Super Smash Bros. Melee

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

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(New Page: {{ArticleIcons|ssbm=y}} thumb|300px|Hitbox visualization showing Bowser's second jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{MeleeHitboxTableH...)
 
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
{{SSBM|Bowser}} performs a claw swipe. It deals a good bit of [[hitstun]], allowing for potential frame traps, but little else. Due to this coupled with the [[knockback]], however, it has a niche for resetting neutral. The hitbox goes a bit beyond Bowser's model, giving it a minor [[disjoint]]; coupled with the large active frames this can be useful for Bowser. Its [[FAF]] is also decently low, being one of the safest moves Bowser has on whiff. It also has some [[KO]] potential if the opponent [[DI]]s poorly, KOing {{SSBM|Mario}} at 183% at the edge of [[Battlefield]]. However, the KO [[percentage]]s go above 200% with good DI, making this less useful given the rest of Bowser's kit KOs relatively well.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}

Revision as of 03:34, June 13, 2020

Hitbox visualization showing Bowser's second jab.
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Overview

Bowser performs a claw swipe. It deals a good bit of hitstun, allowing for potential frame traps, but little else. Due to this coupled with the knockback, however, it has a niche for resetting neutral. The hitbox goes a bit beyond Bowser's model, giving it a minor disjoint; coupled with the large active frames this can be useful for Bowser. Its FAF is also decently low, being one of the safest moves Bowser has on whiff. It also has some KO potential if the opponent DIs poorly, KOing Mario at 183% at the edge of Battlefield. However, the KO percentages go above 200% with good DI, making this less useful given the rest of Bowser's kit KOs relatively well.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 6% 0 Sakurai angle 30 110 0 4.2966 65 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
1 0 6% 0 Sakurai angle 30 110 0 3.906 61 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash
2 0 6% 0 Sakurai angle 30 110 0 1.953 61 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash

Timing

Hitboxes 8-10
Interruptible 26
Animation length 30
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(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible