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
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 | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 3% | 0 | 0 | 100 | 30 | 5.6 | 1051 | 7.0 | 0.0 | 0.0 | 1.0x | 1.5x | 0% | Punch |
ID | Damage | Angle | BK | KS | FKV | Bone | FFx | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 6% | Forwards | 60 | 70 | 0 | 0 | None | None |
Timing
|