Super Smash Bros. Ultimate

Bowser (SSBU)/Up special: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:BowserWhirlingFortressGroundedSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.]]
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Whirling Fortress}}[[File:BowserWhirlingFortressGroundedSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.]]
[[File:BowserWhirlingFortressAerialSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.]]
[[File:BowserWhirlingFortressAerialSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.]]
{{competitive expertise}}
 
==Overview==
==Overview==
Bowser’s up special is '''[[Whirling Fortress]]'''. He withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective [[out of shield]] option, launching opponents vertically and easily putting them into a disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically above average distance horizontally. The move can cover a greater distance via [[button mashing]] near the end of the move.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Whirling Fortress now connects better.}}
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|Opponents can no longer tech on the ground between the looping hits of grounded Whirling Fortress.}}
==Hitboxes==
==Hitboxes==
===Grounded===
===Grounded===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Multihits|24}}
{{HitboxTableTitle|Multihits|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 16: Line 22:
|ks=50
|ks=50
|fkv=80
|fkv=80
|setweight=t
|r=2.5
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|ypos=7.0 to 5.0
|ypos=7.0 to 5.0
|zpos=0.0
|ff=0.7
|ff=0.7
|sdi=0.8
|sdi=0.8
Line 36: Line 41:
|ks=50
|ks=50
|fkv=120
|fkv=120
|setweight=t
|r=2.5
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|ypos=10.5 to 3.5
|ypos=10.5 to 3.5
|zpos=-6.0 to -7.0
|zpos=-6.0 to -7.0
Line 56: Line 61:
|ks=50
|ks=50
|fkv=120
|fkv=120
|setweight=t
|r=2.5
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|ypos=10.5 to 3.5
|ypos=10.5 to 3.5
|zpos=6.0 to 7.0
|zpos=6.0 to 7.0
Line 76: Line 81:
|ks=50
|ks=50
|fkv=50
|fkv=50
|setweight=t
|r=2.5
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|ypos=13.5
|ypos=13.5
|zpos=3.0 to -3.0
|zpos=3.0 to -3.0
Line 88: Line 93:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableTitle|Final hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 96: Line 101:
|ks=140
|ks=140
|fkv=0
|fkv=0
|setweight=t
|r=8.0
|r=8.0
|bn=top
|bn=top
Line 114: Line 120:
|ks=140
|ks=140
|fkv=0
|fkv=0
|setweight=t
|r=8.0
|r=8.0
|bn=top
|bn=top
|xpos=0.0
|ypos=7.6
|ypos=7.6
|zpos=8.0
|zpos=8.0
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}}
}}
|}
|}
===Aerial===
===Aerial===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.0%
|damage=7.0%
|angle=367
|angle=367
|bk=0
|bk=50
|ks=50
|ks=0
|fkv=0
|fkv=0
|r=7.0
|r=7.0
|bn=top
|bn=top
|xpos=0.0
|ypos=11.0
|ypos=11.0
|zpos=3.5 to -3.5
|zpos=3.5 to -3.5
Line 147: Line 153:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Hits 2-11|24}}
{{HitboxTableTitle|Hits 2-11|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 157: Line 163:
|r=4.3
|r=4.3
|bn=top
|bn=top
|xpos=0.0
|ypos=11.0
|ypos=11.0
|zpos=3.5 to -3.5
|zpos=3.5 to -3.5
Line 166: Line 171:
|slvl=S
|slvl=S
}}
}}
{{HitboxTableTitle|Hit 12|24}}
{{HitboxTableTitle|Hit 12|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 176: Line 181:
|r=5.0
|r=5.0
|bn=top
|bn=top
|xpos=0.0
|ypos=11.0
|ypos=11.0
|zpos=3.5 to -3.5
|zpos=3.5 to -3.5
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}}
}}
|}
|}
==Timing==
==Timing==
===Grounded===
===Grounded===
{|class="wikitable"
{|class="wikitable"
!Multihits
!Multihits
|6-38
|6-38 (rehit rate: 5)
|-
|-
!Final hit
!Final hit
Line 205: Line 210:
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=33|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=42}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=33|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=42}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Aerial===
===Aerial===
The move can grab ledges from both sides starting on frame 9.
{|class="wikitable"
{|class="wikitable"
!Hit 1
!Hit 1
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}
{{FrameStripEnd}}
===Landing===
{|class="wikitable"
!Interruptible
|37
|-
!Animation length
|38
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=36}}{{FrameStrip|t=Interruptible|c=2}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
==Parameters==
The move's vertical speed in the air can be altered by mashing the special move button during frames 1-49. This overrides its default vertical speed; as a result, simply mashing near the start of the move actually reduces its height, but mashing near the end keeps Bowser afloat for longer and allows him to travel farther.
{|class="wikitable"
!Horizontal acceleration
|0.15 (grounded)<br>0.02 (aerial)
|-
!Maximum horizontal speed
|1.3 (grounded)<br>1.6 (aerial)
|-
!Aerial initial vertical speed
|2.3
|-
!Gravity
|0.055
|-
!Falling speed
|1
|-
!Vertical speed after button press
|1
|-
!Minimum delay between button presses
|5 frames
|-
!Landing lag
|36 frames
|}


{{MvSubNavBowser|g=SSBU}}
{{MvSubNavBowser|g=SSBU}}
[[Category:Bowser (SSBU)]]
[[Category:Bowser (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]

Latest revision as of 11:44, July 15, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Whirling Fortress.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.

Overview[edit]

Bowser’s up special is Whirling Fortress. He withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective out of shield option, launching opponents vertically and easily putting them into a disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically above average distance horizontally. The move can cover a greater distance via button mashing near the end of the move.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Whirling Fortress now connects better.

Super Smash Bros. Ultimate 3.0.0

  • Buff Opponents can no longer tech on the ground between the looping hits of grounded Whirling Fortress.

Hitboxes[edit]

Grounded[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
Multihits
0 0 5 1.0% 0 AngleIcon160.png Standard 0 50 80 HitboxTableIcon(True).png 2.5 top 0.0 7.0 to 5.0 0.0 0.7× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 5 1.0% 0 AngleIcon165.png Standard 0 50 120 HitboxTableIcon(True).png 2.5 top 0.0 10.5 to 3.5 -6.0 to -7.0 0.7× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 5 1.0% 0 AngleIcon165.png Standard 0 50 120 HitboxTableIcon(True).png 2.5 top 0.0 10.5 to 3.5 6.0 to 7.0 0.7× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 5 1.0% 0 AngleIcon240.png Standard 0 50 50 HitboxTableIcon(True).png 2.5 top 0.0 13.5 3.0 to -3.0 0.7× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Final hit
0 0 0 6.0% 0 AngleIcon55.png Standard 50 140 0 HitboxTableIcon(True).png 8.0 top 0.0 7.6 -4.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash 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 6.0% 0 AngleIcon55.png Standard 50 140 0 HitboxTableIcon(True).png 8.0 top 0.0 7.6 8.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Aerial[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
Hit 1
0 0 0 7.0% 0 Autolink angle (367) Standard 50 0 0 HitboxTableIcon(False).png 7.0 top 0.0 11.0 3.5 to -3.5 0.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hits 2-11
0 0 0 1.0% 0 Autolink angle (367) Standard 50 20 0 HitboxTableIcon(False).png 4.3 top 0.0 11.0 3.5 to -3.5 0.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 12
0 0 0 2.0% 0 AngleIcon60.png Standard 50 180 0 HitboxTableIcon(False).png 5.0 top 0.0 11.0 3.5 to -3.5 1.25× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Grounded[edit]

Multihits 6-38 (rehit rate: 5)
Final hit 39
Interruptible 82
Animation length 86
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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

Aerial[edit]

The move can grab ledges from both sides starting on frame 9.

Hit 1 6-7
Hits 2-11 8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47
Hit 12 48-51
Animation length 79
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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

Landing[edit]

Interruptible 37
Animation length 38
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(Lag).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

Parameters[edit]

The move's vertical speed in the air can be altered by mashing the special move button during frames 1-49. This overrides its default vertical speed; as a result, simply mashing near the start of the move actually reduces its height, but mashing near the end keeps Bowser afloat for longer and allows him to travel farther.

Horizontal acceleration 0.15 (grounded)
0.02 (aerial)
Maximum horizontal speed 1.3 (grounded)
1.6 (aerial)
Aerial initial vertical speed 2.3
Gravity 0.055
Falling speed 1
Vertical speed after button press 1
Minimum delay between button presses 5 frames
Landing lag 36 frames