Bowser forward tilt hitbox visualizations | ||||
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↗ | ||||
→ | ||||
↘ |
OverviewEdit
Bowser does a swung backhanded punch with his arm slightly bent. The punch can be angled up or down, but doing so does not affect damage or knockback; therefore, it is strictly a way to respond to situations. Has 4% damage-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can reliably 2-frame most recoveries thanks to the high active frames, and can KO most characters at around 90%. It is also a reliable approach or whiff punish option when pivot cancelling thanks to the aforementioned armor and high active frames.
The move shifts Bowser's entire hurtbox way back on frame 1 and 2, and stays there for a few frames before going back forwards during the armor's active frames. This frame 1 side-profiling qualities makes the move pretty useful for out-spacing short-range & fast attacks, and even some grabs. The armor being active on the way back also allows for some more protection against the short-range attacks if they are delayed or long active.
Update HistoryEdit
- Forward tilt deals more damage (12% → 13%).
HitboxesEdit
TimingEdit
The damage-based armor has a threshold of 4%.
Damage-based armor | 7-9 |
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Lower arm intangible | 10-14 |
Hitboxes | 10-14 |
Interruptible | 38 |
Animation length | 57 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Body | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lower arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Armour |
Interruptible |
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