Bowser Jr. (SSBU)/Up smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:BowserJrUSmashSSBU.gif|thumb| | [[File:BowserJrUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Bowser Jr.'s up smash.]] | ||
==Overview== | ==Overview== | ||
{{competitive expertise}} | |||
Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring [[shield]]s or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit. | Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring [[shield]]s or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit. | ||
This move received major buffs during game updates. Version 3.1.0 increases the [[knockback]] for the final hit, allowing to [[KO]] opponents easily. Version 9.0.0 has its [[hitbox]]es to increase in size. | This move received major buffs during game updates. Version 3.1.0 increases the [[knockback]] for the final hit, allowing to [[KO]] opponents easily. Version 9.0.0 has its [[hitbox]]es to increase in size. | ||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
Line 11: | Line 13: | ||
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | ||
*{{buff|[[Up smash]] has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.}} | *{{buff|[[Up smash]] has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}''' | |||
*{{buff|The multihits and penultimate hit deal more damage (1.3%/1.0% → 1.7%/1.4%).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1|50}} | |||
{{HitboxTableTitle|Hit 1| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|part=1 | |part=1 | ||
|damage={{ChargedSmashDmgSSBU|1.0}} | |damage={{ChargedSmashDmgSSBU|1.0}} | ||
|angle=102 | |angle=102 | ||
|bk=0 | |bk=0 | ||
Line 37: | Line 39: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits (early)|50}} | |||
{{HitboxTableTitle|Multihits (early)| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|rehit=3 | |rehit=3 | ||
|damage={{ChargedSmashDmgSSBU|1. | |damage={{ChargedSmashDmgSSBU|1.7}} | ||
|angle=105 | |angle=105 | ||
|bk=0 | |bk=0 | ||
Line 60: | Line 60: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=3 | |rehit=3 | ||
|damage={{ChargedSmashDmgSSBU|1. | |damage={{ChargedSmashDmgSSBU|1.7}} | ||
|angle=175 | |angle=175 | ||
|bk=0 | |bk=0 | ||
Line 82: | Line 80: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|rehit=3 | |rehit=3 | ||
|damage={{ChargedSmashDmgSSBU|1. | |damage={{ChargedSmashDmgSSBU|1.7}} | ||
|angle=140 | |angle=140 | ||
|bk=30 | |bk=30 | ||
Line 104: | Line 100: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits (late)|50}} | |||
{{HitboxTableTitle|Multihits (late)| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|part=1 | |part=1 | ||
|rehit=3 | |rehit=3 | ||
|damage={{ChargedSmashDmgSSBU|1. | |damage={{ChargedSmashDmgSSBU|1.4}} | ||
|angle=120 | |angle=120 | ||
|bk=0 | |bk=0 | ||
Line 127: | Line 121: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=3 | |rehit=3 | ||
|damage={{ChargedSmashDmgSSBU|1. | |damage={{ChargedSmashDmgSSBU|1.7}} | ||
|angle=175 | |angle=175 | ||
|bk=0 | |bk=0 | ||
Line 149: | Line 141: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|rehit=3 | |rehit=3 | ||
|damage={{ChargedSmashDmgSSBU|1. | |damage={{ChargedSmashDmgSSBU|1.7}} | ||
|angle=140 | |angle=140 | ||
|bk=30 | |bk=30 | ||
Line 171: | Line 161: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit|50}} | |||
{{HitboxTableTitle|Final hit| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|6.0}} | |damage={{ChargedSmashDmgSSBU|6.0}} | ||
|angle=85 | |angle=85 | ||
|af=3 | |||
|bk=38 | |bk=38 | ||
|ks=175 | |ks=175 | ||
Line 192: | Line 181: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
During the late multihits, the ID 0 hitbox can hit simultaneously alongside either the ID 1 or 2 hitbox due to having different part numbers. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | !Charges between | ||
Line 203: | Line 192: | ||
|7-8 | |7-8 | ||
|- | |- | ||
!Multihits (early) | !Multihits (early, late) | ||
|9-17 | |9-17, 18 (rehit rate: 3) | ||
|- | |- | ||
!Final hit | !Final hit | ||
Line 213: | Line 199: | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |55 | ||
|- | |- | ||
!Animation length | !Animation length | ||
Line 220: | Line 206: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=11}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} |
Latest revision as of 23:18, July 30, 2022
Overview[edit]
Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit.
This move received major buffs during game updates. Version 3.1.0 increases the knockback for the final hit, allowing to KO opponents easily. Version 9.0.0 has its hitboxes to increase in size.
Update History[edit]
- Up smash's last hit has more base knockback (32 → 38).
- Up smash has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.
- The multihits and penultimate hit deal more damage (1.3%/1.0% → 1.7%/1.4%).
Hitboxes[edit]
Timing[edit]
During the late multihits, the ID 0 hitbox can hit simultaneously alongside either the ID 1 or 2 hitbox due to having different part numbers.
Charges between | 4-5 |
---|---|
Hit 1 | 7-8 |
Multihits (early, late) | 9-17, 18 (rehit rate: 3) |
Final hit | 22-23 |
Interruptible | 55 |
Animation length | 65 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|