Bowser Jr. (SSB4)/Forward aerial: Difference between revisions
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[[File:BowserJrFAir.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward aerial.]] | [[File:BowserJrFAir.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward aerial.]] | ||
[[File:BowserJrFAirLanding.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward aerial's landing.]] | [[File:BowserJrFAirLanding.gif|thumb|270px|Hitbox visualization showing Bowser Jr.'s forward aerial's landing.]] | ||
==Overview== | |||
The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another [[hitbox]], which can lead to more follow-ups on the ground, as well as compensate for its high [[landing lag]]. Useful for [[edge-guarding]] and spacing. It deals 11% if cleaned, which is a viable [[KO|KOing]] option. | |||
==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{HitboxTableTitle|Early hit|42}} | {{HitboxTableTitle|Early hit|42}} | ||
Line 67: | Line 66: | ||
|trip=0 | |trip=0 | ||
|sfx=Kick | |sfx=Kick | ||
|slvl= | |slvl=M | ||
}} | }} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
Line 87: | Line 86: | ||
|trip=0 | |trip=0 | ||
|sfx=Kick | |sfx=Kick | ||
|slvl= | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Late hit|42}} | {{HitboxTableTitle|Late hit|42}} | ||
Line 108: | Line 107: | ||
|trip=0 | |trip=0 | ||
|sfx=Kick | |sfx=Kick | ||
|slvl= | |slvl=S | ||
}} | }} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
Line 128: | Line 127: | ||
|trip=0 | |trip=0 | ||
|sfx=Kick | |sfx=Kick | ||
|slvl= | |slvl=S | ||
}} | }} | ||
{{HitboxTableTitle|Landing|42}} | {{HitboxTableTitle|Landing|42}} | ||
Line 178: | Line 177: | ||
==Timing== | ==Timing== | ||
{|class="wikitable | {|class="wikitable | ||
!Initial autocancel | !Initial autocancel |
Latest revision as of 21:55, April 12, 2022
Overview[edit]
The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. Useful for edge-guarding and spacing. It deals 11% if cleaned, which is a viable KOing option.
Hitboxes[edit]
Timing[edit]
Initial autocancel | 1-2 |
---|---|
Early hit | 10-13 |
Clean hit | 14-17 |
Late hit | 18-23 |
Ending autocancel | 34- |
Interruptible | 44 |
Animation length | 57 |
Landing lag[edit]
Hitboxes | 2 |
---|---|
Animation length | 27 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|