SSB4 Icon.png

Bowser (SSB4)/Up special/Default

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

OverviewEdit

Bowser's up special in SSB4 is Whirling Fortress. When this move is used, Bowser tucks into his shell and travels upwards a moderate distance before he slows his ascent and goes into a helpless state. Mashing the special button towards the beginning of the move decreases the vertical distance travelled, while mashing the special button towards the end of the move increases the distance travelled. When used from the ground, Bowser will not travel upwards, but instead spins on the ground, sliding in the direction the player inputs. When used in the air, the move's first hit launches players, while the following hits do not. On the ground, only the last hit will launch players. This move is often Bowser's most frequently used out of shield option, as it comes out on frame 6 and can carry Bowser away from the enemy if needed.

Update historyEdit

  1.1.3

  •   All variations of Whirling Fortress can grab ledges from behind much sooner (frame 48 → 8).

HitboxesEdit

GroundEdit

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
Hits 1-7 (frames 6-38)
0 0 5 1% 0   Standard 0 100 50 2.5 0 0.0 7.0 0.0 0.8x 1x 0%               Slash   63               0.0 5.0 0.0
1 0 5 1% 0   Standard 0 100 70 2.5 0 0.0 10.5 -6.0 0.8x 1x 0%               Slash   63               0.0 3.5 -7.0
2 0 5 1% 0   Standard 0 100 70 2.5 0 0.0 10.5 6.0 0.8x 1x 0%               Slash   63               0.0 3.5 7.0
Final hit (frame 39)
0 0 0 4% 0   Standard 70 150 0 8.0 0 0.0 7.6 -4.0 1x 1x 0%               Slash   63              
1 0 0 4% 0   Standard 70 150 0 8.0 0 0.0 7.6 8.0 1x 1x 0%               Slash   63              

AirEdit

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 10% 3   80 60 0 7.0 0 0.0
0.0
4.5
4.5
3.0
-3.0
1x 1x 0%               Kick  
Hits 2-6 (loop)
0 0 3% 0   50 20 0 6.0 0 0.0
0.0
4.5
4.5
3.0
-3.0
1x 1x 0%               Slash  
Hits 7-11 (loop)
0 0 2% 0   50 20 0 5.0 0 0.0
0.0
4.5
4.5
3.0
-3.0
1x 1x 0%               Slash  

TimingEdit

GroundedEdit

Multihits 6-38
Final hit 39
Interruptible 82
Animation length 83
                                                                                                                                                                     

AerialEdit

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
Animation length 79
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible