Bowser (SSBU)/Dash attack: Difference between revisions
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[[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 sidekick that’s similar to {{SSBU|Meta Knight}}’s dash attack. It has good [[knockback]] statistics, KOing at around 225% in {{SSBU|Final Destination}}. It launches opponents at an 80° [[angle]] and has solid active frames, which makes for a decent juggle setup, though even at 0% it's -5 on hit, giving the opponent the initiative. It's also very susceptible to being [[punish]]ed on whiff, while not having favourable cross-ups on [[shield]], so [[Bowser (SSBU)/Grab|dash grab]], pivot cancelled {{mvsub|Bowser|SSBU|forward tilt}}, and short hop | A sidekick that’s similar to {{SSBU|Meta Knight}}’s dash attack. It has good [[knockback]] statistics, KOing at around 225% in {{SSBU|Final Destination}}. It launches opponents at an 80° [[angle]] and has solid active frames, which makes for a decent juggle setup, though even at 0% it's -5 on hit, giving the opponent the initiative. It's also very susceptible to being [[punish]]ed on whiff, while not having favourable cross-ups on [[shield]], so [[Bowser (SSBU)/Grab|dash grab]], pivot cancelled {{mvsub|Bowser|SSBU|forward tilt}}, and short hop [[Bowser (SSBU)/Forward aerial|forward aerial]] tend to be used more often as they outclass the move greatly in kill power and speed. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 17:23, December 18, 2023
Overview
A sidekick that’s similar to Meta Knight’s dash attack. It has good knockback statistics, KOing at around 225% in Final Destination. It launches opponents at an 80° angle and has solid active frames, which makes for a decent juggle setup, though even at 0% it's -5 on hit, giving the opponent the initiative. It's also very susceptible to being punished on whiff, while not having favourable cross-ups on shield, so dash grab, pivot cancelled forward tilt, and short hop forward aerial tend to be used more often as they outclass the move greatly in kill power and speed.
Hitboxes
Timing
Clean hit | 11-14 |
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Late hit | 15-20 |
Interruptible | 56 |
Animation length | 60 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
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