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Bowser (SSBU)/Down special

< Bowser (SSBU)
Revision as of 21:08, February 25, 2022 by Juju1995 (talk | contribs)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Bowser Bomb.


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Hitbox visualization for Bowser's grounded Bowser Bomb
Hitbox visualization showing Bowser's grounded down special, Bowser Bomb
Hitbox visualization for Bowser's aerial Bowser Bomb
Hitbox visualization showing Bowser's aerial down special, Bowser Bomb
Hitbox visualization for Bowser's Bowser Bomb landing
Hitbox visualization showing Bowser's down special landing, Bowser Bomb

Overview

Hitboxes

Grounded

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
Start
0 0 0 4.0% 0   Standard 0 100 60   4.0 top 0.0 1.0 to 9.0 17.0 1.0× 0.5× 0%               Kick   All All             +8 frames
1 0 0 4.0% 0   Standard 0 100 60   2.0 top 0.0 0.5 to 9.5 22.5 1.0× 0.5× 0%               Kick   All All             +8 frames
2 0 0 4.0% 0   Standard 0 100 60   4.0 top 0.0 2.5 to 7.5 13.0 1.0× 0.5× 0%               Kick   All All             +8 frames
Fall
0 0 0 20.0% 5   Forward 13 65 0   8.3 top 0.0 5.2 0.0 1.0× 0.5× 0%               Kick   All All            

Aerial

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean
0 0 0 20.0% 5   Standard 13 65 0   8.6 top 0.0 5.2 0.0 1.0× 1.0× 0%               Kick   All All            
Late
0 0 0 20.0% 5   Forward 45 75 0   8.3 top 0.0 5.2 0.0 1.0× 1.0× 0%               Kick   All All            

Landing

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 11.0% 5   Standard 60 72 60   8.0 top 0.0 1.5 -5.5 to 5.5 1.0× 1.0× 0%               Kick   All All            

Timing

  This article or section may require additional technical data.
The editor who added this tag elaborates: Frame data.
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