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Data Bowser's Hitboxes and Frame Data

Seikend

Smash Journeyman
Joined
Apr 16, 2007
Messages
415
UPDATED: 20/01/11

Cleaned up all images

Next steps: Ledge Options

All frame data was collated by SuperDoodleMan
http://www.angelfire.com/games5/superdoodleman/Bowser_frames_11.6.05.txt

Gifs compiled by Seikend

All Gifs are at 1/3 speed


Claw 1

Total: 24
Hit: 7-9
Window of the second claw: 3-25
Second claw starts: 14


Claw 2

Total: 30
Hit: 9-11


F Tilt



Total: 47
Hit: 12-16
IASA: 37


U Tilt

Total: 54
Hit: 7-10
IASA: 50


D Tilt

Total: 59
Hit: 14-18, 27-30


Dash attack

Total: 59
Hit: 10-17
IASA: 56


U Smash

Total: 59
Hit: 16-21, 30
Invincible: 16-17
Charge frame: 10
IASA: 53


D Smash

Total: 69
Hit: 14-15, 17-18, 20-21, 23-24
26-27, 29-30, 32
Charge frame: 8
IASA: 68


F Smash

Total: 69
Hit: 29-33
Charge frame: 10
IASA: 66


N-Air

Total: 49
Hit: 8-23
IASA: 48
Auto cancel: <7 40>
Landlag: 30
Lcanceled: 15


U-Air

Total: 47
Hit: 22-25
IASA: 45
Auto cancel: <9 40>
Landlag: 30
Lcanceled: 15


B-Air

Total: 49
Hit: 9-17
Auto cancel: <8 45>
Landlag: 35
Lcanceled: 17


D-Air

Total: 79
Hit: 14-15, 17-18, 20-21, 23-24,
26-27, 29-30, 32-33, 35-36, 38-39
IASA: 78
hits for 4 frames upon landing
Auto cancel: <13 70>
Landlag: 40
Lcanceled: 20


F-Air

Total: 45
Hit: 8-11
IASA: 42
Auto cancel: <7 31>
Landlag: 30
Lcanceled: 15


Ledge stand <100%

Total: 32
Invincible: 1-30


Ledge stand 100%>

Total: 59
Invincible: 1-55


Ledge roll <100%

Total: 49
Invincible: 1-33


Ledge roll 100%>

Total: 79
Invincible: 1-59


Ledge attack <100%

Total: 54
Hit: 7-34
Invincible: 1-34


Ledge attack 100%>

Total: 69
Hit: 44-48
Invincible: 1-40


Ledge jump <100%

Total: 37
Invincible: 1-3
Soonest FF: 22


Ledge jump 100%>

Total: 47
Invincible: 1-17
Soonest FF: 36


Grab

Total: 40
Grab: 9-10


Running Grab

Total: 50
Grab: 10-12


Whirling Fortress

Hit: 5-46 (several hits)


--ON THE GROUND--
Total: 79
Invincible: 1-4


--IN THE AIR--
Total: 49
Landfallspeciallag: 10
Can grab edge as early as: 36
OR if you started on the ground and
fell off, you can grab sooner


Fire Breath

Total (min): 92
Fire emits: 23, 26, 29, 32, 35, 38,
41, 44, 47, 50, 53, 56, 59, 62 (etc)
Fire bits last: 21 frames to start
Fire lasts shorter as time goes on,
eventually lasting only 1 frame
14 fires from B tap

When releasing, 30 frames of lag

--NOTE!--
In version 1.0, if you start this in
the air and land before the flames
start coming out, when he lands, he
will skip right to when they do. This
is called "Flame cancelling"


Bowser Bomb


--From ground--
Total (even ground): 106
Hit: 42-47 (47 = landing hit)


--From air--
Hit: 32-landing
Recovery from landing: 60 (includes
landing frame)

can grab edges on front side


Koopa Klaw


Total: 59
Hit: 16-18
Grab: 16-18

Successful grab causes auto-bite

--Biting--
Total: 32
Hit: 19-23
You may throw any time except 20-22

--Throwing--

-BACK-
Total: 40
Release: 14

-FORWARD-
Total: 43
Hit: 18-22
Release: 24

This includes hit stun from biting


Taunt

Total: 140
Screech: 13


Jump
airborne on frame 9

Air time: 47
Earliest FF: 24
FF air time: 37

SH air time: 27
Earliest FF: 15
SH FF air time: 19

2nd jump earliest FF: 23


air dodge

invulnerable 3-29 out of 49

ground dodge

invulnerable 4-24 out of 42

roll

invulnerable 4-19 out of 39

landing lag: 6 frames

Dash becomes run at frame 14
Turn-Jump threshold: 26
Run turnaround: 45
 
Last edited by a moderator:

Seikend

Smash Journeyman
Joined
Apr 16, 2007
Messages
415
I realise that some of the animations are missing (mainly ledge options) and some of the gifs are a bit messily done (blue lines and hitboxes outside of image). I'll be going over this and rehauling it all sometime. I don't have access to AR over Christmas, so I'll probably have it done by sometime in January.

If you have requests to see specific frames, or animations I'll do what I can.
 

Hatacatan

Smash Cadet
Joined
Oct 19, 2009
Messages
50
Nice gifs. Now there are finally some pics of the hitbox of the claw where you actually can distinguish between grabboxes and normal hitboxes.
 

INSANE CARZY GUY

Banned via Warnings
Joined
May 14, 2008
Messages
6,915
Location
Indianapolis
Bowser's grab is barely longer ranged than pichu's grab. I'm glad bowser has so many moves with a little bit of inv. frames. up-B is like the greatest oos option since ice climber's grab.
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
But dsmash has blue hitbubbles on it looong after the hitboxes are over; they last almost right up to when he emerges from his shell. Not only that, no invincibility frames are listed under the move's GIF like they are for other moves that actually have invincibility. Also, grounded Whirling Fortress only has invincibility on startup for frames 1-4 (as stated under the GIF), but the GIF, itself, shows blue hitbubbles for a LOT longer than 4 frames. Finally, aerial Whirling Fortress also shows blue hitbubbles for a long period of time, but no invincibility is stated for the move. If blue hitbubbles really signify invincibility, then what is with all this inconsistency?
 

phish-it

Smash Champion
Joined
Apr 4, 2004
Messages
2,096
Location
Mahopac, NY
Ask Seikend.


Yellow Hurbox = normal
Blue Hurtbox = intangible/invincible (attacks pass through it) does not take damage or knockback.
Green Hurtbox = invulnerable (attacks clank) does not take damage or knockback.
 

Gea

Smash Master
Joined
Jun 16, 2005
Messages
4,236
Location
Houston, Texas
I'm going to guess those are where his appendages are that are normally out, but "inside of his shell" during dsmash
 

E-102 Gamma

Smash Journeyman
Joined
Nov 7, 2011
Messages
250
Location
Portland, OR
Green Hurtbox = invulnerable (attacks clank) does not take damage or knockback.
I think the green hitboxes are projectile reflection boxes. They're on the space animals' reflactors, the Marios' capes, Mewtwo's Confusion, and Zelda's Nayru's Love.
 

phish-it

Smash Champion
Joined
Apr 4, 2004
Messages
2,096
Location
Mahopac, NY
Those are hitboxes, hurtboxes are the characters meat itself, as in the part that gets damaged when hit. The only green hurtboxes that exist naturally in melee are Yoshi's initial shielding animation (the parry), getting a starman, and respawning after dieing.
 

E-102 Gamma

Smash Journeyman
Joined
Nov 7, 2011
Messages
250
Location
Portland, OR
Those are hitboxes, hurtboxes are the characters meat itself, as in the part that gets damaged when hit. The only green hurtboxes that exist naturally in melee are Yoshi's initial shielding animation (the parry), getting a starman, and respawning after dieing.
I see. My bad.
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,438
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
I doubt anyone cares but Down-B hits from frame 41.
 

Synnett

Alligator Lord
Joined
Jan 19, 2015
Messages
1,577
Location
Montreal, QC
Bowser's hurtbox on his second jump becomes much smaller. It would be fun to update this thread. :o
 
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