Super Smash Bros. Ultimate

Bowser (SSBU)/Down special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Bowser Bomb.


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Hitbox visualization showing Bowser's grounded down special, Bowser Bomb
Hitbox visualization showing Bowser's aerial down special, Bowser Bomb
Hitbox visualization showing Bowser's down special landing, Bowser Bomb

OverviewEdit

Bowser headbutts opponents with his horns before preforming his ground pound attack from Super Mario Bros. 3. The first notable quality of Bowser Bomb is its tremendous shield damage, breaking even full shields if both ground hits connect. This can be effective at any precent, as Bowser can KO at 0% on a shield break thanks to his tipper Flame Breath and strong Forward Smash. Additionally, the move can be used to snap to ledge, regardless if Bowser is facing the ledge while making the move difficult to challenge due to its strong hitbox.

However, despite these great traits, Bowser Bomb has sluggish startup in the air, making it difficult to set up shield breaks with due to the aerial version being reactable and susceptible to Perfect shielding. Additionally, using the move to KO is generally not a good idea, as Bowser has no shortage of powerful KO options such as Back aerial and Forward tilt. Additionally, the scooping hitbox only lasts for a single frame, meaning that the scoop hitbox can be whiffed easily, with the move being very unsafe due to its sizable ending lag. While the move does have a Meteor smash hitbox when Bowser starts falling, it is outclassed in setting up edgeguards and kamikazes due to Down aerial being faster and having a longer meteor window.

As a result, Bowser Bomb is seldom used in competitive play due to it's sluggish startup in the air making it hard to shieldbreak with. The main use for the move is as a ledge grab option, which is a rather shallow niche.

HitboxesEdit

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
Start
0 0 0 4.0% 0   Standard 0 100 60   4.0 top 0.0 1.0 to 9.0 17.0 1.0× 0.5× 0%               Kick   All All             +8 frames
1 0 0 4.0% 0   Standard 0 100 60   2.0 top 0.0 0.5 to 9.5 22.5 1.0× 0.5× 0%               Kick   All All             +8 frames
2 0 0 4.0% 0   Standard 0 100 60   4.0 top 0.0 2.5 to 7.5 13.0 1.0× 0.5× 0%               Kick   All All             +8 frames
Fall
0 0 0 20.0% 5   Forward 13 65 0   8.3 top 0.0 5.2 0.0 1.0× 0.5× 0%               Kick   All All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean
0 0 0 20.0% 5   Standard 13 65 0   8.6 top 0.0 5.2 0.0 1.0× 1.0× 0%               Kick   All All            
Late
0 0 0 20.0% 5   Forward 45 75 0   8.3 top 0.0 5.2 0.0 1.0× 1.0× 0%               Kick   All All            

LandingEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 11.0% 5   Standard 60 72 0   8.0 top 0.0 1.5 -5.5 to 5.5 1.0× 1.0× 0%               Kick   All All            

TimingEdit

The falling portion lasts indefinitely until Bowser lands. Bowser can grab ledges as soon as he starts to fall.

GroundedEdit

Jump 11
Fall, clean hit 37-39
Fall, late hit 40-
                                                                                   

AerialEdit

Clean hit 31-32
Late hit 33-
                                                                     

LandingEdit

Hitbox 1-2
Interruptible 55
Animation length 64
                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
 
Interruptible

ParametersEdit

Horizontal speed multiplier on aerial startup 0.8
Vertical speed multiplier on aerial startup 0.5
Air friction before fall portion 0.02
Gravity before fall portion 0.03
Falling speed before fall portion 0.4
Fall portion vertical speed -9