Bowser

102 moves49 changed by HDR53 vanillainternal koopa
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
7-8590°25 / 18-87200top
7-8570°25 / 18-81, 2top
hdr
Jab
9-11740°50 / 100-119260, 1, 2armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-151670°50 / 82-3213560top
16-211262°50 / 76-310top
22-251045°50 / 55-260top
24-251045°50 / 55-241top
26-281045°50 / 55-220, 1top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-1215Sakurai20 / 90-1410350, 1, 2arml, shoulderl
13-1710Sakurai5 / 96-140, 1, 2arml, shoulderl
hdr
Forward Tilt
10-1215Sakurai20 / 90-1410350, 1, 2arml, shoulderl
13-1710Sakurai5 / 96-140, 1, 2arml, shoulderl
hdr
Forward Tilt
10-1215Sakurai20 / 90-1410350, 1, 2arml, shoulderl
13-1710Sakurai5 / 96-140, 1, 2arml, shoulderl
hdr
Up Tilt
11-139100°50 / 112-1811360, 1bust, shoulderr
11-1311100°50 / 112-162, 3armr
14-188110°50 / 90-150, 1bust, shoulderr
14-1810110°50 / 90-142, 3armr
hdr
Down Tilt
10-12872°46 / 44-1310300colonellm
10-12874°46 / 44-131armr
10-12876°46 / 44-132armr
hdr
Down Tilt
7-9855°7 / 130-117250, 1, 2colonellm, arml

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes59
hdr◆‡
Forward Smash
22-2523–25.5Sakurai28 / 97-33 to -3122700, 1top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
16-232290°23 / 90-2916600rot
16-232085°23 / 90-301, 2rot
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
12-141642°56 / 90-3212550handl
12-141442°56 / 90-331, 2arml, kneel
25-271542°56 / 96-190handr
25-271342°56 / 96-201, 2armr, kneer

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-101251°35 / 80-2737101, 38–0, 1top
11-231051°35 / 80-30, 1top
hdr
Forward Air
12-1512Sakurai50 / 75-51239131-3, 36–0, 1colonells, arml
12-1515Sakurai50 / 75-32arml
hdr
Back Air
9-1114Sakurai25 / 75-4941131-3, 29–0top
9-1116Sakurai25 / 85-31, 2top
12-2011Sakurai21 / 81-50, 1, 2top
hdr
Up Air
14-201780°45 / 82-11446121-5, 38–0head
hdr
Down Air
11-243366°30 / 100-181154211-9, 43–0top
25-27555°60 / 90-170top
hdr
Down Air
1-3320°60 / 30-151200, 1top

Special Attacks

26 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes22
SpecialN vanilla➔•
Neutral Special
spawns breath
hdr
Neutral Special
6-9650°55 / 90-166280top
hdr➔•‡
Neutral Special
spawns breath2455
SpecialAirNStart vanilla
Neutral Special
no hitboxes22
SpecialAirN vanilla➔•
Neutral Special
spawns breath
hdr
Neutral Special
6-9650°55 / 90-166280top
hdr➔•‡
Neutral Special
spawns breath2455
hdr◆‡
Side Special
1-16570°60 / 301480
16– / –0, 1grab
17-181265°55 / 90-220top
17-181065°55 / 90-231top
hdr◆‡
Side Special
1-16570°60 / 301480
16– / –0, 1grab
17-181265°55 / 90-220top
17-181065°55 / 90-231top
hdr◆‡
Side Special
1-12570°60 / 301130
vanilla
Side Special
1-41570°60 / 301420
vanilla
Side Special
1+570°60 / 3010
hdr•‡
Side Special
11860°80 / 6013350
1-32570°60 / 300
hdr
Side Special
11545°60 / 751390
1-383Sakurai40 / 1000
hdr
Side Special
11277°84 / 491340
1-333Sakurai40 / 1000
hdr
Side Special
19280°50 fixed1400
1-183Sakurai40 / 1000
19-2030 / 0-170head
19-2012Sakurai80 / 50-121head
hdr◆‡
Side Special
1-12570°60 / 301130
hdr‡•
Side Special
11545°60 / 75139320
1-383Sakurai40 / 1000
hdr‡•
Side Special
11277°84 / 49134320
1-333Sakurai40 / 1000
hdr
Side Special
112290°30 / 60140320
1-393Sakurai40 / 1000
hdr
Up Special
6-81265°80 / 80-676820, 1top
9-121060°90 / 65-650, 1top
13-24860°60 / 60-620, 1top
25-39660°40 / 50-510, 1top
hdr
Up Special
61080°80 / 60-666800top
71080°80 / 60-650top
8-470.5366°50 fixed-690top
48-51260°40 / 150-280top
hdr
Down Special
11-12480°60 fixed-221138JC 21-300, 1top
372076°45 / 89+130top
vanilla
Down Special
1-21176°60 / 72-461560top
hdr
Down Special
31-322076°45 / 89+143131JC 21-300top
332076°45 / 89+160top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –400grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.6Sakurai30 fixed-112160top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
12-14– / –470grab
hdr
Pivot Grab
12-14– / –420grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11242°60 / 803649130
1-483Sakurai40 / 1000
hdr
Back Throw
11245°60 / 741932130
1-313Sakurai40 / 1000
hdr
Up Throw
1280°50 / 1895774170
1-203Sakurai40 / 1000
21-45 (every 4)0.50 / 100-500top
49-51240°80 fixed-210top
57-5820 / 100-130handl
hdr
Down Throw
1435°60 / 803760230
1-343Sakurai40 / 1000
35-45100 / 100-170, 1waist, head

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
22-241045°90 / 20-2622560top
vanilla
Get-Up Attack
19-20748°80 / 48-2519500top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-2519500top
22-23748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
hdr
Tech
no hitboxes41
hdr
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes36

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

2 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Breath

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move
1-61.855°20 / 300top
7+1.855°20 / 300top
hdr
Max
1-101650°80 / 600top
11-601250°80 / 600top

Koopag

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Attack
5-1240Sakurai80 / 400rot

Attributes

Weight & Size

Weight
117
Jostle Weight
10
Shield Radius
18.5

Ground Movement

Walk Speed
0.901
Walk Accel (mul)
0.032
Walk Accel (add)
0.0525
Initial Dash
1.625
Run Speed
1.735
Run Accel (mul)
0.0543
Run Accel (add)
0.02
Traction
0.078

Jumps

Jumpsquat
5
Jump Initial Y
11.7975
Full Hop Height
33
Short Hop Height
14.7
Air Jump Height
32.61
Jump Count
2
Horizontal Jump Speed
1.355

Air Movement

Air Speed
1.011
Air Accel (add)
0.015
Air Accel (mul)
0.04
Air Friction
0.01
Gravity
0.13
Fall Speed
2.12

Landing Lag

Nair
10
Fair
13
Bair
13
Uair
12
Dair
21
Empty Landing
5
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 81 frames).Dash Attack
  • HDR replaces the animation (46 -> 38 frames).Down Tilt
  • HDR replaces the animation (61 -> 59 frames).AttackS4Charge
  • HDR replaces the animation (88 -> 99 frames).Forward Smash
  • HDR replaces the animation (67 -> 55 frames).Neutral Air
  • HDR replaces the animation (58 -> 68 frames).Side Special (Catch), Side Special (AirCatch)
  • HDR replaces the animation (34 -> 18 frames).Side Special (Squat), Side Special (Air, Squat)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, AttackLw32, Forward Smash, Down Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special (End), Neutral Special (Max), Neutral Special (Air, End), Neutral Special (Air, Max), Side Special (Catch), Side Special (AirCatch), Side Special (Squat), Side Special (Landing), Side Special (ThrowB), Side Special (ThrowF), Side Special (Air, Squat), Side Special (Air, ThrowB), Side Special (Air, ThrowF), Down Special (Landing), Grab, Dash Grab, PassiveStandF, PassiveStandB
HDR removes this move’s hitboxes.
  • CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • The fireball is on the field for up to 60 frames (param_breath[1].life), which is what ends the hit -- its script never does. It hits once: connecting subtracts hit_frames, which is its whole life. Touching a wall also ends it.Breath: Max
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Breath — see Projectiles & Articles below.Neutral Special, Neutral Special (Max), Neutral Special (Air), Neutral Special (Air, Max)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), Side Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • HDR's charged Neutral Special, and the one of the two that fires a projectile. It is available once the fireball cooldown has run out: 900 frames (MAX_COOLDOWN, 15 seconds), reset to full on frame 4 of this move and again on every death, respawn and entry. Holding the ordinary fire breath stalls the countdown -- Bowser's counts back up while he breathes -- so breathing delays the next fireball. Training mode starts it ready, and a flame in the mouth says it is.Neutral Special (Max), Neutral Special (Air, Max)
  • Land cancels: touching the ground during this move ends it with 5 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Side Special (Landing)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 32 frames rather than the 38 this move would otherwise run.Side Special (Air, ThrowB)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 32 frames rather than the 33 this move would otherwise run.Side Special (Air, ThrowF)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 32 frames rather than the 39 this move would otherwise run.Side Special (Air, ThrowLw)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.