Super Smash Bros. 4

Bowser Jr. (SSB4)/Forward throw: Difference between revisions

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==Overview==
==Overview==
Bowser Jr. uppercuts the opponent once with a robotic boxing glove that comes out from the [[Junior Clown Car]], launching them forwards. Despite there being only one punch, the opponent is damaged twice- 3% during the punch and 6% during the launch, totaling 9%. It is generally used for spacing, or as a weak kill throw when Bowser Jr. isn't in the position for back throw to kill. The low knockback at early percents may also allow a tech chase situation.
Bowser Jr. uppercuts the opponent once with a robotic boxing glove that comes out from the [[Junior Clown Car]], launching them forwards. Despite there being only one punch, the opponent is damaged twice- 3% during the punch and 6% during the launch, totaling 9%. It is generally used for spacing, or as a weak kill throw when Bowser Jr. isn't in the position for back throw to kill. The low knockback at early percents may also allow a tech chase situation.
==Throw and Hitbox Data==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|damage=3%
|angle=361
|bk=0
|ks=100
|fkv=30
|r=5.6
|bn=1051
|xpos=7.0
|ypos=0.0
|zpos=0.0
|trip=0
|type=Hand
|effect=Normal
|ff=1.5
|clang=f
|rebound=f
|slvl=L
|sfx=Punch
}}
|}
{{SSB4ThrowTableHeader}}
{{SSB4ThrowTableRow
|id=0
|damage=6%
|angle=45
|af=3
|bk=60
|ks=70
|fkv=0
|bn=0
|noff=t
|type=Throwing
|sfx=None
|slvl=S
}}
|}
==Timing==
{{technical data}}
{{technical data}}



Revision as of 13:44, April 21, 2021

Hitbox visualization showing Bowser Jr.'s forward throw.

Overview

Bowser Jr. uppercuts the opponent once with a robotic boxing glove that comes out from the Junior Clown Car, launching them forwards. Despite there being only one punch, the opponent is damaged twice- 3% during the punch and 6% during the launch, totaling 9%. It is generally used for spacing, or as a weak kill throw when Bowser Jr. isn't in the position for back throw to kill. The low knockback at early percents may also allow a tech chase situation.

Throw and Hitbox Data

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 3% 0 Sakurai angle 0 100 30 5.6 1051 7.0 0.0 0.0 1.0x 1.5x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 6% AngleIcon45.png Forwards 60 70 0 0 None Throwing (type) Normal (effect) S None

Timing

Data.png This article or section may require additional technical data.
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