Bowser (SSB4)/Down aerial: Difference between revisions
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[[File:BowserDAirLanding.gif|thumb|270px|Hitbox visualization showing Bowser's down aerial on landing.]] | [[File:BowserDAirLanding.gif|thumb|270px|Hitbox visualization showing Bowser's down aerial on landing.]] | ||
==Overview== | ==Overview== | ||
Bowser retracts into his shell, turns upside down, and propels himself downward. While the move mostly retains its animation from previous games, it has been largely overhauled in regard to its function; rather than a [[drill]] aerial, it is a [[stall-then-fall]] that [[meteor smash]]es opponents hit during the first 8 hit frames, out of the total of 33. However, the late hit also boasts extravagant power nonetheless, KOing middleweights reliably under 115% without [[rage]] and being | Bowser retracts into his shell, turns upside down, and propels himself downward. While the move mostly retains its animation from previous games, it has been largely overhauled in regard to its function; rather than a [[drill]] aerial, it is a [[stall-then-fall]] that [[meteor smash]]es opponents hit during the first 8 hit frames, out of the total of 33. However, the late hit also boasts extravagant power nonetheless, KOing middleweights reliably under 115% without [[rage]] and being the strongest non-meteor down aerial, along with {{SSB4|Ganondorf}}'s down aerial, in terms of knockback. In both cases, the move deals 16% damage, and produces a [[quake]] hitbox upon landing that deals an additional 2% with very weak [[semi-spike]] knockback, although this hitbox only affects opponents on the ground. The move possesses a large hitbox, enabling its meteor smashing hitbox to effectively edgeguard opponents when near the edge. | ||
However, Bowser's down aerial suffers from the typical problems of stall-then-falls: due to its very long duration (77 frames before it can be interrupted), it is a guaranteed [[self-destruct]] offstage unless Bowser uses it high enough from the ground, and even said circumvention can leave him vulnerable afterwards if the move misses. Another glaring weakness is its extremely high landing lag at 40 frames; it is tied with his {{mvsub|Bowser|SSB4|back aerial}} and {{SSB4|Pikachu}}'s {{mvsub|Pikachu|SSB4|down aerial}} as the aerial attack with the highest landing lag in the game, which nearly guarantees the opponent will be able to punish it should they [[shield]] the move or simply avoid it altogether. Overall, Bowser's down aerial is a very high risk edgeguarding tool, and usually only sees use when near the edge at a position where Bowser can land onstage while still meteor smashing the opponent into the bottom [[blast line]]. | However, Bowser's down aerial suffers from the typical problems of stall-then-falls: due to its very long duration (77 frames before it can be interrupted), it is a guaranteed [[self-destruct]] offstage unless Bowser uses it high enough from the ground, and even said circumvention can leave him vulnerable afterwards if the move misses. Another glaring weakness is its extremely high landing lag at 40 frames; it is tied with his {{mvsub|Bowser|SSB4|back aerial}} and {{SSB4|Pikachu}}'s {{mvsub|Pikachu|SSB4|down aerial}} as the aerial attack with the highest landing lag in the game, which nearly guarantees the opponent will be able to punish it should they [[shield]] the move or simply avoid it altogether. Overall, Bowser's down aerial is a very high risk edgeguarding tool, and usually only sees use when near the edge at a position where Bowser can land onstage while still meteor smashing the opponent into the bottom [[blast line]]. |
Revision as of 02:47, December 23, 2017
Overview
Bowser retracts into his shell, turns upside down, and propels himself downward. While the move mostly retains its animation from previous games, it has been largely overhauled in regard to its function; rather than a drill aerial, it is a stall-then-fall that meteor smashes opponents hit during the first 8 hit frames, out of the total of 33. However, the late hit also boasts extravagant power nonetheless, KOing middleweights reliably under 115% without rage and being the strongest non-meteor down aerial, along with Ganondorf's down aerial, in terms of knockback. In both cases, the move deals 16% damage, and produces a quake hitbox upon landing that deals an additional 2% with very weak semi-spike knockback, although this hitbox only affects opponents on the ground. The move possesses a large hitbox, enabling its meteor smashing hitbox to effectively edgeguard opponents when near the edge.
However, Bowser's down aerial suffers from the typical problems of stall-then-falls: due to its very long duration (77 frames before it can be interrupted), it is a guaranteed self-destruct offstage unless Bowser uses it high enough from the ground, and even said circumvention can leave him vulnerable afterwards if the move misses. Another glaring weakness is its extremely high landing lag at 40 frames; it is tied with his back aerial and Pikachu's down aerial as the aerial attack with the highest landing lag in the game, which nearly guarantees the opponent will be able to punish it should they shield the move or simply avoid it altogether. Overall, Bowser's down aerial is a very high risk edgeguarding tool, and usually only sees use when near the edge at a position where Bowser can land onstage while still meteor smashing the opponent into the bottom blast line.
Hitboxes
Timing
Attack
Initial autocancel | 1-13 |
---|---|
Clean hit | 17-24 |
Late hit | 25-49 |
Ending autocancel | 70- |
Interruptible | 78 |
Landing lag
Hitboxes | 1-3 |
---|---|
Animation length | 40 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|