Super Smash Bros. Brawl

Bowser (SSBB)/Up smash: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:BowserUSmashSSBB.gif|thumb|400px|Hitbox visualization showing Bowser's up smash.]]
==Overview==
==Overview==
{{Competitive expertise}}
Crouches down on all four of his limbs and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less [[damage]]. Opponents who only [[shield]] his jump may be hit by his landing (this only applies to grounded opponents). Very high [[knockback]] (one of the strongest up smashes in the game), [[KO]]ing at 100% when uncharged and 62% when fully charged in {{SSBB|Final Destination}}.
Crouches down on all four of his limbs and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less [[damage]]. Opponents who only [[shield]] his jump may be hit by his landing (this only applies to grounded opponents). Very high [[knockback]] (one of the strongest up smashes in the game), [[KO]]ing at 100% when uncharged and 62% when fully charged in {{SSBB|Final Destination}}.
==Hitboxes==
==Hitboxes==

Latest revision as of 23:16, May 27, 2024

Hitbox visualization showing Bowser's up smash.

Overview[edit]

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Crouches down on all four of his limbs and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback (one of the strongest up smashes in the game), KOing at 100% when uncharged and 62% when fully charged in Final Destination.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit
0 0 20% 0 AngleIcon90.png 23 80 0 8.0 4 0.0 10.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Body (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
1 0 15% 0 AngleIcon70.png 23 90 0 6.0 4 0.0 8.0 6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Body (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 15% 0 AngleIcon120.png 23 90 0 6.0 4 0.0 8.0 -6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Body (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Landing
0 0 12% 0 AngleIcon90.png 60 100 0 6.0 4 0.0 12.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png
1 0 10% 0 AngleIcon74.png 60 100 0 6.0 4 0.0 9.0 5.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png
2 0 10% 0 AngleIcon74.png 60 100 0 6.0 4 0.0 9.0 -5.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png

Timing[edit]

Charges between 9-10
Shell invincible 14-27
Attack 16-21
Landing 31
Interruptible 52
Animation length 59
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(LagChargeS).png FrameIcon(LagChargeE).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(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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Shell  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(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible