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Bowser (SSB4)/Neutral special/Default: Difference between revisions

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(→‎Overview: added an overview for bowser ssb4 flame breath)
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==Overview==
==Overview==
{{SSB4|Bowser}} breathes fire out of his mouth. The move has constant hitboxes for the first couple of seconds before the hitbox recedes due to the move becoming weaker overtime. This property makes it generally safe to use in [[neutral]] as if the opponent tries to [[punish]] and drops shield, they will be damaged by the flames, however if the opponent waits for the move to lose range, Bowser is easily punishable. However since Bowser's win condition usually consists of getting his grab to lead into his powerful aerials, the move is overshadowed by faster and more consistent options such as his [[jab]] and aerials.  
{{SSB4|Bowser}} breathes fire out of his mouth. The move has constant hitboxes for the first couple of seconds before the hitbox recedes due to the move becoming weaker overtime. This property makes it generally safe to use in [[neutral]] as if the opponent tries to [[punish]] and drops shield, they will be damaged by the flames, however if the opponent waits for the move to lose range, Bowser is easily punishable. However since Bowser's win condition usually consists of getting his grab to lead into his powerful aerials, the move is overshadowed by faster and more consistent options such as his [[jab]] and aerials.  
The move is most useful when used for [[edgeguarding]] as the flames will cover the ledge and prohibit the opponent from recovering if their character does not have a strong hitbox for their recovery.
The move is most useful when used for [[edgeguarding]] as the flames will cover the ledge and prohibit the opponent from recovering if their character does not have a strong hitbox for their recovery, forcing them to consider different options when and how to recover, allowing Bowser stage control and letting him tack on more and more percent on the opponent. Another feature of the move is that the very edge of the flames do not cause the opponent to flinch, and instead having a windbox. This property allows Bowser to tack on damage without flinching the opponent (i.e. when their shield has been broken and the player wants to add on more percent) and to edgeguard, an example being Ness: Bowser can use his flames to push Ness away from his [[PK Thunder]], potentially messing up the recovery and resulting in a [[gimp.]]


==Update history==
==Update history==

Revision as of 16:00, September 20, 2019

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Overview

Bowser breathes fire out of his mouth. The move has constant hitboxes for the first couple of seconds before the hitbox recedes due to the move becoming weaker overtime. This property makes it generally safe to use in neutral as if the opponent tries to punish and drops shield, they will be damaged by the flames, however if the opponent waits for the move to lose range, Bowser is easily punishable. However since Bowser's win condition usually consists of getting his grab to lead into his powerful aerials, the move is overshadowed by faster and more consistent options such as his jab and aerials. The move is most useful when used for edgeguarding as the flames will cover the ledge and prohibit the opponent from recovering if their character does not have a strong hitbox for their recovery, forcing them to consider different options when and how to recover, allowing Bowser stage control and letting him tack on more and more percent on the opponent. Another feature of the move is that the very edge of the flames do not cause the opponent to flinch, and instead having a windbox. This property allows Bowser to tack on damage without flinching the opponent (i.e. when their shield has been broken and the player wants to add on more percent) and to edgeguard, an example being Ness: Bowser can use his flames to push Ness away from his PK Thunder, potentially messing up the recovery and resulting in a gimp.

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change Certain properties of Fire Breath have been adjusted.

Hitboxes

The whole attack repeats when input is held after 7 frames.

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Looping hit
0 0 0 1.2% 0 AngleIcon55.png Standard 20 30 0 4.0 0 0.0 0.0 0.0 0.8x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png TypeIcon(Typeless).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn SpecialsIndirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Looping hit (flinchless)
0 0 0 1.2% 0 AngleIcon65.png Standard 20 30 0 4.0 0 0.0 0.0 0.0 0.8x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png TypeIcon(Typeless).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn SpecialsIndirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png