Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.
Super Smash Bros. Melee

Bowser (SSBM)/Spot dodge

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Hurtbox visualization showing Bowser's spot dodge.

Overview[edit]

Bowser leans back on his right foot, becoming intangible for about ⅓ of a second. This move is rarely seen at all in Bowser's toolkit in competitive play, partially because Bowser has a far superior out of shield option in his up special, and partially because the move itself is bad; while it gives 21 intangibility frames (the second longest, only behind Donkey Kong), this is the move's only positive and not enough to outweigh its negatives. The main issue is its sluggishness: it has the most start-up of any spot dodge in the game at 3 frames, the 2nd-most end lag (only behind Mr. Game & Watch's spot dodge), and the longest move length at slightly over ⅔ of a second.

The move's duration is so long that it loses to the median dash grab length of 39 frames, meaning it's possible for Fox to attempt to dash grab Bowser, miss because of the spot dodge, and punish Bowser with Shine on reaction when the Fox player realizes the grab missed. However, it can be noted that this is only if both the grab and spot dodge are activated on the same frame; Bowser can tip the scales back in his favor by activating spot dodge earlier, thus minimizing the amount of frame advantage his opponent can get. It's also worth noting that this doesn't apply to tether grabs, which typically have far longer durations, both from standing and a dash.

Timing[edit]

Intangible 4-24
Animation length 42
FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible