Super Smash Bros. Melee

Bowser (SSBM)/Up special: Difference between revisions

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m (→‎Landing lag: Added non-free fall landing lag.)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Whirling Fortress}}
[[File:BowserWhirlingFortressSSBM.gif|thumb|300px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.]]
[[File:BowserWhirlingFortressSSBM.gif|thumb|300px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.]]
[[File:BowserWhirlingFortressAerialSSBM.gif|thumb|300px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.]]
[[File:BowserWhirlingFortressAerialSSBM.gif|thumb|300px|Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.]]
==Overview==
==Overview==
The grounded version is one of Bowser's fastest and best moves, intangible from frames 1-4 and hitting starting on frame 5 (multiple hits until frame 46).
Bowser retreats into his shell and starts spinning. A [[recovery]] move with very little startup, the attack has great [[knockback]] when used on the ground, and in the air, it is good for racking up [[damage]]. The attack usually hits once on the ground; however, if the move is started when too close to Bowser, it can hit twice dealing 17%, but usually denying KO attempts. In the air, it hits multiple times and can rack up a maximum of 32%. It is a great horizontal recovery, but does not cover much vertical distance. It can be used to grab the ledge quickly when grounded facing either direction.
{{competitive expertise}}
 
The grounded version is one of Bowser's fastest and best moves, [[intangible]] from frames 1-4 and hitting on frame 5 (multiple hits until frame 46). It also functions as a KO option, particularly against floatier characters, KOing Jigglypuff consistently at 80%, except on [[Dream Land]], where it KOs around 105%. However, its primary use is to threaten overly aggressive opponents and allow Bowser the breathing room to set up his other slower options.
 
It is also sometimes used as a combo starter due to its vertical angle and likelihood to trade with another move, due to the first active frame being the first vulnerable frame and the move covering most of Bowser's body. This is known colloquially as a Shell Shock and is caused by trading with a low-knockback move such as {{SSBM|Falco}}'s [[Blaster (Falco)|Blaster]] or {{SSBM|Sheik}}'s [[Needle Storm]] — or any other move that does not put Bowser in significant [[hitstun]] — and then following up out of the low hitstun with another move.


==Hitboxes==
==Hitboxes==
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|r=2000
|r=2000
|bn=0
|bn=0
|xpos=-1000
|zpos=-1000
|ypos=1900
|ypos=1900
|effect=Normal
|effect=Normal
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|r=2000
|r=2000
|bn=0
|bn=0
|xpos=2000
|zpos=2000
|ypos=1900
|ypos=1900
|effect=Slash
|effect=Slash
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|r=1200
|r=1200
|bn=0
|bn=0
|xpos=-1000
|zpos=-1000
|ypos=1900
|ypos=1900
|effect=Slash
|effect=Slash
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|r=1200
|r=1200
|bn=0
|bn=0
|xpos=2000
|zpos=2000
|ypos=1900
|ypos=1900
|effect=Slash
|effect=Slash
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|r=1200
|r=1200
|bn=0
|bn=0
|xpos=-1000
|zpos=-1000
|ypos=1900
|ypos=1900
|effect=Slash
|effect=Slash
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|r=1200
|r=1200
|bn=0
|bn=0
|xpos=2000
|zpos=2000
|ypos=1900
|ypos=1900
|effect=Slash
|effect=Slash
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===Air===
===Air===
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|44}}
{{HitboxTableTitle|Hit 1|44}}
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{|class="wikitable"
{|class="wikitable"
|-
|-
!Animation length
!Animation length (pre [[freefall]])
|1
|-
!Animation length (post freefall)
|10
|10
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}
|'''Pre freefall''' {{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Blank|c=9}}
|-
|'''Post freefall''' {{FrameStrip|t=Lag|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y}}

Latest revision as of 16:53, December 11, 2024

This article is about the hitbox visualization in Super Smash Bros. Melee. 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 retreats into his shell and starts spinning. A recovery move with very little startup, the attack has great knockback when used on the ground, and in the air, it is good for racking up damage. The attack usually hits once on the ground; however, if the move is started when too close to Bowser, it can hit twice dealing 17%, but usually denying KO attempts. In the air, it hits multiple times and can rack up a maximum of 32%. It is a great horizontal recovery, but does not cover much vertical distance. It can be used to grab the ledge quickly when grounded facing either direction.

The grounded version is one of Bowser's fastest and best moves, intangible from frames 1-4 and hitting on frame 5 (multiple hits until frame 46). It also functions as a KO option, particularly against floatier characters, KOing Jigglypuff consistently at 80%, except on Dream Land, where it KOs around 105%. However, its primary use is to threaten overly aggressive opponents and allow Bowser the breathing room to set up his other slower options.

It is also sometimes used as a combo starter due to its vertical angle and likelihood to trade with another move, due to the first active frame being the first vulnerable frame and the move covering most of Bowser's body. This is known colloquially as a Shell Shock and is caused by trading with a low-knockback move such as Falco's Blaster or Sheik's Needle Storm — or any other move that does not put Bowser in significant hitstun — and then following up out of the low hitstun with another move.

Hitboxes[edit]

Ground[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 13% 3 AngleIcon80.png 90 80 0 7.812 0 0.0 7.4214 -3.906 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 13% 3 AngleIcon80.png 90 80 0 7.812 0 0.0 7.4214 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Mid hits
0 0 5% 0 AngleIcon90.png 80 50 0 4.6872 0 0.0 7.4214 -3.906 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
1 0 5% 0 AngleIcon90.png 80 50 0 4.6872 0 0.0 7.4214 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
Late hits
0 0 3% 0 AngleIcon70.png 50 50 0 4.6872 0 0.0 7.4214 -3.906 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 3% 0 AngleIcon70.png 50 50 0 4.6872 0 0.0 7.4214 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash

Air[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 10% 3 AngleIcon80.png 80 60 0 8.9838 0 0.0 8.2026 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Paper
Hits 2-6
0 0 3% 0 AngleIcon84.png 50 20 0 7.812 0 0.0 8.2026 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash
Hits 7-11
0 0 2% 0 AngleIcon84.png 50 20 0 7.812 0 0.0 8.2026 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash

Timing[edit]

Grounded[edit]

Intangible 1-4
Clean Hit 5-6
Head and Limbs Intangible 6-49
Mid Hits 7-10 11-14 14-18 19-22 23-26
Late Hits 27-30 31-34 35-38 38-42 42-46
Animation length 79
Hitboxes  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(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(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(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
Entire body  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Head and limbs  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Aerial[edit]

Clean Hit 5-6
Head and Limbs Intangible 7-49
Hits 2-6 7-10 11-14 14-18 19-22 23-26
Hits 7-11 27-30 31-34 35-38 38-42 42-46
Animation length 49
Hitboxes  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(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Head and limbs  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png

Landing lag[edit]

Animation length (pre freefall) 1
Animation length (post freefall) 10
Pre freefall  FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Post freefall  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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible