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Bowser (SSB4)/Side special/Default

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< Bowser (SSB4)‎ | Side special
Revision as of 07:16, July 1, 2019 by Eexey (talk | contribs) (added an overview of Bowser's side special in ssb4)
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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.
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Overview

Bowser swings his arm in front of him to grab an opponent. The move is one of Bowser's best neutral options due to it's property of being able to auto-cancel upon landing. This allows Bowser to have tricky movement and to end the lag of his bulky aerials, which alleviate Bowser's weaknesses in having to land and the long end lag of his moves. Besides it's utility in the neutral, the move boasts as a powerful kill option and kill opponents at medium-high percents with rage when used on the top platform of common stages such as Battlefield and Smashville.


Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf 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.

Super Smash Bros. 4 1.0.6

  • Buff Bowser has more control over Flying Slam's trajectory.

Super Smash Bros. 4 1.1.3

  • Buff Flying Slam's grab to slam transition speed increased. This makes it function similarly to how it did in Brawl.
  • Buff All variations of Flying Slam now have invincibility frames before Bowser leaves the ground.

Super Smash Bros. 4 1.1.4

  • Buff All variations of Flying Slam's grab range increased.
    • Buff Ground Hand Hitbox Size: 4/3 → 5/4.
    • Buff Large Hitbox X Position: 17 → 17.5.
    • Buff Ground to Air Hand Hitbox: 1/1 → 2/2.
    • Buff Outer Hitbox X Position: 17 → 17.5.
    • Buff Air Hand Hitbox: 5/3.5 → 6/4.5.
    • Buff Large Hitbox X Position: 15 → 15.5.

Hitboxes

Throw

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent
Throw 18% 60 80 60 0 No

Collateral

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 Sakurai angle 80 80 0 8.0 0 0.0 2.0 6.5 1x 1x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Spin).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png 0.0 2.0 -4.5