Bowser (SSBU)/Side special
|Bowser side special hitbox visualizations.|
- Opponents that are hit during Flying Slam's initial grab now interrupt Flying Slam instead of it slamming without an opponent.
Throw, Grab and Hitbox Data
|2||2.0||top||0.0||8.5 to 8.5||19.0 to 16.0|
When falling for more than 10 frames with the grabbed opponent, the slam's damage increases in proportion to the distance covered after this point, up to a maximum of 23.4%, fully affecting knockback dealt as well. More specifically, the damage multiplier is equal to
1 + 0.3 * (distance / 100), with Bowser falling at a speed of 5 units per frame.
Catch, jump, and fall
The falling portion starts when the collateral hitbox becomes active, and lasts indefinitely until Bowser lands, at which point it transitions into the slam.
The jump's horizontal speed can be influenced by both Bowser and the grabbed opponent. The summarized formula from the parameters is
[0.2235 - 0.0005b] - [0.22 - 0.0007t], with b and t being Bowser and the target's respective damage percents, and the resulting value being the jump's horizontal acceleration per frame. Bowser's speed influence cannot be lower than 0.02, while the target's cannot be lower than 0.024, and the total acceleration to either side cannot be higher than 1.
While Bowser has an opponent grabbed, his blast line detection is extended downward by 10 units, usually causing him to get KO'd first in Sacrificial KO attempts. Furthermore, from version 6.0.0 onward, falling with a grabbed opponent for more than 100 frames forces a grab release.
|Base horizontal speed from jump||0.25|
|Additional horizontal speed from jump by input||0.2|
|Maximum horizontal speed during jump||1.5|
|Bowser's base horizontal speed influence||0.2235 (1.1.0 onward)|
0.21 (before 1.1.0)
|Bowser's horizontal speed influence decrease by percent||0.0005 (1.1.0 onward)|
0.00075 (before 1.1.0)
|Bowser's minimum horizontal speed influence||0.02|
|Target's base horizontal speed influence||0.22 (1.1.0 onward)|
0.19 (before 1.1.0)
|Target's horizontal speed influence decrease by percent||0.0007 (1.1.0 onward)|
0.00075 (before 1.1.0)
|Target's minimum horizontal speed influence||0.024 (1.1.0 onward)|
0.03 (before 1.1.0)
|Maximum total speed influence||1|
|Falling portion downward speed||5|
|Falling frames before applying damage multiplier||10|
|Maximum damage multiplier by falling||1.3|
|Horizontal speed out of slam||-0.6|
|Vertical speed out of slam||2|