Bowser (SSBU)/Neutral attack/Hit 2: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[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 | 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}} | ||
Line 11: | Line 16: | ||
|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 | ||
|zpos=-1.0 | |zpos=-1.0 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|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 | ||
|ypos=1.0 | |ypos=1.0 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
Line 47: | Line 49: | ||
|damage=7.0% | |damage=7.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=50 | |bk=50 | ||
|ks=100 | |ks=100 | ||
Line 54: | Line 57: | ||
|xpos=-5.0 | |xpos=-5.0 | ||
|ypos=1.5 | |ypos=1.5 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
! | !Lower arm intangible | ||
|9-11 | |9-11 | ||
|- | |- | ||
Line 78: | Line 80: | ||
{{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
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]
- The second hit deals more damage (6% → 7%).
Hitboxes[edit]
Timing[edit]
Lower arm intangible | 9-11 |
---|---|
Hitboxes | 9-11 |
Interruptible | 26 |
Animation length | 32 |
Hitboxes | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lower arm |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|