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Bowser (SSBU)/Neutral attack/Hit 2

Hitbox visualization for Bowser's jab 2
Hitbox visualization showing Bowser's second jab.

OverviewEdit

Bowser punches forward. With its low ending lag, it can be safe on shield if spaced, at -8 frame advantage. The angle at which it sends is good for tech chase setups and can kill near the ledge at higher percents. Just like his Jab 1, Bowser has intangibility on his arm while the hitboxes are out. Because it's +13 on hit with non-tumble hitstun at 0% (tested on Mario), it's possible to get a grab in afterwards and combo off. Dash attack is a fair alternative for around 29% damage and a juggle situation, though it is generally inferior to the reward Bowser can get from a grab. Jab 2 combos can be confirmed until tumble is inflicted.

Update HistoryEdit

  2.0.0

  •   The second hit deals more damage (6% → 7%).

HitboxesEdit

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 7.0% 0   Forward 50 100 0   5.0 armr 5.0 0.0 -1.0 1.8× 1.0× 0%               Punch   All All            
1 0 0 7.0% 0   Forward 50 100 0   4.0 armr 0.0 1.0 0.0 1.8× 1.0× 0%               Punch   All All            
2 0 0 7.0% 0   Forward 50 100 0   3.5 armr -5.0 1.5 0.0 1.8× 1.0× 0%               Punch   All All            

TimingEdit

Lower arm intangible 9-11
Hitboxes 9-11
Interruptible 26
Animation length 32
Hitboxes                                                                 
Lower arm                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible