Super Smash Bros. Ultimate

Bowser (SSBU)/Down special

< Bowser (SSBU)
Revision as of 17:56, February 10, 2023 by Juju1995 (talk | contribs) (→‎Landing: The landing hit does not deal set knockback.)
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

Overview

Hitboxes

Grounded

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            

Aerial

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            

Landing

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            

Timing

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

Grounded

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

Aerial

Clean hit 31-32
Late hit 33-
                                                                     

Landing

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

Parameters

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