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Bowser Jr. (SSB4)/Forward smash: Difference between revisions

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==Overview==
==Overview==
[[Bowser Jr.]] uses two drills from the [[Junior Clown Car]] to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer hitbox than the rest of the hits.
[[Bowser Jr.]] uses two drills from the [[Junior Clown Car]] to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer hitbox than the rest of the hits.
==Hitboxes==
==Timing==
{|class="wikitable"
!Charges between
|5-6
|-
!Linking hits
|18-32
|-
!Final hit
|35-36
|-
!Interruptible
|56
|-
!Animation length
|56
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=12|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=15}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}


==Trivia==
==Trivia==

Revision as of 16:54, January 17, 2018

Bowser Jr. forward smash hitbox visualization
BowserJrFSmashUp.gif
BowserJrFSmash.gif
BowserJrFSmashDown.gif

Overview

Bowser Jr. uses two drills from the Junior Clown Car to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer hitbox than the rest of the hits.

Hitboxes

Timing

Charges between 5-6
Linking hits 18-32
Final hit 35-36
Interruptible 56
Animation length 56
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible

Trivia

  • At approximately 700% and above (depending on the opponent), the opponent will escape the preliminary attacks, avoiding a KO from the final attack.


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