Super Smash Bros. Ultimate

Bowser (SSBU)/Down tilt: Difference between revisions

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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
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[[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.
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|r=4.0
|r=4.0
|bn=colonellm
|bn=colonellm
|xpos=0.0
|ypos=0.0
|zpos=1.0
|zpos=1.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|bn=armr
|bn=armr
|xpos=-1.0
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|bn=armr
|bn=armr
|xpos=6.0
|xpos=6.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|r=4.5
|r=4.5
|bn=colonells
|bn=colonells
|xpos=0.0
|ypos=0.0
|zpos=-1.0
|zpos=-1.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|bn=arml
|bn=arml
|xpos=-1.0
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|bn=arml
|bn=arml
|xpos=6.0
|xpos=6.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M

Revision as of 09:08, May 31, 2022

Hitbox visualization showing Bowser's down tilt.

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

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
Hit 1
0 0 0 7.0% 0 Sakurai angle Standard 0 100 50 HitboxTableIcon(False).png 4.0 colonellm 0.0 0.0 1.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 0 Sakurai angle Standard 0 100 50 HitboxTableIcon(False).png 4.5 armr -1.0 0.0 0.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 7.0% 0 AngleIcon130.png Standard 0 100 30 HitboxTableIcon(False).png 5.0 armr 6.0 0.0 0.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 8.0% 0 Sakurai angle Standard 20 111 0 HitboxTableIcon(False).png 4.5 colonells 0.0 0.0 -1.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 8.0% 0 Sakurai angle Standard 20 111 0 HitboxTableIcon(False).png 5.0 arml -1.0 0.0 0.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 8.0% 0 Sakurai angle Standard 20 111 0 HitboxTableIcon(False).png 5.6 arml 6.0 0.0 0.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

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  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Body  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
First arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Second arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Armor
Armour
Interruptibility
Interruptible