From SmashWiki, the Super Smash Bros. wiki
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Flying Slam.
| Bowser side special hitbox visualizations.
|
| Grounded |
Aerial
|
 |
|
Hitbox visualization showing Bowser's side special, Flying Slam, while falling.
Overview[edit]
Update History[edit]
3.1.0
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[edit]
| ID |
Radius |
Bone |
Offset |
G |
A
|
| Grounded
|
| 0 |
4.0 |
top |
0.0 |
8.5 |
19.0 |
 |
|
| 1 |
5.0 |
top |
0.0 |
8.0 |
11.0 |
 |
|
| 2 |
2.0 |
top |
0.0 |
8.5 to 8.5 |
19.0 to 16.0 |
 |
|
| 3 |
3.0 |
top |
0.0 |
8.0 |
11.0 |
 |
|
| Aerial
|
| 0 |
4.5 |
top |
0.0 |
6.0 |
21.0 |
 |
|
| 1 |
5.5 |
top |
0.0 |
7.0 |
14.0 |
 |
|
Falling collateral[edit]
| ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
| 0 |
0 |
0 |
15.0% |
1.0 |
 |
Standard |
80 |
80 |
0 |
 |
8.0 |
top |
0.0 |
2.0 |
6.5 to -4.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
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.
| Kind |
ID |
Damage |
Angle |
Angle type |
BK |
KS |
FKV |
H× |
Effect |
Type |
Sound
|
| Slam
|
| Throw |
0 |
18.0% |
 |
Forward |
80 |
60 |
0 |
0.0× |
 |
 |
None
|
| Break |
0 |
5.0% |
 |
Forward |
60 |
30 |
0 |
0.0× |
 |
 |
None
|
| Grab
|
6
|
| Interruptible
|
53
|
| Animation length
|
57
|
Catch, jump, and fall[edit]
The falling portion starts when the collateral hitbox becomes active, and lasts indefinitely until Bowser lands, at which point it transitions into the slam.
| Intangibility
|
1-23
|
| Collateral hitbox
|
52-
|