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Bowser Jr. (SSB4)/Down aerial: Difference between revisions

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[[File:BowserJrDAir.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s down aerial.]]
[[File:BowserJrDAir.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s down aerial.]]
[[File:BowserJrDAirLanding.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s down aerial's landing.]]
[[File:BowserJrDAirLanding.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s down aerial's landing.]]
{{competitive expertise}}


==Overview==
The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high [[ending lag]] is compensated by the [[hitbox]] it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag. This could be similar to the Spin Drill from ''{{s|mariowiki|Super Mario Galaxy}}''.
==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
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==Timing==
==Timing==
 
===Attack===
{|class="wikitable
{|class="wikitable
!Initial autocancel
!Initial autocancel
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|-
|-
!Animation length
!Animation length
|60
|59
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Hitbox|c=24|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=4}}
{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Hitbox|c=24|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=3}}
|-
|-
{{FrameStrip|t=Autocancel|c=1}}{{FrameStrip|t=Blank|c=59}}
{{FrameStrip|t=Autocancel|c=1}}{{FrameStrip|t=Blank|c=58}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 11:47, January 17, 2021

Hitbox visualization showing Bowser Jr.'s down aerial.
Hitbox visualization showing Bowser Jr.'s down aerial's landing.

OverviewEdit

The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high ending lag is compensated by the hitbox it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag. This could be similar to the Spin Drill from Super Mario Galaxy.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Looping hit
0 0 1.3% 0   0 100 30 3.6 0 0.0 2.0 0.0 1.0x 1.0x 0%               Slash  
1 0 1.3% 0   30 100 0 3.8 0 0.0 -3.0 0.0 1.0x 1.0x 0%               Slash  
2 0 1.3% 0   30 100 0 3.8 0 0.0 -3.0 0.0 1.0x 1.0x 0%               Slash  
Final hit
0 1 2% 0   70 130 0 3.8 0 0.0 2.0 0.0 0.0x 2.0x 0%               Slash  
1 1 2% 0   70 130 0 4.3 0 0.0 -3.0 0.0 1.0x 2.0x 0%               Slash  
Landing
0 0 2% 0   40 180 0 5.0 0 0.0 3.2 2.0 1.0x 3.0x 0%               Kick  

TimingEdit

AttackEdit

Initial autocancel 1
Looping hits 15-38
Final hit 39
Ending autocancel 68
Interruptible 57
Animation length 59
                                                                                                                     
                                                                                                                     

Landing lagEdit

Hitbox 1
Animation length 25
                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible