Super Smash Bros. Ultimate

Bowser (SSBU)/Neutral attack/Hit 1: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:BowserJab1SSBU.gif|thumb|500px|Hitbox visualization showing Bowser's first jab.]]
[[File:BowserJab1SSBU.gif|thumb|500px|Hitbox visualization showing Bowser's first jab.]]
{{competitive expertise}}
==Overview==
==Overview==
Bowser performs a palm strike with his left hand. Being frame 7, it's slow for a jab but is still Bowser's fastest normal. It connects reliably with his Jab 2 but with it's low end lag can be mixed up into other moves. While the hitboxes are out, Bowser has intangibility on his arm.
Bowser performs a palm strike. Being frame 7, it's slow for a jab but is still Bowser's fastest normal. It connects reliably with his Jab 2 but with it's low end lag can be mixed up into other moves. While the hitboxes are out, Bowser has [[intangibility]] on his arm.
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 11: Line 9:
|damage=4.0%
|damage=4.0%
|angle=361
|angle=361
|af=3
|bk=40
|bk=40
|ks=18
|ks=18
Line 16: Line 15:
|r=3.2
|r=3.2
|bn=top
|bn=top
|xpos=0.0
|ypos=11.0
|ypos=11.0
|zpos=6.0
|zpos=6.0
|ff=1.4
|ff=1.4
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
Line 29: Line 26:
|damage=4.0%
|damage=4.0%
|angle=361
|angle=361
|bk=18
|af=3
|ks=35
|bk=35
|ks=18
|fkv=0
|fkv=0
|r=3.2
|r=3.2
|bn=top
|bn=top
|xpos=0.0
|ypos=8.6
|ypos=8.6
|zpos=8.5
|zpos=8.5
|ff=1.4
|ff=1.4
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
Line 47: Line 43:
|damage=4.0%
|damage=4.0%
|angle=180
|angle=180
|bk=18
|af=3
|ks=35
|hitbits=Fighter only
|bk=30
|ks=18
|fkv=0
|fkv=0
|r=3.8
|r=3.8
|bn=top
|bn=top
|xpos=0.0
|ypos=8.0
|ypos=8.0
|zpos=13.0
|zpos=13.0
|ff=1.4
|ff=1.4
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
Line 65: Line 61:
|damage=4.0%
|damage=4.0%
|angle=361
|angle=361
|bk=18
|af=3
|ks=35
|bk=30
|ks=18
|fkv=0
|fkv=0
|r=3.8
|r=3.8
Line 82: Line 79:
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Arm intangible
!Lower arm intangible
|7-8
|7-8
|-
|-
Line 88: Line 85:
|7-8
|7-8
|-
|-
!Earliest continuable
!Continuability window
|10
|10-30
|-
|-
!Interruptible
!Interruptible
Line 99: Line 96:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=16|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=5}}
!Hitboxes {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=16|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=5}}
|-
!Continuable {{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Continuable|c=21}}
|-
|-
{{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=22}}
!Lower arm {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=22}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|intangible=y|vulnerable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|intangible=y|vulnerable=y|interruptible=y}}


{{MvSubNavBowser|g=SSBU}}
{{MvSubNavBowser|g=SSBU}}
[[Category:Bowser (SSBU)]]
[[Category:Bowser (SSBU)]]
[[Category:Neutral attacks (SBSU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 11:49, June 16, 2022

Hitbox visualization showing Bowser's first jab.

Overview[edit]

Bowser performs a palm strike. Being frame 7, it's slow for a jab but is still Bowser's fastest normal. It connects reliably with his Jab 2 but with it's low end lag can be mixed up into other moves. While the hitboxes are out, Bowser has intangibility on his arm.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 4.0% 0 Sakurai angle Forward 40 18 0 HitboxTableIcon(False).png 3.2 top 0.0 11.0 6.0 1.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 4.0% 0 Sakurai angle Forward 35 18 0 HitboxTableIcon(False).png 3.2 top 0.0 8.6 8.5 1.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 4.0% 0 AngleIcon180.png Forward 30 18 0 HitboxTableIcon(False).png 3.8 top 0.0 8.0 13.0 1.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 4.0% 0 Sakurai angle Forward 30 18 0 HitboxTableIcon(False).png 3.8 top 0.0 8.0 13.0 1.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Lower arm intangible 7-8
Hitboxes 7-8
Continuability window 10-30
Interruptible 26
Animation length 30
Hitboxes  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(LagContinuableS).png FrameIcon(LagContinuableE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Continuable  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png
Lower arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).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 FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible