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Bowser Jr. (SSBU)/Up special

Hitbox visualization showing Bowser Jr.'s up special, Abandon Ship!, when the car falls.
Hitbox visualization showing Bowser Jr.'s up special, Abandon Ship!, when the car explodes.
Hitbox visualization showing Bowser Jr.'s hammer attack after using Abandon Ship!.

OverviewEdit

Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground, dealing 5% upon contact and then explodes while dealing 13% with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered helpless and can still attack with a hammer that deals 10/15% (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. He is also able to airdodge once. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing. The Junior Clown Car's angle usually sends opponents at a favorable position to follow up with the hammer swing.

This move received a few updates, but was overall buffed with the exception of one. Update 1.1.0 haves Bowser Jr. receive more air dodge frames while rising, although a nerf exists where he can no longer air dodge more than once in midair, which reduces its safety and recovery. Version 3.1.0 hitboxes are more reliable to connect. And version 9.0.0 has less startup, which helps him quickly rise in the air.

Update HistoryEdit

  1.1.0

  •   Abandon Ship! has more air dodge frames.
  •   After using Abandon Ship!, Bowser Jr. can no longer air dodge more than once.

  3.1.0

  •   Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.
  •   Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).

  9.0.0

  •   Abandon Ship! has less startup (frame 21 → 17).

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
Clown car falling
0 0 0 5.0% 0   Standard 100 80 0   3.0 top 0.0 6.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 5.0% 0   Standard 20 35 0   6.0 top 0.0 6.0 0.0 1.0× 1.0× 0%               Kick   All All            
Clown car falling (late)
0 0 0 5.0% 0   Standard 100 55 0   3.0 top 0.0 6.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 5.0% 0   Standard 20 35 0   6.0 top 0.0 6.0 0.0 1.0× 1.0× 0%               Kick   All All            
Clown car explosion
0 0 0 13.0% 0   Standard 85 70 0   14.0 top 0.0 6.0 0.0 1.2× 1.0× 0%               Bomb   All All            
Hammer hit 1
0 0 0 15.0% 0   Backward 50 90 0   7.0 top 0.0 8.0 -12.0 1.2× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Backward 50 90 0   3.5 top 0.0 8.0 -10.0 to -3.0 1.2× 1.0× 0%               Kick   All All            
Hammer hit 2
0 0 0 15.0% 0   Forward 50 90 0   7.0 top 0.0 8.0 12.5 1.2× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Forward 50 90 0   3.5 top 0.0 8.0 10.0 to 3.0 1.2× 1.0× 0%               Kick   All All            

TimingEdit

HammerEdit

Hitboxes 8-9, 13-14
Interruptible 40
Animation length 44
                                                                                       

Hammer (Landing Lag)Edit

Interruptible 38
Animation length 39
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Interruptible