Editing Passive armor

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{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
[[File:SSBUBowserToughGuy.png|thumb|300px|{{SSBU|Bowser}} not flinching from {{SSBU|Kirby}}'s [[rapid jab]].]]
[[File:SSBUBowserToughGuy.png|thumb|300px|{{SSBU|Bowser}} not flinching from {{SSBU|Kirby}}'s [[rapid jab]].]]
'''Passive armor''' is an umbrella term encompassing occasions where a character experiences continuous [[armor]] without any restrictions. Examples of this include Tough Guy, Tough Body, and continuous super armor seen on transformation-related [[Final Smash]]es. [[Spirit]] abilities such as Super Slow Armor and Armor Knight can provide the effect to any character, albeit with statistical downsides such as decreased movement speed. [[Boss]]es can also be considered to have something akin to passive armor.
'''Passive armor''' is an umbrella term encompassing occasions where a character experiences continuous [[armor]] without any restrictions. Examples of this include Tough Guy, Tough Body, and continuous super armor seen on transformation-related [[Final Smash]]es. [[Spirit]] abilities such as Super Slow Armor and Armor Knight can provide the effect to any character, albeit with statistical downsides such as decreased movement speed. [[Boss]]es can also be considered to have something akin to passive armor.  
 
==Overview==
==Overview==
Passive armor was first formally introduced in ''Super Smash Bros. Melee'' for [[Nana]] and [[Giga Bowser]], where they have 5 and 20 units of subtractive [[Armor#Knockback-based armor|knockback-based armor]] respectively. In Nana's case, the armor makes her slightly harder to launch than Popo, while for Giga Bowser it is intended to make him harder to launch, taking advantage of his massive weight value. As the armor is subtractive, attack that inflict knockback below the threshold won't launch either character (though in the case of Nana this is rarely seen outside of cases like {{SSBM|Luigi}}'s [[Super Jump Punch]] sourspot, because of the particularly low threshold and the Ice Climbers' below average weight), however [[crouch cancelling]] could slightly increase the effectiveness of the armor. Though Nana doesn't have any form of passive armor as of ''Super Smash Bros. Brawl'', the introduction of {{SSBB|Bowser}}'s {{b|Giga Bowser|Final Smash}} Final Smash introduced passive super armor for the first time. ''Super Smash Bros. 4'' would expand on this further, adding [[Giga Mac]], [[Mega Charizard X]], and [[Mega Lucario]], albeit with significantly nerfed durations to transformation Final Smashes in general. ''Smash 4'' also introduced the Tough Guy mechanic for {{SSB4|Bowser}}, giving him 19 units of knockback-based armor permanently with no drawbacks. With Giga Bowser no longer being a fully-controllable character in ''Ultimate'', he received 95 units of knockback-based armor for his boss incarnation, rather than super armor. ''Ultimate''{{'}}s [[DLC]] would also introduce Tough Body as an effective clone of {{SSBU|Bowser}}'s [[fighter ability]] for {{SSBU|Kazuya}}, only it uses 14 units of knockback-based armor.
[[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using [[Tough Guy]] in the air to armor through a specific hitbox of [[Thunder Jolt]].]]
Passive armor was first formally introduced in ''Melee'' for [[Nana]] and [[Giga Bowser]], where they have 5 and 20 units of subtractive [[Armor#Knockback-based armor|knockback-based armor]] respectively. In Nana's case, the armor makes her slightly harder to launch than Popo, while for Giga Bowser it is intended to make him harder to launch, taking advantage of his massive weight value. As the armor is subtractive, attack that inflict knockback below the threshold won't launch either character, though in the case of Nana this is rarely seen outside of cases like {{SSBM|Luigi}}'s [[Super Jump Punch]] sourspot, because of the particularly low threshold and the Ice Climbers' below average weight; however [[crouch cancelling]] could slightly increase the effectiveness of the armor. Though Nana doesn't have any form of passive armor as of ''Brawl'', the introduction of {{SSBB|Bowser}}'s {{b|Giga Bowser|Final Smash}} Final Smash introduced passive super armor for the first time. ''Smash 4'' would expand on this further, adding [[Giga Mac]], [[Mega Charizard X]], and [[Mega Lucario]], albeit with significantly nerfed durations to transformation Final Smashes in general. ''Smash 4'' also introduced the Tough Guy mechanic for {{SSB4|Bowser}}, giving him 19 units of knockback-based armor permanently with no drawbacks. With Giga Bowser no longer being a fully-controllable character in ''Ultimate'', he received 95 units of knockback-based armor for his boss incarnation, rather than super armor. ''Ultimate'''s [[DLC]] would also introduce Tough Body as an effective clone of {{SSBU|Bowser}}'s [[fighter ability]] for {{SSBU|Kazuya}}, only it uses 14 units of knockback-based armor.


Passive armor follows the general rules of armor — for example, [[grab]]s and some attack effects will override it — but this nature also leads to some unique side-effects, such as being present during the [[buried]] and [[frozen]] states, which can lead to delayed reactions to their effects. Passive armor is most commonly seen in the form of knockback-based armor as an extremely minor mechanic, such as the case with Nana or Kazuya, where the threshold is so low that it's effectively nonexistent in many matchups. Passive armor will sometimes come in the form of "subtractive" armor, wherein the knockback is subtracted instead of requiring a threshold to be reached to deal full knockback.
Passive armor follows the general rules of armor — for example, [[grab]]s and some attack effects will override it — but this nature also leads to some unique side-effects, such as being present during the [[buried]] and [[frozen]] states, which can lead to delayed reactions to their effects. Passive armor is most commonly seen in the form of knockback-based armor as an extremely minor mechanic, such as the case with Nana or Kazuya, where the threshold is so low that it's effectively nonexistent in many matchups. Passive armor will sometimes come in the form of "subtractive" armor, wherein the knockback is subtracted instead of requiring a threshold to be reached to deal full knockback.


''Brawl'' includes [[sticker]]s, where stickers with Flinch Resistance provide passive knockback-based armor to the user equal to that sticker's Flinch Resistance value. ''Ultimate'' includes [[spirit]]s, which can provide passive armor effects; specifically, Slow Super Armor and Super Armor from the likes of Regigigas, Polar Bear, Walhart, and Gold Mario can provide passive knockback-based armor to any character. The thresholds are identical, though Slow Super Armor, as the name implies, comes with a significant drawback in reducing the user's movement speed.
''Ultimate'' introduced [[spirit]]s, which can provide passive armor effects; specifically, Super Slow Armor and Super Armor from the likes of Regigigas, Polar Bear, Walhart, and Gold Mario can provide passive knockback-based armor to any character. The thresholds are almost identical, though Super Slow Armor, as the name implies, comes with a significant drawback in reducing the user's movement speed.


===List of instances of passive armor===
===List of instances of passive armor===
{| class="wikitable sortable"
{| class="wikitable"
|-
|-
! Character !! Passive armor !! Subtractive? !! Game(s)
! Character !! Passive armor !! Subtractive?
|-
|-
| [[Bowser]] || 19 KB || {{n}} || {{gameIcon|SSB4}}{{gameIcon|SSBU}}
| [[Bowser]] || 19 KB{{gameIcon|SSB4}}{{gameIcon|SSBU}} || {{n}}
|-
|-
| Flinch Resistance (sticker) || 35-168 KB (varies by sticker) || {{n}} || {{gameIcon|SSBB}}
| rowspan="3" | [[Giga Bowser]] || 20 KB{{gameIcon|SSBM}} || {{y}}
|-
|-
|rowspan="3"| [[Giga Bowser]] || 20 KB || {{y}} || {{gameIcon|SSBM}}
| Super armor{{gameIcon|SSBB}}{{gameIcon|SSB4}} || {{n}}
|-
|-
| Super armor || {{n}} || {{gameIcon|SSBB}}{{gameIcon|SSB4}}
| 95 KB{{gameIcon|SSBU}} || {{n}}
|-
|-
| 95 KB || {{n}} || {{gameIcon|SSBU}}
| [[Giga Mac]] || Super armor{{gameIcon|SSB4}} || {{n}}
|-
|-
| [[Giga Mac]] || Super armor || {{n}} || {{gameIcon|SSB4}}
| {{SSBU|Kazuya}} || 14 KB{{gameIcon|SSBU}} || {{n}}
|-
|-
| {{SSBU|Kazuya}} || 14 KB || {{n}} || {{gameIcon|SSBU}}
| [[Mega Charizard X]] || Super armor{{gameIcon|SSB4}} || {{n}}
|-
|-
| [[Mega Charizard X]] || Super armor || {{n}} || {{gameIcon|SSB4}}
| [[Mega Lucario]] || Super armor{{gameIcon|SSB4}} || {{n}}
|-
|-
| [[Mega Lucario]] || Super armor || {{n}} || {{gameIcon|SSB4}}
| [[Metal Box]] || 30 KB{{gameIcon|SSBM}}{{gameIcon|SSBB}}{{gameIcon|SSB4}}{{gameIcon|SSBU}} || {{y}}
|-
|-
| [[Metal Box]] || 30 KB || {{y}} || {{gameIcon|SSBM}}{{gameIcon|SSBB}}{{gameIcon|SSB4}}{{gameIcon|SSBU}}
| [[Ice Climbers (SSBM)|Nana]] || 5 KB{{gameIcon|SSBM}} || {{y}}
|-
|-
| [[Ice Climbers (SSBM)|Nana]] || 5 KB || {{y}} || {{gameIcon|SSBM}}
| Super Slow Armor (spirit skill) || 132 KB{{gameIcon|SSBU}} || {{n}}
|-
|-
| Slow Super Armor (spirit skill) || 132 KB || {{n}} || {{gameIcon|SSBU}}
| Super Armor (spirit skill) || 130 KB{{gameIcon|SSBU}} || {{n}}
|-
|-
| Super Armor (spirit skill) || 132 KB || {{n}} || {{gameIcon|SSBU}}
|}
|}


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<!-- To paraphrase Lattie, regarding whether Tough Guy isn't always active: "The belief that it isn't really active at all time stems from certain moves behaving differently against airborne or grounded opponents, leading to the same attack being armored in certain situations but not others. The threshold is tied to KB, so as Bowser and Kazuya's percentage goes up, the opponent's attacks start dealing more KB, and thus moves that were armored at low percent start bypassing the armor later into the stock.". Moves often deal more knockback against aerial opponents by their very nature. -->
<!-- To paraphrase Lattie, regarding whether Tough Guy isn't always active: "The belief that it isn't really active at all time stems from certain moves behaving differently against airborne or grounded opponents, leading to the same attack being armored in certain situations but not others. The threshold is tied to KB, so as Bowser and Kazuya's percentage goes up, the opponent's attacks start dealing more KB, and thus moves that were armored at low percent start bypassing the armor later into the stock.". Moves often deal more knockback against aerial opponents by their very nature. -->


[[File:BowserToughGuySSB4.gif|thumb|300px|{{SSB4|Bowser}} using Tough Guy in the air to armor through a specific hitbox of [[Thunder Jolt]].]]
Tough Guy and Tough Body are [[fighter abilities]], originally introduced with Tough Guy in ''Smash 4''. These specifically apply to Bowser and Kazuya, respectively, in the form of passive knockback-based armor, summing to 19 and 14 KB respectively. Giga Bowser also has the same mechanic, though it isn't named, and it has a threshold of 95 KB. This armor requires the armor threshold to be breached to deal [[hitstun]] and [[knockback]]. Nana and Giga Bowser both have abilities with similar effects in ''Melee'', but it's subtractive, meaning that instead of requiring a threshold to be reached to deal full knockback, the knockback is subtracted by the value after calculation, preventing them to flinch if the value goes below 0.


Tough Guy and Tough Body are [[fighter abilities]], originally introduced with Tough Guy in ''Smash 4''. These specifically apply to {{SSBU|Bowser}} and {{SSBU|Kazuya}}, respectively, in the form of passive knockback-based armor, summing to 19 and 14 KB respectively. {{SSBU|Giga Bowser}} also has the same mechanic in ''Ultimate'', though it isn't named, and it has a threshold of 95 KB. This armor requires the armor threshold to be breached to deal [[hitstun]] and [[knockback]]. Nana and Giga Bowser both have abilities with similar effects in ''Melee'', but it's subtractive, meaning that instead of requiring a threshold to be reached to deal full knockback, the knockback is subtracted by the value after calculation, preventing flinching if the value goes below 0.
Because Tough Guy and Tough Body's presence includes [[crouch]]ing, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya in particular benefits from this as he will be crouching more often than most characters because of his unique crouch-based attacks. Bowser's armored smash and tilt attacks, as well as Kazuya's armored smash attacks and [[Heaven's Door]], also benefit from the passive armor in ''Ultimate'', giving him effectively two layers of armor for attacks to break through. Because the armor is knockback-based, Tough Guy's effectiveness deteriorates as [[percentage]] builds. As the character using it takes more damage, they take more knockback, which gives Tough Guy a hard limit in every matchup. Additionally, effects that increase knockback, such as [[rage]], will also affect Tough Guy. For a character-specific example, {{SSBU|Hero}}'s [[Psyche Up]] applies a 1.2× knockback multiplier directly onto his moves which, as a result, significantly decreases Tough Guy's effectiveness—if not neuter it outright—until it goes away.  
 
Because Tough Guy and Tough Body's presence includes [[crouch]]ing, thanks to the 0.85× knockback reduction it provides, it improves the armor's ranges significantly; Kazuya particularly benefits from this thanks to his unique crouch-based attacks. Bowser's armored smash and tilt attacks, as well as Kazuya's armored smash attacks and [[Heaven's Door]], also benefit from the passive armor in ''Ultimate'', giving them effectively two layers of armor for attacks to break through. Because the armor is knockback-based, Tough Guy's effectiveness deteriorates as [[percentage]] builds. As the character using it takes more damage, they take more knockback, which gives Tough Guy a hard limit in every matchup. Additionally, effects that increase knockback, such as [[rage]], will also affect Tough Guy. For a character-specific example, {{SSBU|Hero}}'s [[Psyche Up]] applies a 1.2× knockback multiplier directly onto his moves which, as a result, significantly decreases Tough Guy's effectiveness—if not neuter it outright—until it's used.


Due to Tough Guy's very low knockback threshold, its usefulness is highly specific to the point of being essentially nonexistent in some matchups. While characters like {{SSBU|Luigi}} and {{SSBU|Mega Man}} are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as {{SSBU|Donkey Kong}} and {{SSBU|Ganondorf}} are completely unaffected. This applies even moreso to Kazuya's Tough Body, having drastically lower damage ranges due to his lower base threshold and weight; for example, while Bowser can armor {{SSBU|Pyra}}'s Rapid Jab well until 174%, Kazuya can only armor it until around 12%. Like all armor, Tough Guy does not protect characters from [[grab]]s either, so characters that are noticeably affected by the ability can normally make up for it through a grab-heavy playstyle. Tough Guy was indirectly buffed in ''Ultimate'' thanks to the universal knockback reduction in all rapid jabs. The addition of damage-based armor into his moveset also assisted with this, adding a degree of safety at tighter percent ranges. Because Bowser himself gained more weight, it's common to see him armor rapid jabs to extremely high thresholds and punish them outright.
Due to Tough Guy's very low knockback threshold, its usefulness is highly specific to the point of being essentially nonexistent in some matchups. While characters like {{SSBU|Luigi}} and {{SSBU|Mega Man}} are noticeably impacted due to their reliance on weak, spammable projectiles in neutral, others such as {{SSBU|Donkey Kong}} and {{SSBU|Ganondorf}} are completely unaffected. This applies even moreso to Kazuya's Tough Body, having drastically lower damage ranges due to his lower base threshold and weight; for example, while Bowser can armor {{SSBU|Pyra}}'s Rapid Jab well until 174%, Kazuya can only armor it until around 12%. Like all armor, Tough Guy does not protect characters from [[grab]]s either, so characters that are noticeably affected by the ability can normally make up for it through a grab-heavy playstyle. Tough Guy was indirectly buffed in ''Ultimate'' thanks to the universal knockback reduction in all rapid jabs. The addition of damage-based armor into his moveset also assisted with this, adding a degree of safety at tighter percent ranges. Because Bowser himself gained more weight, it's common to see him armor rapid jabs to extremely high thresholds and punish them outright.
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{| class="wikitable"
{| class="wikitable"
|-
|-
!User/Item
! scope="col"|User/Item
!Move
! scope="col"|Move
!Part of Move
! scope="col"|Part of Move
!Damage Limit
! scope="col"|Damage Limit
!Notes
! scope="col"|Notes
|-
|-
!colspan=5|{{anchor|By Characters}} By Characters
! scope="row" colspan=5|{{anchor|By Characters}} By Characters
|-
|-
|rowspan=4| [[Banjo]] & [[Kazooie]] ||rowspan=3| Neutral Attack ||rowspan=3| Rapid Jab || 83%/'''318%'''{{head|Bowser|g=SSBU|s=20px}}||Closest hitbox
| rowspan=4| [[Banjo]] & [[Kazooie]] || rowspan=3| Neutral Attack || rowspan=3| Rapid Jab || 83%/'''318%'''{{head|Bowser|g=SSBU|s=20px}}||Closest hitbox
|-
|-
|12%/'''168%'''{{Head| Kazuya |g=SSBU|s=20px}}||Mid hitbox
|12%/'''168%'''{{Head| Kazuya |g=SSBU|s=20px}}||Mid hitbox
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| [[Egg Firing / Breegull Blaster]] || Breegull Blaster || 454%/'''615%'''(Eggs 1-6;long range), 628%/'''841%'''(Eggs 1-6; maximum range), 572%/'''753%'''(Eggs 7-12; mid range), 769%/'''Limitless'''(Eggs 7-12; long range){{head|Bowser|g=SSBU|s=20px}}|| After the 13th egg, becomes Limitless for standing and crouching at all ranges except for point-blank
| [[Egg Firing / Breegull Blaster]] || Breegull Blaster || 454%/'''615%'''(Eggs 1-6;long range), 628%/'''841%'''(Eggs 1-6; maximum range), 572%/'''753%'''(Eggs 7-12; mid range), 769%/'''Limitless'''(Eggs 7-12; long range){{head|Bowser|g=SSBU|s=20px}}|| After the 13th egg, becomes Limitless for standing and crouching at all ranges except for point-blank
|-
|-
|rowspan=3| [[Bayonetta]] ||rowspan=2|Neutral Attack ||rowspan=2|Rapid Jab || 116%{{head|Bowser|g=SSB4|s=20px}}<br>205%/'''333%''' {{head|Bowser|g=SSBU|s=20px}}<br>13%/'''99%'''{{Head| Kazuya |g=SSBU|s=20px}}||Closest hitbox
| rowspan=3| [[Bayonetta]] || rowspan=2|Neutral Attack ||rowspan=2|Rapid Jab || 116%{{head|Bowser|g=SSB4|s=20px}}<br>205%/'''333%''' {{head|Bowser|g=SSBU|s=20px}}<br>13%/'''99%'''{{Head| Kazuya |g=SSBU|s=20px}}||Closest hitbox
|-
|-
|282%/'''410%''' {{head|Bowser|g=SSBU|s=20px}}<br>82%/'''168%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Farthest hitbox
|282%/'''410%''' {{head|Bowser|g=SSBU|s=20px}}<br>82%/'''168%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Farthest hitbox
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|rowspan=1|[[Bowser]]|| Up Throw || Attack hitbox || 6%/'''23%'''{{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 7
|rowspan=1|[[Bowser]]|| Up Throw || Attack hitbox || 6%/'''23%'''{{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 7
|-
|-
|rowspan=4| [[Bowser Jr.]] ||rowspan=2| Neutral Attack || Jab 1 || '''18%'''{{head|Bowser|g=SSB4|s=20px}} ||
| rowspan=4| [[Bowser Jr.]] ||rowspan=2| Neutral Attack || Jab 1 || '''18%'''{{head|Bowser|g=SSB4|s=20px}} ||
|-
|-
| Rapid Jab || 617%/'''842%''' {{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}}||
| Rapid Jab || 617%/'''842%''' {{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}}||
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| 503%/'''737%'''{{head|Bowser|g=SSBU|s=20px}}<br>139%/'''295%'''{{Head| Kazuya |g=SSBU|s=20px}}||Farthest hitbox
| 503%/'''737%'''{{head|Bowser|g=SSBU|s=20px}}<br>139%/'''295%'''{{Head| Kazuya |g=SSBU|s=20px}}||Farthest hitbox
|-
|-
|rowspan=1| [[Captain Falcon]] || Neutral Attack || Rapid Jab || 356%/'''500%''' {{head|Bowser|g=SSBU|s=20px}}<br>128%/'''224%'''{{Head| Kazuya |g=SSBU|s=20px}}||
| rowspan=1| [[Captain Falcon]] || Neutral Attack || Rapid Jab || 356%/'''500%''' {{head|Bowser|g=SSBU|s=20px}}<br>128%/'''224%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|-
|-
|rowspan=4| [[Charizard]] || Down Throw|| Attack hitbox|| 4%/'''23%''' {{head|Bowser|g=SSBU|s=20px}} || Collateral damage
|rowspan=4| [[Charizard]] || Down Throw|| Attack hitbox|| 4%/'''23%''' {{head|Bowser|g=SSBU|s=20px}} || Collateral damage
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|Forward smash || Yato hitboxes || {{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSBU|s=20px}}
|Forward smash || Yato hitboxes || {{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSBU|s=20px}}
|-
|-
|rowspan=2|[[Daisy]] ||Neutral Aerial ||rowspan=2|Entire move|| '''5%-{{rollover|6%|From a short hop|?}}'''{{head|Bowser|g=SSBU|s=20px}}|| Late hitbox
|rowspan=2|[[Daisy]] ||Neutral Aerial ||rowspan=2|Entire move|| '''3%'''{{head|Bowser|g=SSBU|s=20px}}|| Late hitbox
|-
|-
| Down Aerial || 6%/'''53%'''{{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 3
| Down Aerial || 6%/'''53%'''{{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 3
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|''[[Headbutt|Jumping Headbutt]]'' || Entire move || 81%/'''101%'''{{head|Bowser|g=SSB4|s=20px}}|| Tough Guy does not trigger if Bowser is hit while airborne
|''[[Headbutt|Jumping Headbutt]]'' || Entire move || 81%/'''101%'''{{head|Bowser|g=SSB4|s=20px}}|| Tough Guy does not trigger if Bowser is hit while airborne
|-
|-
|rowspan=2| [[Dr. Mario]] ||rowspan=2|Neutral Attack || Jab 1 ||88%/'''145%''' {{head|Bowser|g=SSBU|s=20px}}<br>4%/'''46%'''{{Head| Kazuya |g=SSBU|s=20px}}||rowspan=2|Farthest hitbox
|rowspan=2| [[Dr. Mario]] || rowspan=2|Neutral Attack || Jab 1 ||88%/'''145%''' {{head|Bowser|g=SSBU|s=20px}}<br>4%/'''46%'''{{Head| Kazuya |g=SSBU|s=20px}}|| rowspan=2|Farthest hitbox
|-
|-  
|Jab 2 || 36%/'''136%''' {{head|Bowser|g=SSBU|s=20px}}
|Jab 2 || 36%/'''136%''' {{head|Bowser|g=SSBU|s=20px}}
|-
|-
|rowspan=3| [[Duck Hunt]] ||rowspan=2|Neutral Attack ||rowspan=2| Rapid Jab || 13%/'''169%''' {{head|Bowser|g=SSBU|s=20px}} || Closest hitbox
|rowspan=3| [[Duck Hunt]] || rowspan=2|Neutral Attack || rowspan=2| Rapid Jab || 13%/'''169%''' {{head|Bowser|g=SSBU|s=20px}} || Closest hitbox
|-
|-
|363%/'''597%''' {{head|Bowser|g=SSBU|s=20px}}<br>12%/'''168%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Farthest hitbox
|363%/'''597%''' {{head|Bowser|g=SSBU|s=20px}}<br>12%/'''168%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Farthest hitbox
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|Rapid Jab ||36%/'''143%'''{{head|Bowser|g=SSB4|s=20px}}<br>270%/'''378%''' {{head|Bowser|g=SSBU|s=20px}}<br>98%/'''171%'''{{Head| Kazuya |g=SSBU|s=20px}}||Farthest hitbox in ''Smash 4''
|Rapid Jab ||36%/'''143%'''{{head|Bowser|g=SSB4|s=20px}}<br>270%/'''378%''' {{head|Bowser|g=SSBU|s=20px}}<br>98%/'''171%'''{{Head| Kazuya |g=SSBU|s=20px}}||Farthest hitbox in ''Smash 4''
|-
|-
|Neutral Aerial|| Entire move || '''2%'''{{head|Bowser|g=SSB4|s=20px}}<br>'''3%-{{rollover|4%|From a short hop|?}}'''{{head|Bowser|g=SSBU|s=20px}} || Late hitbox
|Neutral Aerial|| Entire move || '''2%'''{{head|Bowser|g=SSB4|s=20px}}<br>'''4%'''{{head|Bowser|g=SSBU|s=20px}} || Late hitbox
|-
|-
|rowspan=4| [[Greninja]] || Neutral Attack || Rapid Jab || 50%/'''94%'''{{head|Bowser|g=SSB4|s=20px}}<br>617%/'''842%''' {{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|rowspan=4| [[Greninja]] || Neutral Attack || Rapid Jab || 50%/'''94%'''{{head|Bowser|g=SSB4|s=20px}}<br>617%/'''842%''' {{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}}||
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| [[Water Shuriken]]|| 3%/'''28%''' {{head|Bowser|g=SSBU|s=20px}}|| Uncharged
| [[Water Shuriken]]|| 3%/'''28%''' {{head|Bowser|g=SSBU|s=20px}}|| Uncharged
|-
|-
|rowspan=3|[[Hero]]||rowspan=2|[[Command Selection|Magic Burst]]||rowspan=3|Entire move||368%/'''523%'''{{head|Bowser|g=SSBU|s=20px}}<br>147%/'''269%'''{{Head| Kazuya |g=SSBU|s=20px}}||At MP 100; does not include the last hit
|rowspan=3|[[Hero]]||rowspan=2|[[Command Selection|Magic Burst]]|| rowspan=3|Entire move||368%/'''523%'''{{head|Bowser|g=SSBU|s=20px}}<br>147%/'''269%'''{{Head| Kazuya |g=SSBU|s=20px}}||At MP 100; does not include the last hit
|-
|-
|743%/'''Limitless'''{{head|Bowser|g=SSBU|s=20px}}<br>185%/'''336%''', 313%/'''564%'''{{Head| Kazuya |g=SSBU|s=20px}} ||{{head|Bowser|g=SSBU|s=20px}} At lower to lowest MP; does not include the last hit<br>{{Head| Kazuya |g=SSBU|s=20px}} At MP 50 and MP 1, respectively.
|743%/'''Limitless'''{{head|Bowser|g=SSBU|s=20px}}<br>185%/'''336%''', 313%/'''564%'''{{Head| Kazuya |g=SSBU|s=20px}} ||{{head|Bowser|g=SSBU|s=20px}} At lower to lowest MP; does not include the last hit<br>{{Head| Kazuya |g=SSBU|s=20px}} At MP 50 and MP 1, respectively.
Line 168: Line 166:
|[[Command Selection|Whack]]||4%/'''23%'''{{head|Bowser|g=SSBU|s=20px}} ||Bowser can still get KO'd.
|[[Command Selection|Whack]]||4%/'''23%'''{{head|Bowser|g=SSBU|s=20px}} ||Bowser can still get KO'd.
|-
|-
|rowspan=4|[[Ice Climbers]]||rowspan=2|[[Ice Shot]]||rowspan=2|Entire move||27%/'''47%'''{{head|Bowser|g=SSBU|s=20px}}||Closest range
|rowspan=4|[[Ice Climbers]]||rowspan=2|[[Ice Shot]]|| rowspan=2|Entire move||27%/'''47%'''{{head|Bowser|g=SSBU|s=20px}}||Closest range
|-
|-
|30%/'''53%'''{{head|Bowser|g=SSBU|s=20px}}<br>'''10%'''{{Head| Kazuya |g=SSBU|s=20px}} ||Farthest range
|30%/'''53%'''{{head|Bowser|g=SSBU|s=20px}}<br>'''10%'''{{Head| Kazuya |g=SSBU|s=20px}} ||Farthest range
Line 196: Line 194:
|''[[Sing|Spinphony]]''|| Entire move||Limitless{{head|Bowser|g=SSB4|s=20px}}|| Bowser is still turned around
|''[[Sing|Spinphony]]''|| Entire move||Limitless{{head|Bowser|g=SSB4|s=20px}}|| Bowser is still turned around
|-
|-
|rowspan=2|[[Joker]]||rowspan=2|[[Gun/Gun Special]] ||rowspan=2|Entire move ||'''5%'''{{head|Bowser|g=SSBU|s=20px}} ||Close range
|rowspan=2|[[Joker]]|| rowspan=2|[[Gun/Gun Special]] || rowspan=2|Entire move ||'''5%'''{{head|Bowser|g=SSBU|s=20px}} ||Close range
|-
|-
|48%/'''67%'''{{head|Bowser|g=SSBU|s=20px}}<br>20%/'''35%'''{{Head| Kazuya |g=SSBU|s=20px}} || Mid range
|48%/'''67%'''{{head|Bowser|g=SSBU|s=20px}}<br>20%/'''35%'''{{Head| Kazuya |g=SSBU|s=20px}} || Mid range
|-
|-
|rowspan=4|[[King Dedede]]||rowspan=2|Neutral Attack||rowspan=2|Rapid Jab||{{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSB4|s=20px}}<br>494%/'''681%''' {{head|Bowser|g=SSBU|s=20px}}<br>194%/'''319%'''{{Head| Kazuya |g=SSBU|s=20px}} ||Farthest hitbox
|rowspan=4|[[King Dedede]]||rowspan=2|Neutral Attack|| rowspan=2|Rapid Jab||{{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSB4|s=20px}}<br>494%/'''681%''' {{head|Bowser|g=SSBU|s=20px}}<br>194%/'''319%'''{{Head| Kazuya |g=SSBU|s=20px}} ||Farthest hitbox
|-
|-
|382%/'''569%''' {{head|Bowser|g=SSBU|s=20px}}<br>92%/'''218%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Closest hitbox
|382%/'''569%''' {{head|Bowser|g=SSBU|s=20px}}<br>92%/'''218%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Closest hitbox
Line 242: Line 240:
|rowspan=2|[[Fireball]] ||55%/'''82%'''{{head|Bowser|g=SSB4|s=20px}}<br>56%/'''86%'''{{head|Bowser|g=SSBU|s=20px}}<br>13%/'''31%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Early hitbox
|rowspan=2|[[Fireball]] ||55%/'''82%'''{{head|Bowser|g=SSB4|s=20px}}<br>56%/'''86%'''{{head|Bowser|g=SSBU|s=20px}}<br>13%/'''31%'''{{Head| Kazuya |g=SSBU|s=20px}}|| Early hitbox
|-
|-
|66%/'''99%''' {{head|Bowser|g=SSBU|s=20px}}<br>16%/'''38%'''{{Head|Kazuya|g=SSBU|s=20px}} ||Late hitbox
|66%/'''99%''' {{head|Bowser|g=SSBU|s=20px}}<br>16%/'''38%'''{{Head| Kazuya |g=SSBU|s=20px}} ||Late hitbox
|-
|-
|rowspan=3|''Bouncing Fireball''||55%/'''82%''' {{head|Bowser|g=SSB4|s=20px}}|| Closest hitbox
|rowspan=3|''Bouncing Fireball''||55%/'''82%''' {{head|Bowser|g=SSB4|s=20px}}|| Closest hitbox
Line 250: Line 248:
| 77%/'''113%''' {{head|Bowser|g=SSB4|s=20px}}|| Farthest hitbox
| 77%/'''113%''' {{head|Bowser|g=SSB4|s=20px}}|| Farthest hitbox
|-
|-
| [[Super Jump Punch]]|| Limitless{{head|Bowser|g=SSB4|s=20px}}{{head|Bowser|g=SSBU|s=20px}}{{Head|Kazuya|g=SSBU|s=20px}}|| Sourspot
| [[Super Jump Punch]]|| Limitless{{head|Bowser|g=SSB4|s=20px}}{{head|Bowser|g=SSBU|s=20px}}|| Sourspot
|-
|-
|rowspan=3| [[Mario]]||rowspan=2| Neutral Attack || Jab 1 ||5%/'''72%''' {{head|Bowser|g=SSBU|s=20px}}||rowspan=2|Farthest hitbox
|rowspan=3| [[Mario]]|| rowspan=2| Neutral Attack || Jab 1 ||5%/'''72%''' {{head|Bowser|g=SSBU|s=20px}}|| rowspan=2|Farthest hitbox
|-
|-
| Jab 2 ||37%/'''139%''' {{head|Bowser|g=SSBU|s=20px}}
| Jab 2 ||37%/'''139%''' {{head|Bowser|g=SSBU|s=20px}}
Line 260: Line 258:
|rowspan=1| [[Marth]] || [[Dancing Blade]] ||4th hit; angled down|| 97%{{head|Bowser|g=SSB4|s=20px}}<br>279%/'''349%''' {{head|Bowser|g=SSBU|s=20px}}<br>157%/'''204%'''{{Head| Kazuya |g=SSBU|s=20px}}||Hits 1 - 4
|rowspan=1| [[Marth]] || [[Dancing Blade]] ||4th hit; angled down|| 97%{{head|Bowser|g=SSB4|s=20px}}<br>279%/'''349%''' {{head|Bowser|g=SSBU|s=20px}}<br>157%/'''204%'''{{Head| Kazuya |g=SSBU|s=20px}}||Hits 1 - 4
|-
|-
|rowspan=6| [[Mega Man]]||Neutral Attack||rowspan=3| Pellets ||rowspan=3| 372%/'''510%'''{{head|Bowser|g=SSB4|s=20px}}<br>384%/'''524%''' {{head|Bowser|g=SSBU|s=20px}}<br>5%/'''99%''', 16%/'''38%'''{{Head| Kazuya |g=SSBU|s=20px}}||rowspan=3| {{head|Bowser|g=SSB4|s=20px}}{{head|Bowser|g=SSBU|s=20px}}Mid/Long range<br>{{Head| Kazuya |g=SSBU|s=20px}}Mid and Long range, respectively
|rowspan=6| [[Mega Man]]||Neutral Attack|| rowspan=3| Pellets || rowspan=3| 372%/'''510%'''{{head|Bowser|g=SSB4|s=20px}}<br>384%/'''524%''' {{head|Bowser|g=SSBU|s=20px}}<br>5%/'''99%''', 16%/'''38%'''{{Head| Kazuya |g=SSBU|s=20px}}|| rowspan=3| {{head|Bowser|g=SSB4|s=20px}}{{head|Bowser|g=SSBU|s=20px}}Mid/Long range<br>{{Head| Kazuya |g=SSBU|s=20px}}Mid and Long range, respectively
|-
|-
|Side Tilt
|Side Tilt
Line 294: Line 292:
|Back Aerial||Entire move|| 2%/'''16%''' {{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 3
|Back Aerial||Entire move|| 2%/'''16%''' {{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 3
|-
|-
|rowspan=3|''[[Chef|Short Order Chef]] ||rowspan=3|Entire move || 101%/'''256%''' {{head|Bowser|g=SSB4|s=20px}} || Steak
|rowspan=3|''[[Chef|Short Order Chef]] || rowspan=3|Entire move || 101%/'''256%''' {{head|Bowser|g=SSB4|s=20px}} || Steak
|-
|-
| 120%/'''300%''' {{head|Bowser|g=SSB4|s=20px}} || Skinny fish
| 120%/'''300%''' {{head|Bowser|g=SSB4|s=20px}} || Skinny fish
Line 310: Line 308:
|Rapid Jab||{{rollover|188%|when standing, and closest hitbox when crouching|?}}/'''305%'''{{head|Bowser|g=SSBU|s=20px}}<br>12%/'''90%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|Rapid Jab||{{rollover|188%|when standing, and closest hitbox when crouching|?}}/'''305%'''{{head|Bowser|g=SSBU|s=20px}}<br>12%/'''90%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|-
|-
|rowspan=7|[[Ness]]||rowspan=2| Neutral attack || Jab 1 ||rowspan=2| 13%/'''41%'''{{head|Bowser|g=SSB4|s=20px}}||
|rowspan=7|[[Ness]]|| rowspan=2| Neutral attack || Jab 1 ||rowspan=2| 13%/'''41%'''{{head|Bowser|g=SSB4|s=20px}}||
|-
|-
| Jab 2 ||
| Jab 2 ||
Line 328: Line 326:
|rowspan=1|[[Palutena]] || Neutral Attack|| Rapid Jab|| 162%/'''263%'''{{head|Bowser|g=SSB4|s=20px}}<br>173%/'''281%'''{{head|Bowser|g=SSBU|s=20px}}<br>11%/'''83%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|rowspan=1|[[Palutena]] || Neutral Attack|| Rapid Jab|| 162%/'''263%'''{{head|Bowser|g=SSB4|s=20px}}<br>173%/'''281%'''{{head|Bowser|g=SSBU|s=20px}}<br>11%/'''83%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|-
|-
|rowspan=2|[[Peach]] ||Neutral Aerial ||rowspan=2|Entire move|| '''2%'''{{head|Bowser|g=SSB4|s=20px}}<br>'''3%'''{{head|Bowser|g=SSBU|s=20px}}|| Late hitbox
|rowspan=2|[[Peach]] ||Neutral Aerial || rowspan=2|Entire move|| '''2%'''{{head|Bowser|g=SSB4|s=20px}}<br>'''3%'''{{head|Bowser|g=SSBU|s=20px}}|| Late hitbox
|-
|-
| Down Aerial || 6%/'''53%'''{{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 3
| Down Aerial || 6%/'''53%'''{{head|Bowser|g=SSBU|s=20px}}|| Applies to hits 1 - 3
Line 371: Line 369:
|-
|-
|Rapid Jab|| 617%/'''842%'''{{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}} ||
|Rapid Jab|| 617%/'''842%'''{{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}} ||
|-
|-  
|[[Holy Water]] || Pillar || 131%{{head|Bowser|g=SSBU|s=20px}} ||Same percent when crouching
|[[Holy Water]] || Pillar || 131%{{head|Bowser|g=SSBU|s=20px}} ||Same percent when crouching
|-
|-
Line 410: Line 408:
|''[[Charge Shot|Dense Charge Shot]]''|| '''0%'''{{head|Bowser|g=SSB4|s=20px}}
|''[[Charge Shot|Dense Charge Shot]]''|| '''0%'''{{head|Bowser|g=SSB4|s=20px}}
|-
|-
|rowspan=2|[[Sephiroth]] ||rowspan=2|[[Shadow Flare]] ||rowspan=2| Initial projectile || {{rollover|54%/'''106%'''|while Sephiroth is in Winged Form, thresholds decrease by 1%|?}}{{head|Bowser|g=SSBU|s=20px}}<br>{{rollover|'''13%'''|while Sephiroth is in Winged Form, threshold decreases by 1%}}{{Head| Kazuya |g=SSBU|s=20px}}|| Uncharged
|rowspan=2|[[Sephiroth]] || rowspan=2|[[Shadow Flare]] || rowspan=2| Initial projectile || {{rollover|54%/'''106%'''|while Sephiroth is in Winged Form, thresholds decrease by 1%|?}}{{head|Bowser|g=SSBU|s=20px}}<br>{{rollover|'''13%'''|while Sephiroth is in Winged Form, threshold decreases by 1%}}{{Head| Kazuya |g=SSBU|s=20px}}|| Uncharged
|-
|-
| {{rollover|26%/'''55%'''|while Sephiroth is in Winged Form, thresholds decrease by 1%|?}}{{head|Bowser|g=SSBU|s=20px}}<br>{{rollover|'''3%'''|while Sephiroth is in Winged Form, threshold decreases by 1%|?}}{{Head| Kazuya |g=SSBU|s=20px}}|| Fully charged
| {{rollover|26%/'''55%'''|while Sephiroth is in Winged Form, thresholds decrease by 1%|?}}{{head|Bowser|g=SSBU|s=20px}}<br>{{rollover|'''3%'''|while Sephiroth is in Winged Form, threshold decreases by 1%|?}}{{Head| Kazuya |g=SSBU|s=20px}}|| Fully charged
Line 429: Line 427:
|-
|-
|Rapid Jab|| 617%/'''842%'''{{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}} ||
|Rapid Jab|| 617%/'''842%'''{{head|Bowser|g=SSBU|s=20px}}<br>255%/'''405%'''{{Head| Kazuya |g=SSBU|s=20px}} ||
|-
|-  
|[[Holy Water]] || Pillar || 131%{{head|Bowser|g=SSBU|s=20px}} ||Same percent when crouching
|[[Holy Water]] || Pillar || 131%{{head|Bowser|g=SSBU|s=20px}} ||Same percent when crouching
|-
|-
Line 474: Line 472:
|rowspan=6|[[Zelda]]|| Neutral Attack|| Rapid Jab ||293%/'''410%'''{{head|Bowser|g=SSBU|s=20px}}<br>107%/'''185%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|rowspan=6|[[Zelda]]|| Neutral Attack|| Rapid Jab ||293%/'''410%'''{{head|Bowser|g=SSBU|s=20px}}<br>107%/'''185%'''{{Head| Kazuya |g=SSBU|s=20px}}||
|-
|-
|Forward Aerial ||rowspan=5|Entire move||rowspan=2| '''6%'''{{head|Bowser|g=SSBU|s=20px}} ||rowspan=2| Sourspot
|Forward Aerial || rowspan=5|Entire move||rowspan=2| '''6%'''{{head|Bowser|g=SSBU|s=20px}} ||rowspan=2| Sourspot
|-
|-
|Back Aerial
|Back Aerial
Line 488: Line 486:
|''[[Paralyzer|Blast Shot]]''|| Entire move || {{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSB4|s=20px}}|| Uncharged
|''[[Paralyzer|Blast Shot]]''|| Entire move || {{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSB4|s=20px}}|| Uncharged
|-
|-
!colspan=5|{{anchor|By Items}} By Items
! scope="row" colspan=5|{{anchor|By Items}} By Items
|-
|-
|colspan=2|[[Beehive]] || Bees || {{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSBU|s=20px}} || Only toughs out the first attack
|colspan=2|[[Beehive]] || Bees || {{rollover|Limitless|Only if crouching|?}}{{head|Bowser|g=SSBU|s=20px}} || Only toughs out the first attack
Line 506: Line 504:
|colspan=2|[[Superspicy Curry]] || Flames || 3%/'''120%'''{{head|Bowser|g=SSBU|s=20px}}||
|colspan=2|[[Superspicy Curry]] || Flames || 3%/'''120%'''{{head|Bowser|g=SSBU|s=20px}}||
|-
|-
!colspan=5|{{anchor|By Pokémon}} By Pokémon
! scope="row" colspan=5|{{anchor|By Pokémon}} By Pokémon
|-
|-
|colspan=2|[[Abomasnow]]|| Blizzard || '''19%'''{{head|Bowser|g=SSBU|s=20px}}||
|colspan=2|[[Abomasnow]]|| Blizzard || '''19%'''{{head|Bowser|g=SSBU|s=20px}}||
Line 514: Line 512:
|colspan=2|[[Staryu]] || Swift || 24%/'''69%'''{{head|Bowser|g=SSBU|s=20px}}||
|colspan=2|[[Staryu]] || Swift || 24%/'''69%'''{{head|Bowser|g=SSBU|s=20px}}||
|-
|-
!colspan=5|{{anchor|By Assist Trophy}} By Assist Trophy
! scope="row" colspan=5|{{anchor|By Assist Trophy}} By Assist Trophy
|-
|-
|colspan=2|[[Klaptrap]]|| Rapid bites || 961%/'''Limitless'''{{head|Bowser|g=SSBU|s=20px}}|| Collateral damage
|colspan=2|[[Klaptrap]]|| Rapid bites || 961%/'''Limitless'''{{head|Bowser|g=SSBU|s=20px}}|| Collateral damage

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