Bowser (SSBU)/Neutral aerial: Difference between revisions
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(Added description.) Tag: Mobile edit |
(→Attack: the weird nature of NAir's hitboxes needs a custom notation in that table, there's no early or late hits since they can all hit in any order and even on the same frame, and two of those hitboxes have the exact same active window but still count as separate hits. i'll add a clearer explanation of how the move work and the naming convention the bowser playerbase uses for each hitbox at some point soon) |
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Line 149: | Line 149: | ||
|1-3 | |1-3 | ||
|- | |- | ||
!Hitboxes ( | !Hitboxes (hand 1, hand 2, foot 1, foot 2) | ||
|8- | |8-29, 14-29, 18-29, 18-29 | ||
|- | |- | ||
!Ending autocancel | !Ending autocancel |
Revision as of 14:41, October 18, 2021
Overview
An aerial cartwheel. While it is difficult to connect all 4 hits successfully, it is incredibly damaging for an aerial attack, and it can even open up KO confirms on landing, such as into forward aerial, back aerial, and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it can combo into an up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has a noticeable landing lag (15 frames) and cannot auto-cancel in a short hop.
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
---|---|
Hitboxes (hand 1, hand 2, foot 1, foot 2) | 8-29, 14-29, 18-29, 18-29 |
Ending autocancel | 41- |
Interruptible | 48 |
Animation length | 66 |
Landing lag
Interruptible | 16 |
---|---|
Animation length | 39 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|