Editing Bowser Jr. (SSBU)/Up smash

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:BowserJrUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Bowser Jr.'s up smash.]]
[[File:BowserJrUSmashSSBU.gif|thumb|500px|Hitbox visualization showing Bowser Jr.'s up smash.]]
 
{{competitive expertise}}
==Overview==
==Overview==
{{competitive expertise}}
Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring [[shield]]s or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit.
This move received major buffs during game updates. Version 3.1.0 increases the [[knockback]] for the final hit, allowing to [[KO]] opponents easily. Version 9.0.0 has its [[hitbox]]es to increase in size.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|[[Up smash]] has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.}}
*{{buff|[[Up smash]] has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
*{{buff|The multihits and penultimate hit deal more damage (1.3%/1.0% → 1.7%/1.4%).}}


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|50}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.0}}
|sd=0
|angle=102
|angle=102
|bk=0
|bk=0
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|a=f
|a=f
}}
}}
{{HitboxTableTitle|Multihits (early)|50}}
|0
{{HitboxTableTitle|Multihits (early)|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.7}}
|damage={{ChargedSmashDmgSSBU|1.3}}
|sd=0
|angle=105
|angle=105
|bk=0
|bk=0
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|g=f
|g=f
}}
}}
|3
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.7}}
|damage={{ChargedSmashDmgSSBU|1.3}}
|sd=0
|angle=175
|angle=175
|bk=0
|bk=0
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|g=f
|g=f
}}
}}
|3
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.7}}
|damage={{ChargedSmashDmgSSBU|1.3}}
|sd=0
|angle=140
|angle=140
|bk=30
|bk=30
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|a=f
|a=f
}}
}}
{{HitboxTableTitle|Multihits (late)|50}}
|3
{{HitboxTableTitle|Multihits (late)|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.4}}
|damage={{ChargedSmashDmgSSBU|1.0}}
|sd=0
|angle=120
|angle=120
|bk=0
|bk=0
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|slvl=S
|slvl=S
}}
}}
|3
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.7}}
|damage={{ChargedSmashDmgSSBU|1.3}}
|sd=0
|angle=175
|angle=175
|bk=0
|bk=0
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|g=f
|g=f
}}
}}
|3
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.7}}
|damage={{ChargedSmashDmgSSBU|1.3}}
|sd=0
|angle=140
|angle=140
|bk=30
|bk=30
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|a=f
|a=f
}}
}}
{{HitboxTableTitle|Final hit|50}}
|3
{{HitboxTableTitle|Final hit|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|6.0}}
|damage={{ChargedSmashDmgSSBU|6.0}}
|sd=0
|angle=85
|angle=85
|af=3
|bk=38
|bk=38
|ks=175
|ks=175
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|slvl=L
|slvl=L
}}
}}
|0
|}
|}


==Timing==
==Timing==
During the late multihits, the ID 0 hitbox can hit simultaneously alongside either the ID 1 or 2 hitbox due to having different part numbers.
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
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|7-8
|7-8
|-
|-
!Multihits (early, late)
!Multihits (early)
|9-17, 18 (rehit rate: 3)
|9-17
|-
!Multihits (late)
|18
|-
|-
!Final hit
!Final hit
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|-
|-
!Interruptible
!Interruptible
|55
|54
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=11}}
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=12}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}

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