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

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{{technical data|Hitbox data needed.}}
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!colspan=2|Bowser Jr. forward smash hitbox visualization
!colspan=2|Bowser Jr. forward smash hitbox visualization
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==Overview==
==Overview==
[[Bowser Jr.]] uses two drills from the [[Junior Clown Car]] to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer hitbox than the rest of the hits.
The name of this move is '''Smash Twin Drills'''. Bowser Jr. uses two drills from the [[Junior Clown Car]] to drill into the opponent. It is a multi-hit attack that deals 16% [[damage]] when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer [[hitbox]] than the rest of the hits. The final hit is a powerful [[KO|KOing]] option, while the whole move has low [[ending lag]] and it can be angled.


==Hitboxes==
==Hitboxes==
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==Trivia==
==Trivia==
*At approximately 700% and above (depending on the opponent), the opponent will escape the preliminary attacks, avoiding a KO from the final attack.
*At approximately 700% and above (depending on the opponent), the opponent will escape the preliminary attacks, avoiding a KO from the final attack.
{{competitive expertise}}
{{technical data}}


{{MvSubNavBowserJr|g=SSB4}}
{{MvSubNavBowserJr|g=SSB4}}

Revision as of 12:06, January 17, 2021

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Hitbox data needed.
You can discuss this issue on the talk page or edit this page to improve it.
Bowser Jr. forward smash hitbox visualization
BowserJrFSmashUp.gif
BowserJrFSmash.gif
BowserJrFSmashDown.gif

Overview

The name of this move is Smash Twin Drills. Bowser Jr. uses two drills from the Junior Clown Car to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer hitbox than the rest of the hits. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.

Hitboxes

Timing

Charges between 5-6
Linking hits 18-32
Final hit 35-36
Animation length 55
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox

Trivia

  • At approximately 700% and above (depending on the opponent), the opponent will escape the preliminary attacks, avoiding a KO from the final attack.