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Super Smash Bros. Ultimate

Bowser (SSBU)/Neutral attack/Hit 2: Difference between revisions

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==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Second hit of neutral attack deals more damage (6% → 7%).}}
*{{buff|The second hit deals more damage (6% → 7%).}}
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 15: Line 16:
|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
Line 21: Line 23:
|bn=armr
|bn=armr
|xpos=5.0
|xpos=5.0
|ypos=0.0
|zpos=-1.0
|zpos=-1.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 33: Line 33:
|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
Line 38: Line 39:
|r=4.0
|r=4.0
|bn=armr
|bn=armr
|xpos=0.0
|ypos=1.0
|ypos=1.0
|zpos=0.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 51: Line 49:
|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
Line 58: Line 57:
|xpos=-5.0
|xpos=-5.0
|ypos=1.5
|ypos=1.5
|zpos=0.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Arm intangible
!Lower arm intangible
|9-11
|9-11
|-
|-
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=7}}
!Hitboxes {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=7}}
|-
|-
{{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=21}}
!Lower arm {{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=21}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 12:51, June 16, 2022

Hitbox visualization showing Bowser's second jab.

Overview[edit]

Bowser punches forward. With its low ending lag, it can be safe on shield if spaced, at -8 frame advantage. The angle at which it sends is good for tech chase setups and can kill near the ledge at higher percents. Just like his Jab 1, Bowser has intangibility on his arm while the hitboxes are out. Because it's +13 on hit with non-tumble hitstun at 0% (tested on Mario), it's possible to get a grab in afterwards and combo off. Dash attack is a fair alternative for around 29% damage and a juggle situation, though it is generally inferior to the reward Bowser can get from a grab. Jab 2 combos can be confirmed until tumble is inflicted.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff The second hit deals more damage (6% → 7%).

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
0 0 0 7.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 5.0 armr 5.0 0.0 -1.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch 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 7.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 4.0 armr 0.0 1.0 0.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 7.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 3.5 armr -5.0 1.5 0.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Lower arm intangible 9-11
Hitboxes 9-11
Interruptible 26
Animation length 32
Hitboxes  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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Lower arm  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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible