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Data Bowser's Frame Data (+Hitbox/Hurtbox Visuals)

KuroganeHammer

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Link to Bowser's Complete Frame Data: http://kuroganehammer.com/Smash4/Bowser
Mod Edit
Adding hitbox and hurtbox visuals.

Jab 1
BowserJab1.gif


Jab 2
BowserJab2.gif


Dash Attack
BowserDashAttack.gif


FTilt (+Up and Down angle)
BowserFTilt.gif

BowserFTiltUp.gif

BowserFTiltDown.gif


UTilt
BowserUpTilt.gif


DTilt
BowserDTilt.gif


FSmash
BowserFSmash.gif


USmash
BowserUpSmash.gif


DSmash
BowserDSmash.gif

NAir
BowserNAir.gif


FAir
BowserFAir.gif


BAir
BowserBAir.gif


UAir
BowserUpAir.gif


DAir (+Landing)
BowserDAir.gif

BowserDAirLanding.gif

Klaw (+Aerial)
BowserFlyingSlamGroundc.gif

BowserFlyingSlamAir.gif

BowserFlyingSlamCollateral.gif


UpB Fortress (+Ground)



DownB Bomb (+Landing)



Standing

Dash

Pivot

Pummel

Forward

Back

Down

Up

Wait

Get-up

Roll

Attack

Jump

Spot

Roll (Forward/Back)


Air
 
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Boozer

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and on that day, aero san smiled down upon the bowser boards

and it was good
 

KuroganeHammer

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Also I can take research requests. I main this character anyway so knowledge is always helpful to me, plus this board I know will be appreciative of the research efforts unlike a few other boards.
 

Zapp Branniglenn

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Oooh, I always wondered whether there was such as thing hard and soft landing deviations with Smash 4 characters. I thought not because it always seemed like 1-3 frames universal, and that they may have just removed the concept. Watching Bowser hard land always made me feel like I was going insane.
 

KuroganeHammer

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Yeah Bowser's hard landing sucks d***.

So does his jumpsquat actually, but it makes him really easy to short hop with!

There's a number of other not-universal things I could add too, like max number of footstools and even item throw strengths.
 

MagiusNecros

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This frame data is incomplete. We need to know how idiotic and useless Giga Bowser's frame data is. His regular jump is stupid high. Bowser Bomb? Goes nowhere.
 

KuroganeHammer

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This frame data is incomplete. We need to know how idiotic and useless Giga Bowser's frame data is. His regular jump is stupid high. Bowser Bomb? Goes nowhere.
I will put this on my to-do list.

Also I need to put FAF values for Side B and Down B. Boozer asked me yesterday but I forgot.
 

Hitman JT

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Looking around at some of the other completed characters, I laughed pretty hard at Lucina's "style."

Also holy **** at frame 4 spotdodge. That explains a lot
 
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Big Sean

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Here's a request that I know is hard. Frame advantage data. To winnow down the list I'd like to see frame advantage for ftilt, dtilt, fair, and bair, all on shield.
 

Corgian

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I always wondered why my air dodges always felt like they never came out when I played bowser compared to Fox. I just need to act more preemptively.
 

Jerodak

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Yeah Bowser's hard landing sucks d***.

So does his jumpsquat actually, but it makes him really easy to short hop with!

There's a number of other not-universal things I could add too, like max number of footstools and even item throw strengths.
There are some other good things there, for one, you can use the hard landing to time buffered shield drops if you just input spotdodge right as you hear his feet touch the ground. Also, Bowser's jump squat can be used as a quick, though brief way to avoid attacks by ducking under them since it's faster than crouching. Speaking of which, I'd like to know how fast Bowser's hurt-box shifting animations are, that might be useful since it could give a more accurate idea of when they could be viable if at all.
 

Jerodak

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I notice that dair has an auto cancel according to the frame data, unless I'm mistaken. I'm guessing it decends too fast normally for that to matter? Could there possibly be a way to make use of it? Like during a slowfall dair perhaps?
 

Mr. Bones

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I notice that dair has an auto cancel according to the frame data, unless I'm mistaken. I'm guessing it decends too fast normally for that to matter? Could there possibly be a way to make use of it? Like during a slowfall dair perhaps?
I usually auto-cancel slowfall dair to snap to the ledge.
 

Jerodak

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I usually auto-cancel slowfall dair to snap to the ledge.
I'm wondering if it could be used to land as well.

Also, how have you been? I was beginning to wonder what happened to you, been blowing it up at any tourneys?
 
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KuroganeHammer

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I use it to land occasionally, people think there's going to be a hitbox there but there isn't.
 

Mr. Bones

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Also, how have you been? I was beginning to wonder what happened to you, been blowing it up at any tourneys?
Eh not really. Just one in Savannah a couple of months ago. Went through a rough patch and did some couch surfing while poor. But I'm back on the throne now and plan to hit the rest of this year's events. Mostly have been in the lab and learning everything I can.
 

Jerodak

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Eh not really. Just one in Savannah a couple of months ago. Went through a rough patch and did some couch surfing while poor. But I'm back on the throne now and plan to hit the rest of this year's events. Mostly have been in the lab and learning everything I can.
Alright, well good luck! Looking forward to see what you got.
 

KuroganeHammer

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Here's a request that I know is hard. Frame advantage data. To winnow down the list I'd like to see frame advantage for ftilt, dtilt, fair, and bair, all on shield.
Posting to say that I've made progress with this by the way.

Soon™ KuroganeHammer will have a DIY shield advantage calculator. :secretkpop:
 

a stray cat

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If possible, I'd also like to know advantage/disadvantage on hit as well, but I know that that's a literal ****ton of extra work. I'd love to know, for example, for every character at which point dair or usmash becomes safe on hit.

I'd like to know if nair is ever safe on landing hit -- and if ever there's enough frame advantage for combo followup.

Meh, I'll be bringing my Wii U with me next week to my conference in LA. I should probably lab some of this out, if I have some down time.
 

KuroganeHammer

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If possible, I'd also like to know advantage/disadvantage on hit as well, but I know that that's a literal ****ton of extra work. I'd love to know, for example, for every character at which point dair or usmash becomes safe on hit.

I'd like to know if nair is ever safe on landing hit -- and if ever there's enough frame advantage for combo followup.

Meh, I'll be bringing my Wii U with me next week to my conference in LA. I should probably lab some of this out, if I have some down time.
This is also planned.
 

KuroganeHammer

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I'd love to know, for example, for every character at which point dair or usmash becomes safe on hit.
Just expanding on this regarding usmash, (this helps me test the formulas as well), but Usmash should deal this amount of hitstun (In frames):

20% hit:
Jiggs: 28 frames of hitstun
Mario: 26 frames of hitstun
Bowser: 25 frames of hitstun

I'll go test these and make sure it's correct.

(FYI Hitstun + Hit frame - FAF - 1 SHOULD equal disadvantage on hit... So vs Jiggs that should be -15 on hit at 0%)
 
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