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Bowser (SSBU)/Up special

< Bowser (SSBU)
Revision as of 16:18, January 12, 2021 by Invisible Star (talk | contribs) (Added description.)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Whirling Fortress.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.

Overview

Bowser’s up special is Whirling Fortress. He withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective out of shield option, launching opponents vertically and easily putting them into a disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically above average distance horizontally. The move can cover a greater distance via button mashing near the end of the move.

Update History

  2.0.0

  •   Whirling Fortress now connects better.

  3.0.0

  •   Opponents can no longer tech on the ground between the looping hits of grounded Whirling Fortress.

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 Rehit rate
Multihits
0 0 5 1.0% 0   Standard 0 50 80   2.5 top 0.0 7.0 to 5.0 0.0 0.7× 0.8× 0%               Slash   All All             5
1 0 5 1.0% 0   Standard 0 50 120   2.5 top 0.0 10.5 to 3.5 -6.0 to -7.0 0.7× 0.8× 0%               Slash   All All             5
2 0 5 1.0% 0   Standard 0 50 120   2.5 top 0.0 10.5 to 3.5 6.0 to 7.0 0.7× 0.8× 0%               Slash   All All             5
3 0 5 1.0% 0   Standard 0 50 50   2.5 top 0.0 13.5 3.0 to -3.0 0.7× 0.8× 0%               Slash   All All             5
Final hit
0 0 0 6.0% 0   Standard 50 140 0   8.0 top 0.0 7.6 -4.0 1.0× 1.0× 0%               Slash   All All             0
1 0 0 6.0% 0   Standard 50 140 0   8.0 top 0.0 7.6 8.0 1.0× 1.0× 0%               Slash   All All             0
All hitboxes use weight-independent knockback.

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
Hit 1
0 0 0 7.0% 0   Standard 50 0 0   7.0 top 0.0 11.0 3.5 to -3.5 0.8× 1.0× 0%               Kick   All All            
Hits 2-11
0 0 0 1.0% 0   Standard 50 20 0   4.3 top 0.0 11.0 3.5 to -3.5 0.4× 1.0× 0%               Slash   All All            
Hit 12
0 0 0 2.0% 0   Standard 50 180 0   5.0 top 0.0 11.0 3.5 to -3.5 1.25× 1.0× 0%               Slash   All All            

Timing

Grounded

Multihits 6-38
Final hit 39
Interruptible 82
Animation length 86
                                                                                                                                                                           

Aerial

Hit 1 6-7
Hits 2-11 8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47
Hit 12 48-51
Animation length 79
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible