nyuuzyou/wikis huggingface dataset:
Bowser (SSBM)/Up special

==Overview==
Bowser retreats into his shell and starts spinning. A recovery move with very little startup, the attack has great knockback when used on the ground, and in the air, it is good for racking up damage. The attack usually hits once on the ground; however, if the move is started when too close to Bowser, it can hit twice dealing 17%, but usually denying KO attempts. In the air, it hits multiple times and can rack up a maximum of 32%. It is a great horizontal recovery, but does not cover much vertical distance. It can be used to grab the ledge quickly when grounded facing either direction.
The grounded version is one of Bowser's fastest and best moves, intangible from frames 1-4 and hitting on frame 5 (multiple hits until frame 46). It also functions as a KO option, particularly against floatier characters, KOing Jigglypuff consistently at 80%, except on Dream Land, where it KOs around 105%. However, its primary use is to threaten overly aggressive opponents and allow Bowser the breathing room to set up his other slower options.
It is also sometimes used as a combo starter due to its vertical angle and likelihood to trade with another move, due to the first active frame being the first vulnerable frame and the move covering most of Bowser's body. This is known colloquially as a Shell Shock and is caused by trading with a low-knockback move such as 's Blaster or 's Needle Storm — or any other move that does not put Bowser in significant hitstun — and then following up out of the low hitstun with another move.
==Hitboxes==
===Ground===
|}
===Air===
|}
==Timing==
===Grounded===
Intangible 	1-4
Clean Hit 	5-6
Head and Limbs Intangible	6-49
Mid Hits 	7-10 11-14 14-18 19-22 23-26
Late Hits 	27-30 31-34 35-38 38-42 42-46
Animation length 	79
|Hitboxes 
|-
|Entire body 
|-
|Head and limbs 
===Aerial===
Clean Hit 	5-6
Head and Limbs Intangible	7-49
Hits 2-6 	7-10 11-14 14-18 19-22 23-26
Hits 7-11 	27-30 31-34 35-38 38-42 42-46
Animation length 	49
|Hitboxes 
|-
|Head and limbs 
===Landing lag===
Animation length (pre freefall) 	1
Animation length (post freefall)	10
|Pre freefall 
|-
|Post freefall 
Category:Bowser (SSBM)
Category:Up special moves (SSBM)
Bowser (SSBM)/Up throw

==Overview==
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hits 1-8 	20-51 (Rehit:4)
Throw Release 	52
Animation length	69
|-
Category:Bowser (SSBM)
Category:Up throws (SSBM)
Bowser (SSBM)/Up tilt

==Overview==
 performs an upward swipe. It's extremely strong and disjointed, with high knockback growth and damage leading to KOs at unexpectedly low percentages. It is also as fast as his neutral attack, with high active frames and no late hit transition. As such, the move has great consistency, and is decent out of a crouch cancel. It is also a fairly decent out of shield option should Whirling Fortress be staled, or if up tilt would take the stock. It can potentially be confirmed into from Koopa Klaw or dash attack on some characters, though it's inconsistent. Up tilt can confirm itself at lower percentages (usually after 35%), though up smash and up aerial are also very possible. Whirling Fortress is a true combo, but should only be done in scenarios where it can be cancelled. It can also confirm a grab up close. 
However, up tilt has a very high FAF, meaning that Bowser cannot afford to whiff the move. If he does, it's among his most punishable normals. Its hitbox is also a bit small, making it whiff on smaller characters. This also makes it relatively easy to low profile for characters such as .
==Hitboxes==
|}
==Timing==
Hitboxes 	7-10
Interruptible 	50
Animation length	54
Category:Bowser (SSBM)
Category:Up tilts (SSBM)
Bowser (SSBU)/Back aerial

==Overview==
A powerful dropkick. It is one of the strongest back aerials in the game. Has high knockback and can KO around 100% in the center of and around 75% at the edge. It can also be used for edgeguarding, but the ending lag makes it a bit risky to use. This move can auto-cancel in a short hop.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	9-11
Ending autocancel 	31-
Interruptible 	45
Animation length 	50
|-
===Landing lag===
Interruptible 	25
Animation length	38
Category:Bowser (SSBU)
Category:Back aerials (SSBU)
Bowser (SSBU)/Back throw

Bowser back throw hurtbox visualization	Bowser back throw hurtbox visualization	Bowser back throw hurtbox visualization	Bowser back throw hurtbox visualization	Bowser back throw hurtbox visualization
 	 	 	 	
==Overview==
Throws the opponent backward in a similar manner to ’s. Can KO at 180% in the center of and around 135% in the edge of the stage. It has the exact damage output and knockback values as his forward throw, although it throws earlier.
==Throw Data==
|}
==Timing==
Invincibility 	1-19
Turnaround 	19
Throw 	19
Interruptible 	39
Animation length	68
|-
Category:Bowser (SSBU)
Category:Back throws (SSBU)
Bowser (SSBU)/Dash attack

==Overview==
A side kick that is similar in appearance to ’s dash attack. It has decent damage output and solid base knockback; however, it also has unusually poor knockback scaling and poor KOing ability compared to Bowser's other moves (and even compared to the dash attacks of other heavyweights), not KOing until at least 225% on .
It launches opponents at a vertical 80° angle and has solid active frames, which makes for a somewhat decent juggle setup, although it is -5 on hit at 0%. Due to the move's high ending lag, it lacks any true followup options in spite of its low knockback scaling and vertical launch angle, and is also very susceptible to being punished on whiff, while not being very safe on shield even if he somehow crosses up a shielding opponent with it. As a result of its minimal KO power and nonexistent true combo ability, Bowser's dash attack is often avoided by players where possible in favor of his other moves, such as his dash grab, pivot-canceled , , and short hop forward aerial.
==Hitboxes==
|}
==Timing==
Clean hit 	11-14
Late hit 	15-20
Interruptible 	56
Animation length	60
Category:Bowser (SSBU)
Category:Dash attacks (SSBU)
Bowser (SSBU)/Down aerial

==Overview==
A stall-then-fall attack that involves Bowser hiding in his shell, turning upside-down, and propelling himself towards the ground while spinning. The first few frames is a meteor smash, before it launches diagonally. If used off-stage, it almost guarantees a self-destruct. The move emits a small shockwave on both sides when Bowser lands with his shell, which makes the move slightly harder to punish. He also grants intangibility on his arms and legs in midair (frames 14-60) and when he lands (frames 1-27).
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move sets Bowser's vertical momentum to 3 on frames 1-16, then -4 from frame 17 onward.
Initial autocancel	1-13
Limbs intangible 	14-60
Clean hit 	17-24
Late hit 	25-49
Ending autocancel 	70-
Interruptible 	78
Animation length 	85
!Hitbox 
|-
!Limbs 
|-
!Autocancel 
===Landing lag===
Limbs intangible	1-26
Hitboxes 	1-6
Interruptible 	35
Animation length	54
!Hitboxes 
|-
!Limbs 
==Trivia==
*This is the only stall-then-fall down aerial that does not force the user off a when used on one.
Category:Bowser (SSBU)
Category:Down aerials (SSBU)
Bowser (SSBU)/Down smash

==Overview==
Performs two grounded claw swipes, similar to 's down smash. This is Bowser's fastest smash attack as it comes out on frame 12. The first hit does higher knockback than the second hit. It also has damaged-based armor, but no invincibility. It can be used on opponents hanging on the ledge, but it has more ending lag that can be punishable.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 8%.
Charges between 	4-5
Damage-based armor	5-11
Hit 1 	12-14
Hit 2 	28-30
Interruptible 	72
Animation length 	85
|-
Category:Bowser (SSBU)
Category:Down smashes (SSBU)
Bowser (SSBU)/Down special

==Overview==
Bowser headbutts opponents with his horns before preforming his ground pound attack from Super Mario Bros. 3. The first notable quality of Bowser Bomb is its tremendous shield damage, breaking even full shields if both ground hits connect. This can be effective at any precent, as Bowser can KO at 0% on a shield break thanks to his tipper Flame Breath and strong Forward Smash. Additionally, the move can be used to snap to ledge, regardless if Bowser is facing the ledge while making the move difficult to challenge due to its strong hitbox.
However, despite these great traits, Bowser Bomb has sluggish startup in the air, making it difficult to set up shield breaks with due to the aerial version being reactable and susceptible to Perfect shielding. Additionally, using the move to KO is generally not a good idea, as Bowser has no shortage of powerful KO options such as Back aerial and Forward tilt. Additionally, the scooping hitbox only lasts for a single frame, meaning that the scoop hitbox can be whiffed easily, with the move being very unsafe due to its sizable ending lag. While the move does have a Meteor smash hitbox when Bowser starts falling, it is outclassed in setting up edgeguards and kamikazes due to Down aerial being faster and having a longer meteor window.
As a result, Bowser Bomb is seldom used in competitive play due to it's sluggish startup in the air making it hard to shieldbreak with. The main use for the move is as a ledge grab option, which is a rather shallow niche.
==Hitboxes==
===Grounded===
! Hitstun
|+8 frames
|+8 frames
|+8 frames
|—
|}
===Aerial===
|}
===Landing===
|}
==Timing==
The falling portion lasts indefinitely until Bowser lands. Bowser can grab ledges as soon as he starts to fall.
===Grounded===
Jump 	11
Fall, clean hit	37-39
Fall, late hit 	40-
===Aerial===
Clean hit	31-32
Late hit 	33-
===Landing===
Hitbox 	1-2
Interruptible 	55
Animation length	64
==Parameters==
Horizontal speed multiplier on aerial startup	0.8
Vertical speed multiplier on aerial startup 	0.5
Air friction before fall portion 	0.02
Gravity before fall portion 	0.03
Falling speed before fall portion 	0.4
Fall portion vertical speed 	-9
Category:Bowser (SSBU)
Category:Special moves (SSBU)
Category:Down special moves (SSBU)
Bowser (SSBU)/Down throw

Bowser down throw hurtbox and hitbox visualization	Bowser down throw hurtbox and hitbox visualization	Bowser down throw hurtbox and hitbox visualization	Bowser down throw hurtbox and hitbox visualization	Bowser down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Bowser places the opponent on the ground and body slams them with high damage, making it one of the most damaging throws in the game. With high base knockback, low knockback scaling and high ending lag, however, this throw has near nonexistent combo or KO potential, making it strictly useful for damage racking and repositioning; its 0 degrees semi-spike angle coupled with high damage makes it good for setting up edgeguards and tech chases.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-37
Hitbox 	35-45
Throw Release 	37
Interruptible 	85
Animation length	91
|-
Category:Bowser (SSBU)
Category:Down throws (SSBU)
Bowser (SSBU)/Down tilt

==Overview==
Bowser does two forward punches. The first hit has set knockback while the second hit has base knockback. He gains 4% damage-based armor right before he begins to swipe. It also grants intangibility on both of his fists in each hit they progress. Down tilt can be used to attack opponents on the ledge, although the second hit may miss if it doesn’t hit properly; ergo, it is mostly outclassed by a low angled .
Both hits of down tilt have an added trip chance of 30%, totalling to 37% counting the native probability. However, if the first hit results in a trip, the second hit will always knock the opponent out of that state and launch them instead. Due to this issue, a successful trip occurs effectively 11.655% of the time if both hits connect. Upon a successful trip, Bowser will have 9 frames of hit advantage, which is just enough time for the player to dash in and land Flying Slam. If aiming to land a successful down tilt trip, it has to be up-close; if spaced while the first hit connects, the second hit tends to land while the opponent is airborne, in which they cannot be tripped. Ergo, situations where down tilt trips successfully are few and far between, but rewarding if reacted to adequately.
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 4%. Only the lower hurtboxes of each arm are made intangible.
Damage-based armor 	7-9
First arm intangible 	10-12
Hit 1 	10-12
Second arm intangible	15-17
Hit 2 	15-17
Interruptible 	46
Animation length 	45
!Hitboxes 
|-
!Body 
|-
!First arm 
|-
!Second arm 
Category:Bowser (SSBU)
Category:Down tilts (SSBU)
Bowser (SSBU)/Edge attack

==Overview==
A simple claw swipe in front of him. It possesses the furthest edge attack out of all characters. Useful for hitting opponents that attempt to edgeguard at the ledge.
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-24
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-12
Hitbox 	22-24
Interruptible 	56
Animation length 	67
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
|-
Category:Bowser (SSBU)
Category:Edge attacks (SSBU)
Bowser (SSBU)/Floor attack (back)

==Overview==
Uses his claws to swipe around himself in front and back while getting up. Can be used to prevent opponents from attacking him. Has quick attack speed like other characters.
==Hitboxes==
|}
==Timing==
Intangibility 	1-23
Hit 1 	19-20
Hit 2 	22-23
Interruptible 	46
Animation length	49
|-
Category:Bowser (SSBU)
Category:Floor attacks (SSBU)
Bowser (SSBU)/Floor attack (front)

==Overview==
Swipes his claws around himself in front and behind. Can be used to prevent opponents from attacking him. Has quick attack speed like other characters.
==Hitboxes==
|}
==Timing==
Intangibility 	1-23
Hit 1 	19-20
Hit 2 	22-23
Interruptible 	46
Animation length	49
|-
Category:Bowser (SSBU)
Category:Floor attacks (SSBU)
Bowser (SSBU)/Floor attack (trip)

==Overview==
Swipes with his claw in both sides while getting up. Has intangibility until attacking the opponent first. Not a great blocking attack if used late.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-21
Hit 2 	23-24
Interruptible 	50
Animation length	63
|-
Category:Bowser (SSBU)
Category:Floor attacks (SSBU)
Bowser (SSBU)/Forward aerial

==Overview==
Does a forward claw swipe has good reach and moderate base knockback. Can auto-cancel in a short hop. It is Bowser’s most useful aerial attack. Can be used for edgeguarding against opponents. Does a respectable amount of damage.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	11-14
Ending autocancel 	31-
Interruptible 	42
Animation length 	53
|-
===Landing lag===
Interruptible 	15
Animation length	23
Category:Bowser (SSBU)
Category:Forward aerials (SSBU)
Bowser (SSBU)/Forward smash

==Overview==
Performs a powerful dropkick. It’s notable for its high damage output and very high knockback. When charged, it is able to nearly break a full shield. Grants 10% damaged-based armor on frames 17-21, and invincibility on the feet slightly before it's about to hit, up until later into the move. Its high endlag make it very punishable if it misses or hits a shield.
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 10%.
Charges between 	3-4
Damage-based armor	17-21
Feet invincible 	20-25
Clean hit 	22-23
Late hit 	24-27
Interruptible 	70
Animation length 	87
!Hitboxes 
|-
!Body 
|-
!Feet 
Category:Bowser (SSBU)
Category:Forward smashes (SSBU)
Bowser (SSBU)/Forward throw

Bowser forward throw hurtbox visualization	Bowser forward throw hurtbox visualization	Bowser forward throw hurtbox visualization	Bowser forward throw hurtbox visualization	Bowser forward throw hurtbox visualization
 	 	 	 	
==Overview==
Holds the opponent in his horns, then rears his head back before throwing the opponent. It is one of the strongest forward throws in the game with a base knockback of 60 and a knockback scaling of 66. It throws the opponent at frame 36, which can easily be DI'd due to the long startup lag it receives. Its launch angle is poor to KO, doing so at about 150%.
==Throw Data==
|}
==Timing==
Invincibility 	1-36
Throw Release 	36
Interruptible 	59
Animation length	79
|-
Category:Bowser (SSBU)
Category:Forward throws (SSBU)
Bowser (SSBU)/Forward tilt

Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Bowser does a swung backhanded punch with his arm slightly bent. The punch can be angled up or down, but doing so does not affect damage or knockback; therefore, it is strictly a way to respond to situations. Has 4% damage-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can reliably 2-frame most recoveries thanks to the high active frames, and can KO most characters at around 90%. It is also a reliable approach or whiff punish option when pivot cancelling thanks to the aforementioned armor and high active frames. 
The move shifts Bowser's entire hurtbox way back on frame 1 and 2, and stays there for a few frames before going back forwards during the armor's active frames. This frame 1 side-profiling qualities makes the move pretty useful for out-spacing short-range & fast attacks, and even some grabs. The armor being active on the way back also allows for some more protection against the short-range attacks if they are delayed or long active. 
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 4%.
Damage-based armor 	7-9
Lower arm intangible	10-14
Hitboxes 	10-14
Interruptible 	38
Animation length 	57
!Hitboxes 
|-
!Body 
|-
!Lower arm 
Category:Bowser (SSBU)
Category:Forward tilts (SSBU)
Bowser (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-10
Interruptible 	41
Animation length	54
===Dash grab===
Grab 	11-13
Interruptible 	49
Animation length	56
===Pivot grab===
Grab 	12-14
Interruptible 	44
Animation length	61
Category:Bowser (SSBU)
Category:Grabs (SSBU)
Bowser (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Koopa Palm Strike 	
Neutral attack 2 	Koopa Pursuit Attack	
Forward tilt (mid) 	Koopa Back Fist 	
Forward tilt (high) 	Koopa Back Fist 	
Forward tilt (low) 	Koopa Back Fist 	
Up tilt 	Ceiling Scratch 	
Down tilt 	Spoiled Brat Punch 	
Dash attack 	Jumping Kick 	
Forward smash 	Megaton Drop Kick 	
Up smash 	Rising Spike 	
Down smash 	Rampage Scratch 	
Neutral aerial 	Koopa Wheel 	
Forward aerial 	Jump Scratch 	
Back aerial 	Rocket Kick 	
Up aerial 	Heading 	
Down aerial 	Scrub Brush 	
Down aerial (landing) 	Scrub Brush 	
Neutral special 	Fire Breath 	(unavailable)
Side special (ground) 	Flying Slam 	
Side special (air) 	Flying Slam 	
Side special falling 	Flying Slam 	
Up special (ground) 	Whirling Fortress 	
Up special (air) 	Whirling Fortress 	
Down special (ground) 	Bowser Bomb 	
Down special (air) 	Bowser Bomb 	
Down special (landing)	Bowser Bomb 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Slingshot 	
Back throw 	Back Throw 	
Up throw 	Fresh Mixer 	
Down throw 	Heavy Press 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Bowser (SSBU)
Category:Hitboxes (SSBU)
Bowser (SSBU)/Neutral aerial

==Overview==
An aerial cartwheel. While it is difficult to connect all 4 hits successfully, it is incredibly damaging for an aerial attack, and it can even open up KO confirms on landing, such as into forward aerial, back aerial, and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it can combo into an up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has a noticeable landing lag (15 frames) and cannot auto-cancel in a short hop.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	Initial autocancel	1-3
Hitboxes 	First arm (hit 1) 	8-29
Hitboxes 	Second arm (hit 2)	14-29
Hitboxes 	Legs (hits 3-4) 	18-29
Ending autocancel 	Ending autocancel 	41-
Interruptible 	Interruptible 	48
Animation length 	Animation length 	66
!First arm 
|-
!Second arm 
|-
!Legs 
|-
!Autocancel 
===Landing lag===
Interruptible 	16
Animation length	31
Category:Bowser (SSBU)
Category:Neutral aerials (SSBU)
Bowser (SSBU)/Neutral attack

==Overview==
Bowser's neutral attacks consist of a palm strike followed by a punch. It deals 11.0% in total.
For the technical data of each individual hit, see:
*Bowser (SSBU)/Neutral attack/Hit 1
*Bowser (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	7-8
Arm intangible 	7-8
Jab 2 	18-20
Arm intangible 	18-20
Interruptible 	26, 35
Animation lengths	30, 41
|-
|-
|-
Category:Bowser (SSBU)
Category:Neutral attacks (SSBU)
Bowser (SSBU)/Neutral attack/Hit 1

==Overview==
Bowser performs a palm strike. Being frame 7, it's slow for a jab but is still Bowser's fastest normal. It connects reliably with his Jab 2 but with it's low end lag can be mixed up into other moves. While the hitboxes are out, Bowser has intangibility on his arm.
==Hitboxes==
|}
==Timing==
Lower arm intangible 	7-8
Hitboxes 	7-8
Continuability window	10-30
Interruptible 	26
Animation length 	30
!Hitboxes 
|-
!Continuable 
|-
!Lower arm 
Category:Bowser (SSBU)
Category:Neutral attacks (SSBU)
Bowser (SSBU)/Neutral attack/Hit 2

==Overview==
Bowser punches forward. With its low ending lag, it can be safe on shield if spaced, at -8 frame advantage. The angle at which it sends is good for tech chase setups and can kill near the ledge at higher percents. Just like his Jab 1, Bowser has intangibility on his arm while the hitboxes are out. Because it's +13 on hit with non-tumble hitstun at 0% (tested on ), it's possible to get a in afterwards and combo off. is a fair alternative for around 29% damage and a juggle situation, though it is generally inferior to the reward Bowser can get from a grab. Jab 2 combos can be confirmed until tumble is inflicted.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Lower arm intangible	9-11
Hitboxes 	9-11
Interruptible 	26
Animation length 	32
!Hitboxes 
|-
!Lower arm 
Category:Bowser (SSBU)
Category:Neutral attacks (SSBU)
Bowser (SSBU)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Bowser spits a new flame every 7 frames during the fire-breathing period, which lasts a minimum of 25 frames. It can be extended indefinitely by holding the special move button.
Fire breath minimum period 	23-47
Flames (clean hits) 	23-29, 30-36, 37-43, 44-50
Flames (late hits) 	30-34, 37-41, 44-48, 51-55
Interruptible (from release) 	78 (31)
Animation length (from release)	86 (39)
|-
|-
|-
|-
==Parameters==
===Move===
Minimum fire breath duration 	25 frames
Delay between flames 	7 frames
Flame X/Y offsets 	[8, -2] (Bowser)[-1.5, 4.5] (Kirby)
Default shot angle 	330°
Flame spread randomness 	25°
Maximum manual upward deviation 	50°
Maximum manual downward deviation 	40°
Manual deviation per frame 	1.55°
Flames and head rotation rate relative to angle	0.3
Fire breath period to fully weaken flames 	300 frames
Period to fully refresh weakened flames 	700 frames
Strongest flame size multiplier 	1.7
Weakest flame size multiplier 	0.2
Strongest flame speed multiplier 	1.2
Weakest flame speed multiplier 	0.15
Minimum hits to trigger pushback 	3
Pushback speed per hit 	0.55
Maximum distance from target for pushback 	45
Period to reset pushback count 	60 frames
===Flames===
Lifetime 	12 frames
Downward ground collision range	-3.6u
Stongest flame travel speed 	4
Weakest flame travel speed 	3.5
Category:Bowser (SSBU)
Category:Special moves (SSBU)
Category:Neutral special moves (SSBU)