Hitbox visualization showing Bowser Jr.'s up smash.

OverviewEdit

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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 HistoryEdit

  3.1.0

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

  9.0.0

  •   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.

  13.0.1

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

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
Hit 1
0 1 0 1.0% 0   Standard 0 100 80   4.5 top 0.0 10.0 -5.0 to 5.0 1.0× 1.0× 0%               Slash   All All            
Multihits (early)
0 0 3 1.7% 0   Standard 0 100 18   3.2 top 0.0 18.0 to 16.0 -6.5 to 7.0 0.6× 1.0× 0%               Slash   All All            
1 0 3 1.7% 0   Standard 0 100 20   3.2 top 0.0 21.0 to 19.0 -6.5 to 7.0 0.6× 1.0× 0%               Slash   All All            
2 0 3 1.7% 0   Standard 30 100 50   4.7 top 0.0 18.0 to 16.0 -6.5 to 7.0 0.6× 1.0× 0%               Slash   All All            
Multihits (late)
0 1 3 1.4% 0   Standard 0 100 35   5.1 top 0.0 19.0 to 17.0 -6.5 to 7.0 1.0× 1.0× 0%               Slash   All All            
1 0 3 1.7% 0   Standard 0 100 20   3.2 top 0.0 21.0 to 19.0 -6.5 to 7.0 0.6× 1.0× 0%               Slash   All All            
2 0 3 1.7% 0   Standard 30 100 50   4.7 top 0.0 18.0 to 16.0 -6.5 to 7.0 0.6× 1.0× 0%               Slash   All All            
Final hit
0 0 0 6.0% 0   Forward 38 175 0   6.5 top 0.0 23.0 to 21.0 -5.0 to 5.0 1.8× 1.0× 0%               Slash   All All            

TimingEdit

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
                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible