Super Smash Bros. 4

Bowser (SSB4)/Up special/Default: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Whirling Fortress}}[[File:BowserWhirlingFortressGround.gif|thumb|270px|Hitbox visualization showing Bowser's grounded Whirling Fortress.]]
[[File:BowserWhirlingFortressAir.gif|thumb|270px|Hitbox visualization showing Bowser's aerial Whirling Fortress.]]
==Overview==
==Overview==
Bowser's up special in ''SSB4'' is Whirling Fortress. When this move is used, Bowser tucks into his shell and travels upwards a moderate distance before he slows his ascent and goes into a [[helpless]] state. Mashing the special button towards the beginning of the move decreases the vertical distance travelled, while mashing the special button towards the end of the move increases the distance travelled. When used from the ground, Bowser will not travel upwards, but instead spins on the ground, sliding in the direction the player inputs. When used in the air, the move's first hit launches players, while the following hits do not. On the ground, only the last hit will launch players. This move is often Bowser's most frequently used [[out of shield]] option, as it comes out on frame 6 and can carry Bowser away from the enemy if needed.


Bowser's up special in ''SSB4'' is Whirling Fortress. When this move is used, Bowser tucks into his shell and travels upwards a moderate distance before he slows his ascent and goes into a [[helpless]] state. Mashing the special button towards the beginning of the move decreases the vertical distance travelled, while mashing the special button towards the end of the move increases the distance travelled. When used from the ground, Bowser will not travel upwards, but instead spins on the ground, sliding in the direction the player inputs. When used in the air, the move's first hit launches players, while the following hits do not. On the ground, only the last hit will launch players. This move is often Bowser's most frequently used [[out of shield]] option, as it comes out on frame 6 and can carry Bowser away from the enemy if needed.  
==Update history==
{{GameIcon|ssb4}} [[1.1.3]]
*{{buff|All variations of Whirling Fortress can grab ledges from behind much sooner (frame 48 → 8).}}


==Hitboxes==
==Hitboxes==
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|direct=1
|direct=1
|type=Spin
|type=Spin
|i24=63
|hitbits=63
|i25=0
|i25=0
|i26=15
|i26=15
Line 42: Line 47:
|absorbable=0
|absorbable=0
|rehit=5
|rehit=5
|i32=0
|piercing=0
|i33=0
|i33=0
|i34=0
|i34=0
|i35=0
|i35=0
|i36=0
|heedless=0
|i37=0
|noff=0
|i38=0
|nogfx=0
|i39=0
|flinchless=0
|i40=
|i40=
|xstretch=0.0
|xstretch=0.0
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|direct=1
|direct=1
|type=Spin
|type=Spin
|i24=63
|hitbits=63
|i25=0
|i25=0
|i26=15
|i26=15
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|absorbable=0
|absorbable=0
|rehit=5
|rehit=5
|i32=0
|piercing=0
|i33=0
|i33=0
|i34=0
|i34=0
|i35=0
|i35=0
|i36=0
|heedless=0
|i37=0
|noff=0
|i38=0
|nogfx=0
|i39=0
|flinchless=0
|i40=
|i40=
|xstretch=0.0
|xstretch=0.0
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|direct=1
|direct=1
|type=Spin
|type=Spin
|i24=63
|hitbits=63
|i25=0
|i25=0
|i26=15
|i26=15
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|absorbable=0
|absorbable=0
|rehit=5
|rehit=5
|i32=0
|piercing=0
|i33=0
|i33=0
|i34=0
|i34=0
|i35=0
|i35=0
|i36=0
|heedless=0
|i37=0
|noff=0
|i38=0
|nogfx=0
|i39=0
|flinchless=0
|i40=
|i40=
|xstretch=0.0
|xstretch=0.0
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|direct=1
|direct=1
|type=Spin
|type=Spin
|i24=63
|hitbits=63
|i25=0
|i25=0
|i26=15
|i26=15
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|absorbable=0
|absorbable=0
|rehit=0
|rehit=0
|i32=0
|piercing=0
|i33=0
|i33=0
|i34=0
|i34=0
|i35=0
|i35=0
|i36=0
|heedless=0
|i37=0
|noff=0
|i38=0
|nogfx=0
|i39=0
|flinchless=0
|i40=0
|i40=0
}}
}}
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|direct=1
|direct=1
|type=Spin
|type=Spin
|i24=63
|hitbits=63
|i25=0
|i25=0
|i26=15
|i26=15
Line 228: Line 233:
|absorbable=0
|absorbable=0
|rehit=0
|rehit=0
|i32=0
|piercing=0
|i33=0
|i33=0
|i34=0
|i34=0
|i35=0
|i35=0
|i36=0
|heedless=0
|i37=0
|noff=0
|i38=0
|nogfx=0
|i39=0
|flinchless=0
|i40=0
|i40=0
}}
}}
Line 241: Line 246:


===Air===
===Air===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
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|part=0
|part=0
|damage=10%
|damage=10%
|sd=3
|angle=80
|angle=80
|bk=80
|bk=80
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}}
}}
|}
|}
==Timing==
===Grounded===
{|class="wikitable"
!Multihits
|6-38
|-
!Final hit
|39
|-
!Interruptible
|82
|-
!Animation length
|83
|}
{{FrameStripStart}}
{{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=2}}
{{FrameStripEnd}}
===Aerial===
{|class="wikitable"
!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
|-
!Animation length
|79
|}
{{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|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=32}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}


{{MvSubNavBowser|g=SSB4}}
{{MvSubNavBowser|g=SSB4}}
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Special attacks (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]

Latest revision as of 19:49, April 12, 2022

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Whirling Fortress.
Hitbox visualization showing Bowser's grounded Whirling Fortress.
Hitbox visualization showing Bowser's aerial Whirling Fortress.

Overview[edit]

Bowser's up special in SSB4 is Whirling Fortress. When this move is used, Bowser tucks into his shell and travels upwards a moderate distance before he slows his ascent and goes into a helpless state. Mashing the special button towards the beginning of the move decreases the vertical distance travelled, while mashing the special button towards the end of the move increases the distance travelled. When used from the ground, Bowser will not travel upwards, but instead spins on the ground, sliding in the direction the player inputs. When used in the air, the move's first hit launches players, while the following hits do not. On the ground, only the last hit will launch players. This move is often Bowser's most frequently used out of shield option, as it comes out on frame 6 and can carry Bowser away from the enemy if needed.

Update history[edit]

Super Smash Bros. 4 1.1.3

  • Buff All variations of Whirling Fortress can grab ledges from behind much sooner (frame 48 → 8).

Hitboxes[edit]

Ground[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hits 1-7 (frames 6-38)
0 0 5 1% 0 AngleIcon180.png Standard 0 100 50 2.5 0 0.0 7.0 0.0 0.8x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 5.0 0.0
1 0 5 1% 0 AngleIcon180.png Standard 0 100 70 2.5 0 0.0 10.5 -6.0 0.8x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 3.5 -7.0
2 0 5 1% 0 AngleIcon180.png Standard 0 100 70 2.5 0 0.0 10.5 6.0 0.8x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 3.5 7.0
Final hit (frame 39)
0 0 0 4% 0 AngleIcon60.png Standard 70 150 0 8.0 0 0.0 7.6 -4.0 1x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 4% 0 AngleIcon60.png Standard 70 150 0 8.0 0 0.0 7.6 8.0 1x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Air[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 10% 3 AngleIcon80.png 80 60 0 7.0 0 0.0
0.0
4.5
4.5
3.0
-3.0
1x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Hits 2-6 (loop)
0 0 3% 0 AngleIcon84.png 50 20 0 6.0 0 0.0
0.0
4.5
4.5
3.0
-3.0
1x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hits 7-11 (loop)
0 0 2% 0 AngleIcon84.png 50 20 0 5.0 0 0.0
0.0
4.5
4.5
3.0
-3.0
1x 1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Spin (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png

Timing[edit]

Grounded[edit]

Multihits 6-38
Final hit 39
Interruptible 82
Animation length 83
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

Aerial[edit]

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
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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible