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Bowser (SSB4)/Side special/Default

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Flying Slam.
Hitbox visualization showing Bowser's grounded Flying Slam.
Hitbox visualization showing Bowser's aerial Flying Slam.
Hitbox visualization showing Bowser's Flying Slam's collateral.

OverviewEdit

Bowser swings his arm in front of him to grab an opponent. The move is one of Bowser's best neutral options due to its property of being able to auto-cancel upon landing. This allows him to have tricky movement and to end the lag of his bulky aerials, which alleviate Bowser's weaknesses in having to land with the long end lag of his moves. Besides its utility in the neutral, the move boasts as a powerful KO option and can KO opponents at medium-high percents with rage when used on the top platform of common stages such as Battlefield and Smashville. The move provides enough pressure to force the opponent to consider whether or not to shield or to jump. It's a powerful alternative to Bowser's already strong grab and grab game, and due to the move's knockback sending at an upward angle, it can DI mixup an opponent as if they hold in, they do to the top, and if they hold out, they die straight to the side, forcing the opponent to DI down and away, sending them offstage for an edgeguard. It also puts them in the air, giving more opportunity to pressure the opponent and juggle them.

Update historyEdit

  1.0.4/  1.0.0

  •   Sacrificial KOs using Flying Slam now KO Bowser first instead of the opponent. When Bowser is KO'd, the opponent is released from the grab, potentially allowing them to recover back onto the stage.

  1.0.6

  •   Bowser has more control over Flying Slam's trajectory, while the opponent has less control (base air acceleration: 0.15 (Bowser)/0.18 (opponent) → 0.18/0.17).

  1.1.3

  •   Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its Brawl counterpart.
    •   However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.
  •   Bowser has more control over Flying Slam's trajectory (base air acceleration: 0.18 → 0.21).
  •   The opponent has more control over Flying Slam's trajectory (base air acceleration: 0.17 → 0.19).
    •   However, this does not fully compensate for Bowser's greater air acceleration, giving him more control overall.
  •   Flying Slam now has invincibility frames before Bowser leaves the ground.

  1.1.4

  •   All variations of Flying Slam's grab range increased.
    •   Grounded grabbox sizes: (4u/3u → 5u/4u (grounded), 1u/1u → 2u/2u (aerial)).
    •   Far grabbox Z position: (17 → 17.5).
    •   Aerial grabbox sizes: (5u/3.5u → 6u/4.5u).
    •   Large grabbox Z position: (15 → 15.5).

Throw, Grab and Hitbox DataEdit

Ground GrabEdit

ID Radius Bone Offset Stretch G A
0 5.0 0 0.0 8.0 17.5    
1 4.0 0 0.0 8.0 11.0    
2 2.0 0 0.0 8.0 17.5    
3 2.0 0 0.0 8.0 11.0    

Air GrabEdit

ID Radius Bone Offset Stretch G A
0 6.0 0 0.0 8.0 15.5    
1 4.5 0 0.0 8.0 10.0    

ThrowEdit

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 18%   Forwards 80 60 0 0 None       None
1 5%   Forwards 60 30 0 0 None       None

CollateralEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Stretch
0 0 15% 1   80 80 0 8.0 0 0.0 2.0 6.5 1x 1x 0%               Kick   0.0 2.0 -4.5

TimingEdit

Ground grabEdit

Grab 8
Interruptible 43
Animation length 49
                                                                                                 

Air grabEdit

Grab 17
Animation length 48
                                                                                               

Falling hitEdit

Intangible 1-23
Hitbox 72-
Animation length 81
                                                                                                                                                                 
                                                                                                                                                                 

ThrowEdit

Throw 8
Interruptible 49
Animation length 66
                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Grab
  
Throw point
 
Interruptible