Bowser (SSBU)/Down tilt: Difference between revisions
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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 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 | Both hits of down tilt have an added trip chance of 30%. 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. If the first hit does not trip but second hit does, Bowser will have 9 frames of hit advantage overall. While negligible, this is just enough time for Bowser to dash and land [[Flying Slam]]. If aiming to land a successful down tilt trip, it has to be up-close; if spaced, 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== | ==Hitboxes== |
Revision as of 11:49, October 16, 2021
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 forward tilt.
Both hits of down tilt have an added trip chance of 30%. 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. If the first hit does not trip but second hit does, Bowser will have 9 frames of hit advantage overall. While negligible, this is just enough time for Bowser to dash and land Flying Slam. If aiming to land a successful down tilt trip, it has to be up-close; if spaced, 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 |
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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 |
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