Bowser Jr. (SSB4)/Forward smash: Difference between revisions
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==Overview== | ==Overview== | ||
The name of this move is '''Smash Twin Drills'''. 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. The final hit is a powerful [[KO|KOing]] option, while the whole move has low [[ending lag]] and it can be angled. | The name of this move is '''Smash Twin Drills'''. 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. The final hit is a powerful [[KO|KOing]] option, while the whole move has low [[ending lag]] and it can be angled. | ||
==Update history== | |||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | |||
*{{buff|Loop hits Z stretch (18 → 17).}} | |||
*{{buff|The loop hits have gained an additional hitbox, giving the move more range close to Bowser Jr..}} | |||
*{{buff|Final hit hitbox size (6u → 7u).}} | |||
*{{buff|Final hit Y position (13 → 11).}} | |||
*{{nerf|Final hit Z position/stretch (20 → 18/17).}} | |||
'''{{GameIcon|ssb4}} [[1.1.4]]''' | |||
*{{buff|Final hit startup (frame 36 → 35).}} | |||
*{{nerf|Final hit duration (frames 36-38 → 35-36).}} | |||
*{{buff|Ending lag (FAF 60 → 56).}} | |||
==Hitboxes== | ==Hitboxes== | ||
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{{FrameIconLegend|lag=y|charge=y|hitbox=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y}} | ||
{{MvSubNavBowserJr|g=SSB4}} | {{MvSubNavBowserJr|g=SSB4}} |
Revision as of 08:51, September 2, 2022
Bowser Jr. forward smash hitbox visualization | |
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Overview
The name of this move is Smash Twin Drills. 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. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.
Update history
- Loop hits Z stretch (18 → 17).
- The loop hits have gained an additional hitbox, giving the move more range close to Bowser Jr..
- Final hit hitbox size (6u → 7u).
- Final hit Y position (13 → 11).
- Final hit Z position/stretch (20 → 18/17).
- Final hit startup (frame 36 → 35).
- Final hit duration (frames 36-38 → 35-36).
- Ending lag (FAF 60 → 56).
Hitboxes
Angled Up
Unangled
Angled Down
Timing
Charges between | 5-6 |
---|---|
Linking hits | 18-32 |
Final hit | 35-36 |
Animation length | 55 |
Lag time |
Charge interval |
Hitbox |
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