Super Smash Bros. Melee

Bowser (SSBM)/Up aerial

< Bowser (SSBM)
Revision as of 02:31, June 12, 2020 by Plague von Karma (talk | contribs) (Added an overview. I'm not the biggest Melee expert, but I know a good bit about Bowser from case studies and playing him a bit with my Melee friends. If the 10 Bowser mains left on earth have any issues or stuff to add, feel free to nag me.)
Hitbox visualization showing Bowser's up aerial.

Overview

Bowser performs an upward-swinging headbutt. While extremely slow, up aerial is equally strong, KOing fighters very early. Due to the sheer damage of the attack, it has a lot of hitstun. Thanks to this and the low base knockback, it can also be used during combos to rack up damage on fast fallers such as Fox at lower percentages. This often leads to three, possibly four hits. This set up using Koopa Klaw's forward throw. Getting consistent L-cancels is crucial to the move's success, as the landing lag is extremely high otherwise, leading to a complete loss in combo utility and often a punish. The 3 active frames makes it a bit easier to land, though not by much.

However, outside of the utility outlined, up aerial is severely encumbered by the lag. This makes the move very situational to land if not set up for properly, making Bowser's juggling game weak. This is compounded by his very slow jumpsquat. The move is also among the easiest to punish on whiff in the game due to its high endlag and landing lag, relying on an autocancel or good L-cancel to escape. If it misses, it could well be a loss of advantage state on its own, making it very high risk with only decent reward. Due to these flaws, Bowser's up aerial is considered to be among the worst in the game.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 17% 0   50 100 0 8.5932 48 0.0 2.3436 0.0             Punch

Timing

Initial autocancel 1-9
Hitbox 23-25
Ending autocancel 40-
Interruptible 45
Animation length 47
                                                                                             
                                                                                             

Landing lag

Animation length 30
L-cancelled animation length 15
Normal                                                             
L-cancelled                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible