Super Smash Bros. Ultimate

Bowser (SSBU)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
 
[[File:BowserJab2SSBU.gif|thumb|500px|Hitbox visualization showing Bowser's second jab.]]
[[File:BowserJab2SSBU.gif|thumb|500px|Hitbox visualization showing Bowser's second jab.]]


==Overview==
==Overview==
Bowser punches forward. With it's low ending lag, it can be safe on shield if spaced. The angle at which it sends is good for tech chase setups and can kill near the ledge at higher percents. Just like his Jab 1, Bowser has intangibility on his arm while the hitboxes are out.
Bowser punches forward. With its low [[ending lag]], it can be safe on shield if spaced, at -8 frame advantage. The angle at which it sends is good for tech chase setups and can kill near the ledge at higher percents. Just like his Jab 1, Bowser has [[intangibility]] on his arm while the hitboxes are out. Because it's +13 on hit with non-[[tumble]] [[hitstun]] at 0% (tested on {{SSBU|Mario}}), it's possible to get a {{mvsub|Bowser|SSBU|grab}} in afterwards and combo off. {{mvsub|Bowser|SSBU|Dash attack}} is a fair alternative for around 29% damage and a juggle situation, though it is generally inferior to the reward Bowser can get from a grab. Jab 2 combos can be confirmed until tumble is inflicted.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|The second hit deals more damage (6% → 7%).}}
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
Line 17: Line 23:
|bn=armr
|bn=armr
|xpos=5.0
|xpos=5.0
|ypos=0.0
|zpos=-1.0
|zpos=-1.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 29: Line 33:
|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
Line 34: Line 39:
|r=4.0
|r=4.0
|bn=armr
|bn=armr
|xpos=0.0
|ypos=1.0
|ypos=1.0
|zpos=0.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
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|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
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|xpos=-5.0
|xpos=-5.0
|ypos=1.5
|ypos=1.5
|zpos=0.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Arm intangible
!Lower arm intangible
|9-11
|9-11
|-
|-
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=7}}
!Hitboxes {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=7}}
|-
|-
{{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=21}}
!Lower arm {{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=21}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 11:51, June 16, 2022

Hitbox visualization showing Bowser's second jab.

Overview[edit]

Bowser punches forward. With its low ending lag, it can be safe on shield if spaced, at -8 frame advantage. The angle at which it sends is good for tech chase setups and can kill near the ledge at higher percents. Just like his Jab 1, Bowser has intangibility on his arm while the hitboxes are out. Because it's +13 on hit with non-tumble hitstun at 0% (tested on Mario), it's possible to get a grab in afterwards and combo off. Dash attack is a fair alternative for around 29% damage and a juggle situation, though it is generally inferior to the reward Bowser can get from a grab. Jab 2 combos can be confirmed until tumble is inflicted.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff The second hit deals more damage (6% → 7%).

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 7.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 5.0 armr 5.0 0.0 -1.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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 7.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 4.0 armr 0.0 1.0 0.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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 7.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 3.5 armr -5.0 1.5 0.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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 9-11
Hitboxes 9-11
Interruptible 26
Animation length 32
Hitboxes  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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Lower arm  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(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 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
Interruptibility
Interruptible