From SmashWiki, the Super Smash Bros. wiki
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Whirling Fortress.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.
Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.
Overview
Bowser’s up special is Whirling Fortress. He withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective out of shield option, launching opponents vertically and easily putting them into a disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically above average distance horizontally. The move can cover a greater distance via button mashing near the end of the move.
Update History
2.0.0
- Whirling Fortress now connects better.
3.0.0
- Opponents can no longer tech on the ground between the looping hits of grounded Whirling Fortress.
Hitboxes
Grounded
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Rehit rate
|
Multihits
|
0 |
0 |
5 |
1.0% |
0 |
|
Standard |
0 |
50 |
80 |
|
2.5 |
top |
0.0 |
7.0 to 5.0 |
0.0 |
0.7× |
0.8× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
5
|
1 |
0 |
5 |
1.0% |
0 |
|
Standard |
0 |
50 |
120 |
|
2.5 |
top |
0.0 |
10.5 to 3.5 |
-6.0 to -7.0 |
0.7× |
0.8× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
5
|
2 |
0 |
5 |
1.0% |
0 |
|
Standard |
0 |
50 |
120 |
|
2.5 |
top |
0.0 |
10.5 to 3.5 |
6.0 to 7.0 |
0.7× |
0.8× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
5
|
3 |
0 |
5 |
1.0% |
0 |
|
Standard |
0 |
50 |
50 |
|
2.5 |
top |
0.0 |
13.5 |
3.0 to -3.0 |
0.7× |
0.8× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
5
|
Final hit
|
0 |
0 |
0 |
6.0% |
0 |
|
Standard |
50 |
140 |
0 |
|
8.0 |
top |
0.0 |
7.6 |
-4.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
0
|
1 |
0 |
0 |
6.0% |
0 |
|
Standard |
50 |
140 |
0 |
|
8.0 |
top |
0.0 |
7.6 |
8.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
0
|
All hitboxes use weight-independent knockback.
|
Aerial
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hit 1
|
0 |
0 |
0 |
7.0% |
0 |
|
Standard |
50 |
0 |
0 |
|
7.0 |
top |
0.0 |
11.0 |
3.5 to -3.5 |
0.8× |
1.0× |
0% |
|
|
|
|
|
|
Kick |
|
All |
All |
|
|
|
|
|
|
Hits 2-11
|
0 |
0 |
0 |
1.0% |
0 |
|
Standard |
50 |
20 |
0 |
|
4.3 |
top |
0.0 |
11.0 |
3.5 to -3.5 |
0.4× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Hit 12
|
0 |
0 |
0 |
2.0% |
0 |
|
Standard |
50 |
180 |
0 |
|
5.0 |
top |
0.0 |
11.0 |
3.5 to -3.5 |
1.25× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Timing
Grounded
Multihits
|
6-38
|
Final hit
|
39
|
Interruptible
|
82
|
Animation length
|
86
|
Aerial
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
|
Hit 12
|
48-51
|
Animation length
|
79
|