SSBU Icon.png

Bowser (SSBU)/Side special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Flying Slam.
Bowser side special hitbox visualizations.
Grounded Aerial
Hitbox visualization for Bowser's grounded Flying Slam Hitbox visualization for Bowser's aerial Flying Slam
Hitbox visualization for Bowser's falling Flying Slam
Hitbox visualization showing Bowser's side special, Flying Slam, while falling.

OverviewEdit

Update HistoryEdit

  3.1.0

  •   Opponents that are hit during Flying Slam's initial grab now interrupt Flying Slam instead of it slamming without an opponent.

Throw, Grab and Hitbox DataEdit

GrabEdit

ID Radius Bone Offset G A
Grounded
0 4.0 top 0.0 8.5 19.0    
1 5.0 top 0.0 8.0 11.0    
2 2.0 top 0.0 8.5 to 8.5 19.0 to 16.0    
3 3.0 top 0.0 8.0 11.0    
Aerial
0 4.5 top 0.0 6.0 21.0    
1 5.5 top 0.0 7.0 14.0    

Falling collateralEdit

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 15.0% 1.0   Standard 80 80 0   8.0 top 0.0 2.0 6.5 to -4.5 1.0× 1.0× 0%               Kick   All All            

ThrowEdit

When falling for more than 10 frames with the grabbed opponent, the slam's damage increases in proportion to the distance covered after this point, up to a maximum of 23.4%, fully affecting knockback dealt as well. More specifically, the damage multiplier is equal to 1 + 0.3 * (distance / 100), with Bowser falling at a speed of 5 units per frame.

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Slam
Throw 0 18.0%   Forward 80 60 0 0.0×       None
Break 0 5.0%   Forward 60 30 0 0.0×       None

TimingEdit

GrabEdit

Grab 6
Interruptible 53
Animation length 57
                                                                                                                 

Catch, jump, and fallEdit

The falling portion starts when the collateral hitbox becomes active, and lasts indefinitely until Bowser lands, at which point it transitions into the slam.

Intangibility 1-23
Collateral hitbox 52-
                                                                                                         
                                                                                                         

SlamEdit

Throw release 9
Interruptible 49
Animation length 63
                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
  
Loop point
 
Intangible
 
Grab
  
Throw point
 
Interruptible

ParametersEdit

The jump's horizontal speed can be influenced by both Bowser and the grabbed opponent. The summarized formula from the parameters is [0.2235 - 0.0005b] - [0.22 - 0.0007t], with b and t being Bowser and the target's respective damage percents, and the resulting value being the jump's horizontal acceleration per frame. Bowser's speed influence cannot be lower than 0.02, while the target's cannot be lower than 0.024, and the total acceleration to either side cannot be higher than 1.

While Bowser has an opponent grabbed, his blast line detection is extended downward by 10 units, usually causing him to get KO'd first in Sacrificial KO attempts. Furthermore, from version 6.0.0 onward, falling with a grabbed opponent for more than 100 frames forces a grab release.

Base horizontal speed from jump 0.25
Additional horizontal speed from jump by input 0.2
Maximum horizontal speed during jump 1.5
Bowser's base horizontal speed influence 0.2235 (1.1.0 onward)
0.21 (before 1.1.0)
Bowser's horizontal speed influence decrease by percent 0.0005 (1.1.0 onward)
0.00075 (before 1.1.0)
Bowser's minimum horizontal speed influence 0.02
Target's base horizontal speed influence 0.22 (1.1.0 onward)
0.19 (before 1.1.0)
Target's horizontal speed influence decrease by percent 0.0007 (1.1.0 onward)
0.00075 (before 1.1.0)
Target's minimum horizontal speed influence 0.024 (1.1.0 onward)
0.03 (before 1.1.0)
Maximum total speed influence 1
Falling portion downward speed 5
Falling frames before applying damage multiplier 10
Maximum damage multiplier by falling 1.3
Horizontal speed out of slam -0.6
Vertical speed out of slam 2