Super Smash Bros. Melee

Bowser (SSBM)/Up special

< Bowser (SSBM)
Revision as of 16:53, December 11, 2024 by Mariogeek2 (talk | contribs) (→‎Landing lag: Added non-free fall landing lag.)
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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.

OverviewEdit

Bowser retreats into his shell and starts spinning. A recovery move with very little startup, the attack has great knockback when used on the ground, and in the air, it is good for racking up damage. The attack usually hits once on the ground; however, if the move is started when too close to Bowser, it can hit twice dealing 17%, but usually denying KO attempts. In the air, it hits multiple times and can rack up a maximum of 32%. It is a great horizontal recovery, but does not cover much vertical distance. It can be used to grab the ledge quickly when grounded facing either direction.

The grounded version is one of Bowser's fastest and best moves, intangible from frames 1-4 and hitting on frame 5 (multiple hits until frame 46). It also functions as a KO option, particularly against floatier characters, KOing Jigglypuff consistently at 80%, except on Dream Land, where it KOs around 105%. However, its primary use is to threaten overly aggressive opponents and allow Bowser the breathing room to set up his other slower options.

It is also sometimes used as a combo starter due to its vertical angle and likelihood to trade with another move, due to the first active frame being the first vulnerable frame and the move covering most of Bowser's body. This is known colloquially as a Shell Shock and is caused by trading with a low-knockback move such as Falco's Blaster or Sheik's Needle Storm — or any other move that does not put Bowser in significant hitstun — and then following up out of the low hitstun with another move.

HitboxesEdit

GroundEdit

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 0.0 7.4214 -3.906             Burn
1 0 13% 3   90 80 0 7.812 0 0.0 7.4214 7.812             Burn
Mid hits
0 0 5% 0   80 50 0 4.6872 0 0.0 7.4214 -3.906             Slash
1 0 5% 0   80 50 0 4.6872 0 0.0 7.4214 7.812             Slash
Late hits
0 0 3% 0   50 50 0 4.6872 0 0.0 7.4214 -3.906             Slash
1 0 3% 0   50 50 0 4.6872 0 0.0 7.4214 7.812             Slash

AirEdit

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

TimingEdit

GroundedEdit

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                                                                                                                                                               

AerialEdit

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 lagEdit

Animation length (pre freefall) 1
Animation length (post freefall) 10
Pre freefall                     
Post freefall                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible