This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Whirling Fortress.
Hitbox visualization for Bowser's grounded Whirling Fortress
Hitbox visualization showing Bowser's up special, Whirling Fortress, when grounded.
Hitbox visualization for Bowser's aerial Whirling Fortress
Hitbox visualization showing Bowser's up special, Whirling Fortress, when aerial.

OverviewEdit

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 HistoryEdit

  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.

HitboxesEdit

GroundedEdit

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
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            
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            
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            
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            
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            
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            

AerialEdit

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
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            

TimingEdit

GroundedEdit

Multihits 6-38 (rehit rate: 5)
Final hit 39
Interruptible 82
Animation length 86
                                                                                                                                                                           

AerialEdit

The move can grab ledges from both sides starting on frame 9.

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
                                                                                                                                                             

LandingEdit

Interruptible 37
Animation length 38
                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

ParametersEdit

The move's vertical speed in the air can be altered by mashing the special move button during frames 1-49. This overrides its default vertical speed; as a result, simply mashing near the start of the move actually reduces its height, but mashing near the end keeps Bowser afloat for longer and allows him to travel farther.

Horizontal acceleration 0.15 (grounded)
0.02 (aerial)
Maximum horizontal speed 1.3 (grounded)
1.6 (aerial)
Aerial initial vertical speed 2.3
Gravity 0.055
Falling speed 1
Vertical speed after button press 1
Minimum delay between button presses 5 frames
Landing lag 36 frames