SSBU Icon.png

Bowser Jr. (SSBU)/Up smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Removed protection from "Bowser Jr. (SSBU)/Up smash": Bot: Unprotecting a list of files)
 
(11 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:BowserJrUSmashSSBU.gif|thumb|500px|Hitbox visualization showing Bowser Jr.'s up smash.]]
[[File:BowserJrUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Bowser Jr.'s up smash.]]
 
==Overview==
{{competitive expertise}}
{{competitive expertise}}
==Overview==
Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring [[shield]]s or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit.
 
This move received major buffs during game updates. Version 3.1.0 increases the [[knockback]] for the final hit, allowing to [[KO]] opponents easily. Version 9.0.0 has its [[hitbox]]es to increase in size.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Up smash's last hit has more base knockback (32 → 38).}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|[[Up smash]] has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
*{{buff|The multihits and penultimate hit deal more damage (1.3%/1.0% → 1.7%/1.4%).}}
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.0}}
|sd=0
|angle=102
|angle=102
|bk=0
|bk=0
Line 27: Line 39:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Multihits (early)|24}}
{{HitboxTableTitle|Multihits (early)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.3}}
|damage={{ChargedSmashDmgSSBU|1.7}}
|sd=0
|angle=105
|angle=120
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=18
|fkv=18
|r=2.5
|r=3.2
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=18.0 to 16.0
|ypos=18.0 to 16.0
|zpos=-4.0 to 7.0
|zpos=-6.5 to 7.0
|ff=0.6
|ff=0.6
|type=Weapon
|type=Weapon
Line 52: Line 63:
|id=1
|id=1
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.3}}
|damage={{ChargedSmashDmgSSBU|1.7}}
|sd=0
|angle=175
|angle=190
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=20
|fkv=20
|r=2.5
|r=3.2
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=21.0 to 19.0
|ypos=21.0 to 19.0
|zpos=-4.0 to 7.0
|zpos=-6.5 to 7.0
|ff=0.6
|ff=0.6
|type=Weapon
|type=Weapon
Line 73: Line 83:
|id=2
|id=2
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.3}}
|damage={{ChargedSmashDmgSSBU|1.7}}
|sd=0
|angle=140
|angle=140
|bk=0
|bk=30
|ks=100
|ks=100
|fkv=50
|fkv=50
|r=4.0
|r=4.7
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=18.0 to 16.0
|ypos=18.0 to 16.0
|zpos=-4.0 to 7.0
|zpos=-6.5 to 7.0
|ff=0.6
|ff=0.6
|type=Weapon
|type=Weapon
Line 91: Line 100:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Multihits (late)|24}}
{{HitboxTableTitle|Multihits (late)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.4}}
|sd=0
|angle=120
|angle=120
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=35
|fkv=35
|r=4.6
|r=5.1
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=19.0 to 17.0
|ypos=19.0 to 17.0
|zpos=-4.0 to 7.0
|zpos=-6.5 to 7.0
|ff=1.0
|ff=1.0
|type=Weapon
|type=Weapon
Line 116: Line 124:
|id=1
|id=1
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.3}}
|damage={{ChargedSmashDmgSSBU|1.7}}
|sd=0
|angle=175
|angle=190
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=20
|fkv=20
|r=2.5
|r=3.2
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=21.0 to 19.0
|ypos=21.0 to 19.0
|zpos=-4.0 to 7.0
|zpos=-6.5 to 7.0
|ff=0.6
|ff=0.6
|type=Weapon
|type=Weapon
Line 137: Line 144:
|id=2
|id=2
|rehit=3
|rehit=3
|damage={{ChargedSmashDmgSSBU|1.3}}
|damage={{ChargedSmashDmgSSBU|1.7}}
|sd=0
|angle=140
|angle=140
|bk=0
|bk=30
|ks=100
|ks=100
|fkv=50
|fkv=50
|r=4.0
|r=4.7
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=18.0 to 16.0
|ypos=18.0 to 16.0
|zpos=-4.0 to 7.0
|zpos=-6.5 to 7.0
|ff=0.6
|ff=0.6
|type=Weapon
|type=Weapon
Line 155: Line 161:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableTitle|Final hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|6.0}}
|damage={{ChargedSmashDmgSSBU|6.0}}
|sd=0
|angle=85
|angle=85
|af=3
|bk=38
|bk=38
|ks=175
|ks=175
|fkv=0
|fkv=0
|r=5.5
|r=6.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=24.5 to 22.5
|ypos=23.0 to 21.0
|zpos=-4.0 to 5.0
|zpos=-5.0 to 5.0
|ff=1.0
|ff=1.8
|type=Weapon
|type=Weapon
|effect=Slash
|effect=Slash
Line 178: Line 184:


==Timing==
==Timing==
During the late multihits, the ID 0 hitbox can hit simultaneously alongside either the ID 1 or 2 hitbox due to having different part numbers.
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
Line 185: Line 192:
|7-8
|7-8
|-
|-
!Multihits (early)
!Multihits (early, late)
|9-17
|9-17, 18 (rehit rate: 3)
|-
!Multihits (late)
|18
|-
|-
!Final hit
!Final hit
Line 195: Line 199:
|-
|-
!Interruptible
!Interruptible
|54
|55
|-
|-
!Animation length
!Animation length
Line 202: Line 206:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=12}}
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=11}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}

Latest revision as of 00:18, July 31, 2022

Hitbox visualization showing Bowser Jr.'s up smash.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit.

This move received major buffs during game updates. Version 3.1.0 increases the knockback for the final hit, allowing to KO opponents easily. Version 9.0.0 has its hitboxes to increase in size.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Up smash's last hit has more base knockback (32 → 38).

Super Smash Bros. Ultimate 9.0.0

  • Buff Up smash has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.

Super Smash Bros. Ultimate 13.0.1

  • Buff The multihits and penultimate hit deal more damage (1.3%/1.0% → 1.7%/1.4%).

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
Hit 1
0 1 0 1.0% 0 AngleIcon102.png Standard 0 100 80 HitboxTableIcon(False).png 4.5 top 0.0 10.0 -5.0 to 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Multihits (early)
0 0 3 1.7% 0 AngleIcon105.png Standard 0 100 18 HitboxTableIcon(False).png 3.2 top 0.0 18.0 to 16.0 -6.5 to 7.0 0.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 3 1.7% 0 AngleIcon175.png Standard 0 100 20 HitboxTableIcon(False).png 3.2 top 0.0 21.0 to 19.0 -6.5 to 7.0 0.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 3 1.7% 0 AngleIcon140.png Standard 30 100 50 HitboxTableIcon(False).png 4.7 top 0.0 18.0 to 16.0 -6.5 to 7.0 0.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Multihits (late)
0 1 3 1.4% 0 AngleIcon120.png Standard 0 100 35 HitboxTableIcon(False).png 5.1 top 0.0 19.0 to 17.0 -6.5 to 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 3 1.7% 0 AngleIcon175.png Standard 0 100 20 HitboxTableIcon(False).png 3.2 top 0.0 21.0 to 19.0 -6.5 to 7.0 0.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 3 1.7% 0 AngleIcon140.png Standard 30 100 50 HitboxTableIcon(False).png 4.7 top 0.0 18.0 to 16.0 -6.5 to 7.0 0.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Final hit
0 0 0 6.0% 0 AngleIcon85.png Forward 38 175 0 HitboxTableIcon(False).png 6.5 top 0.0 23.0 to 21.0 -5.0 to 5.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

During the late multihits, the ID 0 hitbox can hit simultaneously alongside either the ID 1 or 2 hitbox due to having different part numbers.

Charges between 4-5
Hit 1 7-8
Multihits (early, late) 9-17, 18 (rehit rate: 3)
Final hit 22-23
Interruptible 55
Animation length 65
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible