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Super Smash Bros. 4

Bowser (SSB4)/Down special/Default: Difference between revisions

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(I really think this is over with.)
Tag: Mobile edit
mNo edit summary
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:BowserBowserBombGround.png|thumb|270px|Hitbox visualization showing Bowser's Bowser Bomb's initial hitbox.]]
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Bowser Bomb}}[[File:BowserBowserBombGround.png|thumb|270px|Hitbox visualization showing Bowser's Bowser Bomb's initial hitbox.]]
[[File:BowserBowserBombFall.png|thumb|270px|Hitbox visualization showing Bowser's Bowser Bomb's fall.]]
[[File:BowserBowserBombFall.png|thumb|270px|Hitbox visualization showing Bowser's Bowser Bomb's fall.]]
[[File:BowserBowserBombLanding.png|thumb|270px|Hitbox visualization showing Bowser's Bowser Bomb's landing.]]
[[File:BowserBowserBombLanding.png|thumb|270px|Hitbox visualization showing Bowser's Bowser Bomb's landing.]]
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{{MvSubNavBowser|g=SSB4}}
{{MvSubNavBowser|g=SSB4}}
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Special attacks (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Down special moves (SSB4)]]
[[Category:Down special moves (SSB4)]]

Latest revision as of 15:13, May 17, 2020

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Bowser Bomb.
Hitbox visualization showing Bowser's Bowser Bomb's initial hitbox.
Hitbox visualization showing Bowser's Bowser Bomb's fall.
Hitbox visualization showing Bowser's Bowser Bomb's landing.

Overview[edit]

Bowser prepares to jump up-right and does a sitting position with hands in above head level and starts moving down fast. Has normal knockback. The hitbox area is large enough to hit opponents in him.

Hitboxes[edit]

Ground[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 4% 0 AngleIcon85.png 0 100 90 8.0 0 0.0 5.0 17.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hit 2
0 0 0 20% 5 AngleIcon76.png Standard 45 75 0 8.3 0 0.0 5.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Landing
0 0 0 11% 5 AngleIcon76.png Standard 60 72 0 14.0 0 0.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Air[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
0 0 0 20% 5 AngleIcon76.png Standard 45 75 0 8.3 0 0.0 5.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png