit connects, the second hit tends to land while the opponent is airborne, in which they cannot be tripped. Ergo, situations where down tilt trips successfully are few and far between, but rewarding if reacted to adequately. | ||
Line 19: | Line 19: | ||
|r=4.0 | |r=4.0 | ||
|bn=colonellm | |bn=colonellm | ||
|zpos=1.0 | |zpos=1.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M | ||
Line 39: | Line 35: | ||
|bn=armr | |bn=armr | ||
|xpos=-1.0 | |xpos=-1.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M | ||
Line 58: | Line 50: | ||
|bn=armr | |bn=armr | ||
|xpos=6.0 | |xpos=6.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M | ||
Line 77: | Line 65: | ||
|r=4.5 | |r=4.5 | ||
|bn=colonells | |bn=colonells | ||
|zpos=-1.0 | |zpos=-1.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M | ||
Line 97: | Line 81: | ||
|bn=arml | |bn=arml | ||
|xpos=-1.0 | |xpos=-1.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M | ||
Line 116: | Line 96: | ||
|bn=arml | |bn=arml | ||
|xpos=6.0 | |xpos=6.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=M | |slvl=M |
Revision as of 09:08, May 31, 2022
Overview
Bowser does two forward punches. The first hit has set knockback while the second hit has base knockback. He grants 4% damage-based armor right before he begins to swipe. It also grants intangibility on both of his fists in each hit they progress. Down tilt can be used to attack opponents on the ledge, although the second hit may miss if it doesn’t hit properly; ergo, it is mostly outclassed by a low angled forward tilt.
Both hits of down tilt have an added trip chance of 30%, totalling to 37% counting the native probability. However, if the first hit results in a trip, the second hit will always knock the opponent out of that state and launch them instead. Due to this issue, a successful trip occurs effectively 11.655% of the time if both hits connect. Upon a successful trip, Bowser will have 9 frames of hit advantage, which is just enough time for the player to dash in and land Flying Slam. If aiming to land a successful down tilt trip, it has to be up-close; if spaced while the first hit connects, the second hit tends to land while the opponent is airborne, in which they cannot be tripped. Ergo, situations where down tilt trips successfully are few and far between, but rewarding if reacted to adequately.
Hitboxes
Timing
Damage-based armor | 7-9 |
---|---|
First arm intangible | 10-12 |
Hit 1 | 10-12 |
Second arm intangible | 15-17 |
Hit 2 | 15-17 |
Interruptible | 46 |
Animation length | 45 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||
Body | |||||||||||||||||||||||||||||||||||||||||||||
First arm | |||||||||||||||||||||||||||||||||||||||||||||
Second arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Armour |
Interruptible |
|