Super Smash Bros. Ultimate

Bowser (SSBU)/Dash attack: Difference between revisions

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(Added more accurate information. This move sucks.)
 
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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 pivot cancelled {{mvsub|Bowser|SSBU|forward tilt}} and [[Bowser (SSBU)/Grab|dash grab]] tend to be used more often.  
A side kick that is similar in appearance to {{SSBU|Meta Knight}}’s dash attack. It has decent damage output and solid base knockback; however, it also has unusually poor knockback scaling and poor KOing ability compared to Bowser's other moves (and even compared to the dash attacks of other heavyweights), not KOing until at least 225% on {{SSBU|Final Destination}}.
 
It launches opponents at a vertical 80° [[angle]] and has solid active frames, which makes for a somewhat decent juggle setup, although it is -5 on hit at 0%. Due to the move's high ending lag, it lacks any true followup options in spite of its low knockback scaling and vertical launch angle, and is also very susceptible to being [[punish]]ed on whiff, while not being very safe on [[shield]] even if he somehow crosses up a shielding opponent with it. As a result of its minimal KO power and nonexistent true combo ability, Bowser's dash attack is often avoided by players where possible in favor of his other moves, such as his [[Bowser (SSBU)/Grab|dash grab]], pivot-canceled {{mvsub|Bowser|SSBU|forward tilt}}, {{mvsub|Bowser|SSBU|down tilt}}, {{mvsub|Bowser|SSBU|neutral attack}} and short hop [[Bowser (SSBU)/Forward aerial|forward aerial]].


==Hitboxes==
==Hitboxes==
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|sd=1
|sd=1
|angle=80
|angle=80
|af=3
|bk=110
|bk=110
|ks=35
|ks=35
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|r=7.0
|r=7.0
|bn=top
|bn=top
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=12.0
|zpos=12.0
|ff=1.0
|type=Foot
|type=Foot
|sfx=Kick
|sfx=Kick
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|sd=1
|sd=1
|angle=80
|angle=80
|af=3
|bk=110
|bk=110
|ks=35
|ks=35
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|r=4.0
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=4.0
|zpos=4.0
|ff=1.0
|type=Foot
|type=Foot
|sfx=Kick
|sfx=Kick
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|sd=1
|sd=1
|angle=80
|angle=80
|af=3
|bk=80
|bk=80
|ks=30
|ks=30
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|r=6.0
|r=6.0
|bn=top
|bn=top
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=10.0
|zpos=10.0
|type=Foot
|type=Foot
|ff=1.0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=1
|damage=10.0%
|damage=10.0%
|sd=1
|sd=1
|angle=80
|angle=80
|af=3
|bk=80
|bk=80
|ks=30
|ks=30
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|r=3.8
|r=3.8
|bn=top
|bn=top
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=4.0
|zpos=4.0
|type=Foot
|type=Foot
|ff=1.0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M

Latest revision as of 10:12, January 27, 2024

Hitbox visualization showing Bowser's dash attack.

Overview[edit]

A side kick that is similar in appearance to Meta Knight’s dash attack. It has decent damage output and solid base knockback; however, it also has unusually poor knockback scaling and poor KOing ability compared to Bowser's other moves (and even compared to the dash attacks of other heavyweights), not KOing until at least 225% on Final Destination.

It launches opponents at a vertical 80° angle and has solid active frames, which makes for a somewhat decent juggle setup, although it is -5 on hit at 0%. Due to the move's high ending lag, it lacks any true followup options in spite of its low knockback scaling and vertical launch angle, and is also very susceptible to being punished on whiff, while not being very safe on shield even if he somehow crosses up a shielding opponent with it. As a result of its minimal KO power and nonexistent true combo ability, Bowser's dash attack is often avoided by players where possible in favor of his other moves, such as his dash grab, pivot-canceled forward tilt, down tilt, neutral attack and short hop forward aerial.

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
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[edit]

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