Super Smash Bros. Melee

Bowser (SSBM)/Up special

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Whirling Fortress.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.

Overview

The grounded version is one of Bowser's fastest and best moves, intangible from frames 1-4 and hitting starting on frame 5 (multiple hits until frame 46).

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Hitboxes

Ground

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 13% 3   90 80 0 7.812 0 -3.906 7.4214 0.0             Burn
1 0 13% 3   90 80 0 7.812 0 7.812 7.4214 0.0             Burn
Mid hits
0 0 5% 0   80 50 0 4.6872 0 -3.906 7.4214 0.0             Slash
1 0 5% 0   80 50 0 4.6872 0 7.812 7.4214 0.0             Slash
Late hits
0 0 3% 0   50 50 0 4.6872 0 -3.906 7.4214 0.0             Slash
1 0 3% 0   50 50 0 4.6872 0 7.812 7.4214 0.0             Slash

Air

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 10% 3   80 60 0 8.9838 0 0.0 8.2026 0.0             Paper
Hits 2-6
0 0 3% 0   50 20 0 7.812 0 0.0 8.2026 0.0             Slash
Hits 7-11
0 0 2% 0   50 20 0 7.812 0 0.0 8.2026 0.0             Slash

Timing

Grounded

Intangible 1-4
Clean Hit 5-6
Head and Limbs Intangible 6-49
Mid Hits 7-10 11-14 14-18 19-22 23-26
Late Hits 27-30 31-34 35-38 38-42 42-46
Animation length 79
Hitboxes                                                                                                                                                               
Entire body                                                                                                                                                               
Head and limbs                                                                                                                                                               

Aerial

Clean Hit 5-6
Head and Limbs Intangible 7-49
Hits 2-6 7-10 11-14 14-18 19-22 23-26
Hits 7-11 27-30 31-34 35-38 38-42 42-46
Animation length 49
Hitboxes                                                                                                   
Head and limbs                                                                                                   

Landing lag

Animation length 10
                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible