Super Smash Bros. Ultimate

Bowser (SSBU)/Dash attack: Difference between revisions

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(→‎Hitboxes: Correct hitbox data.)
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[[File:BowserDashAttackSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's dash attack.]]
[[File:BowserDashAttackSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's dash attack.]]
==Overview==
==Overview==
A sidekick that’s similar to {{SSBU|Meta Knight}}’s dash attack. It has good [[knockback]] statistics, KOing at around 225% in {{SSBU|Final Destination}}. It launches opponents at an 80° [[angle]] and has solid active frames, which makes for a decent juggle setup, though even at 0% it's -5 on hit, giving the opponent the initiative. It's also very suceptible to being [[punish]]ed on whiff, while not having favourable cross-ups on [[shield]], so [[Bowser (SSBU)/Grab|dash grab]] and pivot cancelled {{mvsub|Bowser|SSBU|forward tilt}} tend to be used more often.  
A sidekick that’s similar to {{SSBU|Meta Knight}}’s dash attack. It has good [[knockback]] statistics, KOing at around 225% in {{SSBU|Final Destination}}. It launches opponents at an 80° [[angle]] and has solid active frames, which makes for a decent juggle setup, though even at 0% it's -5 on hit, giving the opponent the initiative. It's also very susceptible to being [[punish]]ed on whiff, while not having favourable cross-ups on [[shield]], so [[Bowser (SSBU)/Grab|dash grab]], pivot cancelled {{mvsub|Bowser|SSBU|forward tilt}}, and short hop {{Bowser (SSBU)/Forward aerial|forward aerial}} tend to be used more often as they outclass the move greatly in kill power and speed.


==Hitboxes==
==Hitboxes==

Revision as of 17:22, December 18, 2023

Hitbox visualization showing Bowser's dash attack.

Overview

A sidekick that’s similar to Meta Knight’s dash attack. It has good knockback statistics, KOing at around 225% in Final Destination. It launches opponents at an 80° angle and has solid active frames, which makes for a decent juggle setup, though even at 0% it's -5 on hit, giving the opponent the initiative. It's also very susceptible to being punished on whiff, while not having favourable cross-ups on shield, so dash grab, pivot cancelled forward tilt, and short hop Template:Bowser (SSBU)/Forward aerial tend to be used more often as they outclass the move greatly in kill power and speed.

Hitboxes

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
Clean hit
0 0 0 12.0% 1 AngleIcon80.png Forward 110 35 0 HitboxTableIcon(False).png 7.0 top 0.0 9.0 12.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick 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 12.0% 1 AngleIcon80.png Forward 110 35 0 HitboxTableIcon(False).png 4.0 top 0.0 9.0 4.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 10.0% 1 AngleIcon80.png Forward 80 30 0 HitboxTableIcon(False).png 6.0 top 0.0 9.0 10.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick 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 10.0% 1 AngleIcon80.png Forward 80 30 0 HitboxTableIcon(False).png 3.8 top 0.0 9.0 4.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Clean hit 11-14
Late hit 15-20
Interruptible 56
Animation length 60
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible