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Bowser Jr. (SSBU)/Neutral special

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

OverviewEdit

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 HistoryEdit

  3.1.0

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

HitboxesEdit

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   Forward 90 52 0   3.8 top 0.0 0.0 0.0 1.0× 0.0× 0%               Punch   All All            

TriviaEdit

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