Super Smash Bros. Ultimate

Bowser Jr. (SSBU)/Neutral attack/Hit 2: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|400px|Hitbox visualization showing Bowser Jr.'s second jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHit...)
 
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:BowserJrJab2SSBU.gif|thumb|400px|Hitbox visualization showing Bowser Jr.'s second jab.]]
[[File:BowserJrJab2SSBU.gif|thumb|400px|Hitbox visualization showing Bowser Jr.'s second jab.]]
{{competitive expertise}}
 
==Overview==
==Overview==
The Junior Crown Car performs another jab just like the [[Bowser Jr. (SSBU)/Neutral attack/Hit 1|first jab]]. It does 2% when hit. The next and last input is [[Bowser Jr. (SSBU)/Neutral attack/Infinite|an infinite]].
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more reliably.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=25
|ks=25
Line 23: Line 29:
|slvl=S
|slvl=S
}}
}}
|'''+3''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=25
|ks=25
Line 41: Line 49:
|slvl=S
|slvl=S
}}
}}
|'''+3''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 59: Line 69:
|slvl=S
|slvl=S
}}
}}
|'''+3''' frames
|}
|}
==Timing==
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed at least 3 times and released at least 2 times since the neutral attack's first hit.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|4-5
|4-5
|-
|-
!Earliest continuable
!rowspan=2|Continuability!!Pressed repeatedly
|6
|6-29
|-
!Held on hit
|10
|-
|-
!Interruptible
!colspan=2|Interruptible
|30
|30
|-
|-
!Animation length
!colspan=2|Animation length
|47
|47
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=23|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=18}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2|e=HitboxContinuableS}}{{FrameStrip|t=Lag|c=4|s=LagContinuableE|e=LagContinuableS}}{{FrameStrip|t=Lag|c=20|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=18}}
|-
{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=24}}{{FrameStrip|t=Blank|c=18}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}


{{MvSubNavBowserJr|g=SSBU}}
{{MvSubNavBowserJr|g=SSBU}}
[[Category:Bowser Jr. (SSBU)]]
[[Category:Bowser Jr. (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 20:42, July 30, 2022

Hitbox visualization showing Bowser Jr.'s second jab.

Overview[edit]

The Junior Crown Car performs another jab just like the first jab. It does 2% when hit. The next and last input is an infinite.

Update History[edit]

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more reliably.

Hitboxes[edit]

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
0 0 0 2.0% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 2.5 top 0.0 6.3 8.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames
1 0 0 2.0% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 3.2 top 0.0 6.3 12.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames
0 0 0 2.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.8 top 0.0 6.3 17.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames

Timing[edit]

Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed at least 3 times and released at least 2 times since the neutral attack's first hit.

Hitboxes 4-5
Continuability Pressed repeatedly 6-29
Held on hit 10
Interruptible 30
Animation length 47
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible