Bowser

102 moves49 changed by HDR53 vanillainternal koopa
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
7-8590°25 / 18-8720–0top
7-8570°25 / 18-81, 2top
hdr
Jab
9-11740°50 / 100-11926–0, 1, 2armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
11-141670°50 / 82-291151–0top
15-201262°50 / 76-270top
21-241045°50 / 55-220top
23-241045°50 / 55-201top
25-271045°50 / 55-180, 1top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-1215Sakurai20 / 90-141035–0, 1, 2arml, shoulderl
13-1710Sakurai5 / 96-140, 1, 2arml, shoulderl
hdr
Forward Tilt
10-1215Sakurai20 / 90-141035–0, 1, 2arml, shoulderl
13-1710Sakurai5 / 96-140, 1, 2arml, shoulderl
hdr
Forward Tilt
10-1215Sakurai20 / 90-141035–0, 1, 2arml, shoulderl
13-1710Sakurai5 / 96-140, 1, 2arml, shoulderl
hdr‡
Up Tilt
11-139100°50 / 112-181136–0, 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 / 44-131030–0colonellm
10-12874°46 / 44-131armr
10-12876°46 / 44-132armr
hdr‡
Down Tilt
7-9855°7 / 130-11725–0, 1, 2colonellm, arml

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes–59––
hdr◆‡
Forward Smash
22-2523–25.5Sakurai28 / 97-33 to -312270–0, 1top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
16-232290°23 / 90-291660–0rot
16-232085°23 / 90-301, 2rot
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
12-141642°56 / 90-321255–0handl
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 / 30-15120––0, 1top

Special Attacks

26 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–22–––
SpecialN vanilla➔•
Neutral Special
spawns breath–––––
hdr‡
Neutral Special
6-910Sakurai50 / 90-14628––0top
hdr➔•‡
Neutral Special
spawns breath2455–––
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–22–––
SpecialAirN vanilla➔•
Neutral Special
spawns breath–––––
hdr‡
Neutral Special
6-910Sakurai50 / 90-14628––0top
hdr➔•‡
Neutral Special
spawns breath2455–––
hdr◆‡
Side Special
1-16570°60 / 30–148––0–
16––– / ––0, 1grab
17-181265°55 / 90-220top
17-181065°55 / 90-231top
hdr◆‡
Side Special
1-16570°60 / 30–148––0–
16––– / ––0, 1grab
17-181265°55 / 90-220top
17-181065°55 / 90-231top
hdr◆‡
Side Special
1-12570°60 / 30–113––0–
vanilla
Side Special
1-41570°60 / 30–142––0–
vanilla•
Side Special
1+570°60 / 30–1–––0–
hdr•‡
Side Special
11860°80 / 60–1335–0–
1-32570°60 / 30–0–
hdr‡
Side Special
11545°60 / 75–139––0–
1-383Sakurai40 / 100–0–
hdr‡
Side Special
11277°84 / 49–134––0–
1-333Sakurai40 / 100–0–
hdr
Side Special
19280°50 fixed–140––0–
1-183Sakurai40 / 100–0–
19-2030°0 / 0–0head
19-2012Sakurai80 / 50–1head
hdr◆‡
Side Special
1-12570°60 / 30–113––0–
hdr‡•
Side Special
11545°60 / 75–13932–0–
1-383Sakurai40 / 100–0–
hdr‡•
Side Special
11277°84 / 49–13432–0–
1-333Sakurai40 / 100–0–
hdr•
Side Special
112290°35 / 45–14032–0–
1-393Sakurai40 / 100–0–
hdr
Up Special
6-81265°80 / 80-67682––0, 1top
9-121060°90 / 65-650, 1top
13-24860°60 / 60-620, 1top
25-39660°40 / 50-510, 1top
hdr
Up Special
61080°80 / 60-66680––0top
71080°80 / 60-650top
8-470.5366°50 fixed-690top
48-51260°40 / 150-280top
hdr
Down Special
11-12480°60 fixed-221138–JC 21-300, 1top
372076°45 / 89+130top
vanilla‡
Down Special
1-21176°60 / 72-46156––0top
hdr
Down Special
31-322076°45 / 89+143131–JC 21-300top
332076°45 / 89+160top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-10––– / –––40–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.6Sakurai30 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
12-14––– / –––47–0grab
hdr
Pivot Grab
12-14––– / –––42–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11242°60 / 80–3649130–
1-483Sakurai40 / 100–0–
hdr‡
Back Throw
11245°60 / 74–2336130–
1-353Sakurai40 / 100–0–
hdr
Up Throw
1280°50 / 189–5774170–
1-203Sakurai40 / 100–0–
21-45 (every 4)0.50°0 / 100–0top
49-51240°80 fixed–0top
57-5820°0 / 100–0handl
hdr
Down Throw
1435°60 / 80–3760230–
1-343Sakurai40 / 100–0–
35-45100°0 / 100–0, 1waist, head

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
22-241045°90 / 20-262256–0top
vanilla
Get-Up Attack
19-20748°80 / 48-251950–0top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-251950–0top
22-23748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
hdr‡
Tech
no hitboxes–41––
hdr‡
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–36––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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
1-1018Sakurai50 / 720top
11-6015Sakurai80 / 600top

Koopag

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

Attributes

Weight & Size

Weight
120
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
1.7
Run Accel (mul)
0.0543
Run Accel (add)
0.02
Traction
0.06

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
1.01
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.
  • Dash Attack, 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, Back Throw, 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.