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Bowser (SSBU)/Neutral attack/Hit 2

< Bowser (SSBU)‎ | Neutral attack
Revision as of 22:10, October 15, 2021 by Plague von Karma (talk | contribs) (→‎Overview: added more info)
Hitbox visualization for Bowser's jab 2
Hitbox visualization showing Bowser's second jab.

Overview

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 History

  2.0.0

  •   Second hit of neutral attack deals more damage (6% → 7%).

Hitboxes

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   Standard 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   Standard 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   Standard 50 100 0   3.5 armr -5.0 1.5 0.0 1.8× 1.0× 0%               Punch   All All            

Timing

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