Super Smash Bros. Brawl

Bowser (SSBB)/Forward smash: Difference between revisions

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==Overview==
==Overview==
Rears back and then performs a very strong headbutt. It is the most powerful forward smash in the game. If all hits connect, the second hit can prevent shield grabbing. It [[KO]]s at 55% at the ledge and 80% from the center of {{SSBB|Final Destination}} if both hits connect, while fully charged it's extremely powerful, KOing at just 20% at the ledge, and 40% from the center.
Bowser rears back and then performs a very strong headbutt. It starts off with a weaker hitbox which then leads into a much stronger hitbox. It is the most damaging forward smash in the game if Bowser connects both hits. Both hits are guaranteed against shielding opponents, with no gap between the hits. It [[KO]]es {{SSBB|Mario}} at 55% at the ledge and 80% from the center of {{SSBB|Final Destination}} if both hits connect, while fully charged it's extremely powerful, KOing at just 20% at the ledge, and 40% from the center.
 
==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}

Revision as of 15:54, February 9, 2022

Overview

Bowser rears back and then performs a very strong headbutt. It starts off with a weaker hitbox which then leads into a much stronger hitbox. It is the most damaging forward smash in the game if Bowser connects both hits. Both hits are guaranteed against shielding opponents, with no gap between the hits. It KOes Mario at 55% at the ledge and 80% from the center of Final Destination if both hits connect, while fully charged it's extremely powerful, KOing at just 20% at the ledge, and 40% from the center.

Hitboxes

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% 0 AngleIcon60.png 30 130 0 8.0 50 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Hit 2
0 0 23% 0 Sakurai angle 25 81 0 7.3 50 0.0 2.5 0.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 21% 0 AngleIcon60.png 22 81 0 6.3 50 0.0 9.5 0.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing

Charges between 11-12
Hit 1 26
Hit 2 28-31
Interruptible 66
Animation length 69
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(LagChargeS).png FrameIcon(LagChargeE).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(Hitbox).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(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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible