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Bowser (SSB4)/Down smash: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{competitive expertise}}
==Overview==
{{technical data}}
Bowser retreats into his shell and spins around, hitting opponents up to seven times his spikes. It has decent startup (frame 10), deals 16% total damage and all hits cover both of Bowser's sides, making it useful for getting many opponents off him at a time or catching [[roll]]s. It also possesses decent power, KOing near the edge at around 95% uncharged. However, the move bears a noticeable weakness in its ending lag (40 frames), and small characters can potentially escape out of the move at high percentages with [[SDI]] due to only the first hit having set knockback. This property also makes its KO ability inconsistent, as the opponent might be dragged behind Bowser before the last hit and thus be launched in the opposite direction, and the move is significantly easier to survive in said situation, not KOing until around 140% from center stage. Moreover, [[Whirling Fortress]] is usually favored as an anti-pressure option due to coming out faster (on frame 6), being usable both out of a [[dash]] and [[out of shield]], and allowing Bowser to move horizontally, while he has safer and more consistent finishers in his [[aerial attack]]s (especially when comboed into from an {{mvsub|Bowser|SSB4|up throw}}) and [[Flying Slam]]. Due to this, Bowser's down smash is more of a situational move.


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|damage=2%
|damage=2%
|angle=150
|angle=150
Line 17: Line 15:
|r=5.0
|r=5.0
|bn=0
|bn=0
|xpos=0.0
|ypos=7.0
|ypos=7.0
|zpos=10.0
|zpos=10.0
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=S
|slvl=S
Line 29: Line 24:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=2%
|damage=2%
|angle=150
|angle=150
Line 37: Line 31:
|r=5.0
|r=5.0
|bn=0
|bn=0
|xpos=0.0
|ypos=7.0
|ypos=7.0
|zpos=-10.0
|zpos=-10.0
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=S
|slvl=S
}}
}}
{{HitboxTableTitle|Hits 2-6 (loop)|42}}
{{HitboxTableTitle|Hits 2-6|42}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|damage=1%
|damage=1%
|angle=150
|angle=150
Line 58: Line 48:
|r=4.2
|r=4.2
|bn=0
|bn=0
|xpos=0.0
|ypos=4.0
|ypos=4.0
|zpos=-7.2
|zpos=-7.2
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=L
|slvl=L
Line 70: Line 57:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=1%
|damage=1%
|angle=150
|angle=150
Line 78: Line 64:
|r=4.2
|r=4.2
|bn=0
|bn=0
|xpos=0.0
|ypos=4.0
|ypos=4.0
|zpos=7.2
|zpos=7.2
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=L
|slvl=L
Line 90: Line 73:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|part=0
|damage=1%
|damage=1%
|angle=190
|angle=190
Line 98: Line 80:
|r=3.7
|r=3.7
|bn=0
|bn=0
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=-5.0
|zpos=-5.0
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=L
|slvl=L
Line 110: Line 89:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=3
|id=3
|part=0
|damage=1%
|damage=1%
|angle=190
|angle=190
Line 118: Line 96:
|r=3.7
|r=3.7
|bn=0
|bn=0
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=5.0
|zpos=5.0
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Slash
|sfx=Slash
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Final hit|42}}
{{HitboxTableTitle|Hit 7|42}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|damage=9%
|damage=9%
|angle=48
|angle=48
Line 139: Line 113:
|r=7.0
|r=7.0
|bn=0
|bn=0
|xpos=0.0
|ypos=4.0
|ypos=4.0
|zpos=-8.0
|zpos=-8.0
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Burn
|sfx=Burn
|slvl=L
|slvl=L
Line 151: Line 122:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=9%
|damage=9%
|angle=48
|angle=48
Line 159: Line 129:
|r=7.0
|r=7.0
|bn=0
|bn=0
|xpos=0.0
|ypos=4.0
|ypos=4.0
|zpos=8.0
|zpos=8.0
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Burn
|sfx=Burn
|slvl=L
|slvl=L
Line 171: Line 138:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|part=0
|damage=9%
|damage=9%
|angle=48
|angle=48
Line 179: Line 145:
|r=6.0
|r=6.0
|bn=0
|bn=0
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=-5.2
|zpos=-5.2
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Burn
|sfx=Burn
|slvl=L
|slvl=L
Line 191: Line 154:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=3
|id=3
|part=0
|damage=9%
|damage=9%
|angle=48
|angle=48
Line 199: Line 161:
|r=6.0
|r=6.0
|bn=0
|bn=0
|xpos=0.0
|ypos=9.0
|ypos=9.0
|zpos=-5.2
|zpos=-5.2
|effect=Slash
|effect=Slash
|type=Spin
|type=Spin
|sdi=1.0
|trip=0
|sfx=Burn
|sfx=Burn
|slvl=L
|slvl=L
Line 211: Line 170:
|}
|}


==Timing==
{|class="wikitable"
!Charges between
|5-6
|-
!Hit 1
|10
|-
!Hits 2-6
|14-15, 17-18, 20-21, 23-24, 26-27
|-
!Hit 7
|31
|-
!Interruptible
|72
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=40}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}


{{MvSubNavBowser|g=SSB4}}
{{MvSubNavBowser|g=SSB4}}
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Down smashes (SSB4)]]
[[Category:Down smashes (SSB4)]]

Revision as of 21:33, May 30, 2017

Overview

Bowser retreats into his shell and spins around, hitting opponents up to seven times his spikes. It has decent startup (frame 10), deals 16% total damage and all hits cover both of Bowser's sides, making it useful for getting many opponents off him at a time or catching rolls. It also possesses decent power, KOing near the edge at around 95% uncharged. However, the move bears a noticeable weakness in its ending lag (40 frames), and small characters can potentially escape out of the move at high percentages with SDI due to only the first hit having set knockback. This property also makes its KO ability inconsistent, as the opponent might be dragged behind Bowser before the last hit and thus be launched in the opposite direction, and the move is significantly easier to survive in said situation, not KOing until around 140% from center stage. Moreover, Whirling Fortress is usually favored as an anti-pressure option due to coming out faster (on frame 6), being usable both out of a dash and out of shield, and allowing Bowser to move horizontally, while he has safer and more consistent finishers in his aerial attacks (especially when comboed into from an up throw) and Flying Slam. Due to this, Bowser's down smash is more of a situational move.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 2% 0 AngleIcon150.png 0 100 60 5.0 0 0.0 7.0 10.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 AngleIcon150.png 0 100 60 5.0 0 0.0 7.0 -10.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hits 2-6
0 0 1% 0 AngleIcon150.png 40 50 0 4.2 0 0.0 4.0 -7.2 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 1% 0 AngleIcon150.png 40 50 0 4.2 0 0.0 4.0 7.2 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
2 0 1% 0 AngleIcon190.png 40 50 0 3.7 0 0.0 9.0 -5.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
3 0 1% 0 AngleIcon190.png 40 50 0 3.7 0 0.0 9.0 5.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
Hit 7
0 0 9% 0 AngleIcon48.png 40 130 0 7.0 0 0.0 4.0 -8.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
1 0 9% 0 AngleIcon48.png 40 130 0 7.0 0 0.0 4.0 8.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
2 0 9% 0 AngleIcon48.png 40 130 0 6.0 0 0.0 9.0 -5.2 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
3 0 9% 0 AngleIcon48.png 40 130 0 6.0 0 0.0 9.0 -5.2 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Spin).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png

Timing

Charges between 5-6
Hit 1 10
Hits 2-6 14-15, 17-18, 20-21, 23-24, 26-27
Hit 7 31
Interruptible 72
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(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(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible