Bowser (SSBU)/Dash attack: Difference between revisions
m (Made a mistake using the wrong brackets.) |
(Added more accurate information. This move sucks.) |
||
Line 2: | Line 2: | ||
[[File:BowserDashAttackSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's dash attack.]] | [[File:BowserDashAttackSSBU.gif|thumb|500px|Hitbox visualization showing Bowser's dash attack.]] | ||
==Overview== | ==Overview== | ||
A | A side kick that is similar in appearance to {{SSBU|Meta Knight}}’s dash attack. It has decent damage output and solid base knockback; however, it also has unusually poor knockback scaling and poor KOing ability compared to Bowser's other moves (and even compared to the dash attacks of other heavyweights), not KOing until at least 225% on {{SSBU|Final Destination}}. | ||
It launches opponents at a vertical 80° [[angle]] and has solid active frames, which makes for a somewhat decent juggle setup, although it is -5 on hit at 0%. Due to the move's high ending lag, it lacks any true followup options in spite of its low knockback scaling and vertical launch angle, and is also very susceptible to being [[punish]]ed on whiff, while not being very safe on [[shield]] even if he somehow crosses up a shielding opponent with it. As a result of its minimal KO power and nonexistent true combo ability, Bowser's dash attack is often avoided by players where possible in favor of his other moves, such as his [[Bowser (SSBU)/Grab|dash grab]], pivot-canceled {{mvsub|Bowser|SSBU|forward tilt}}, {{mvsub|Bowser|SSBU|down tilt}}, {{mvsub|Bowser|SSBU|neutral attack}} and short hop [[Bowser (SSBU)/Forward aerial|forward aerial]]. | |||
==Hitboxes== | ==Hitboxes== |
Latest revision as of 10:12, January 27, 2024
Overview[edit]
A side kick that is similar in appearance to Meta Knight’s dash attack. It has decent damage output and solid base knockback; however, it also has unusually poor knockback scaling and poor KOing ability compared to Bowser's other moves (and even compared to the dash attacks of other heavyweights), not KOing until at least 225% on Final Destination.
It launches opponents at a vertical 80° angle and has solid active frames, which makes for a somewhat decent juggle setup, although it is -5 on hit at 0%. Due to the move's high ending lag, it lacks any true followup options in spite of its low knockback scaling and vertical launch angle, and is also very susceptible to being punished on whiff, while not being very safe on shield even if he somehow crosses up a shielding opponent with it. As a result of its minimal KO power and nonexistent true combo ability, Bowser's dash attack is often avoided by players where possible in favor of his other moves, such as his dash grab, pivot-canceled forward tilt, down tilt, neutral attack and short hop forward aerial.
Hitboxes[edit]
Timing[edit]
Clean hit | 11-14 |
---|---|
Late hit | 15-20 |
Interruptible | 56 |
Animation length | 60 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|