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Bowser Jr. (SSBU)/Neutral special: Difference between revisions

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[[File:BowserJrNSpecialSSBU.gif|thumb|400px|Hitbox visualization showing Bowser Jr.'s neutral special, Clown Cannon.]]
[[File:BowserJrNSpecialSSBU.gif|thumb|400px|Hitbox visualization showing Bowser Jr.'s neutral special, [[Clown Cannon]].]]


==Overview==
==Overview==
This move is called '''Clown Cannon''' that haves the Junior Clown Car opening its mouth and fires a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag. As the projectile's [[hitbox]] changes once it begins to drop to the ground, a cannonball can hit an opponent's shield twice with correct timing, which deals immense [[shield damage]]. 10% when uncharged, 7% when uncharged and hits late, 20% when fully charged, and 14% when fully charged and hits late.
Bowser Jr.'s neutral special, '''[[Clown Cannon]]''', has the Junior Clown Car opening its mouth to fire a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag. As the projectile's [[hitbox]] changes once it begins to drop to the ground, a cannonball can hit an opponent's shield twice with correct timing, which deals immense [[shield damage]]. It inflicts 10% initially and 7% at long range when uncharged, and 20% initially and 14% at long range when fully charged.
 
Update 3.1.0 has less startup and [[ending lag]] overall in midair, allowing to react quickly.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''

Latest revision as of 14:27, December 31, 2022

Hitbox visualization showing Bowser Jr.'s neutral special, Clown Cannon.

Overview[edit]

Bowser Jr.'s neutral special, Clown Cannon, has the Junior Clown Car opening its mouth to fire a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag. As the projectile's hitbox changes once it begins to drop to the ground, a cannonball can hit an opponent's shield twice with correct timing, which deals immense shield damage. It inflicts 10% initially and 7% at long range when uncharged, and 20% initially and 14% at long range when fully charged.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Aerial Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133).

Hitboxes[edit]

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
0 0 0 1.0% 8.0 AngleIcon48.png Forward 90 52 0 HitboxTableIcon(False).png 3.8 top 0.0 0.0 0.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Trivia[edit]

  • The hitbox is coded as an extended hitbox despite being circular. It cannot interpolate because of this.