nyuuzyou/wikis huggingface dataset:
Bowser (SSBU)/Pummel

==Overview==
Headbutts the opponent. It’s fast with less startup lag and slightly less ending lag. Can then be used as a throw afterwards.
==Hitboxes==
|}
==Timing==
Hitbox 	2
Interruptible 	8
Animation length	15
Category:Bowser (SSBU)
Category:Pummels (SSBU)
Bowser (SSBU)/Side special

Bowser side special hitbox visualizations.	Bowser side special hitbox visualizations.	Bowser side special hitbox visualizations.	Bowser side special hitbox visualizations.	Bowser side special hitbox visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw, Grab and Hitbox Data==
===Grab===
|}
===Falling collateral===
|}
===Throw===
When falling for more than 10 frames with the grabbed opponent, the slam's damage increases in proportion to the distance covered after this point, up to a maximum of 23.4%, fully affecting knockback dealt as well. More specifically, the damage multiplier is equal to 1 + 0.3 * (distance / 100), with Bowser falling at a speed of 5 units per frame.
|}
==Timing==
===Grab===
Grab 	6
Interruptible 	53
Animation length	57
===Catch, jump, and fall===
The falling portion starts when the collateral hitbox becomes active, and lasts indefinitely until Bowser lands, at which point it transitions into the slam.
Intangibility 	1-23
Collateral hitbox	52-
|-
===Slam===
Throw release 	9
Interruptible 	49
Animation length	63
==Parameters==
The jump's horizontal speed can be influenced by both Bowser and the grabbed opponent. The summarized formula from the parameters is [0.2235 - 0.0005b] - [0.22 - 0.0007t], with b and t being Bowser and the target's respective damage percents, and the resulting value being the jump's horizontal acceleration per frame. Bowser's speed influence cannot be lower than 0.02, while the target's cannot be lower than 0.024, and the total acceleration to either side cannot be higher than 1.
While Bowser has an opponent grabbed, his blast line detection is extended downward by 10 units, usually causing him to get KO'd first in Sacrificial KO attempts. Furthermore, from version onward, falling with a grabbed opponent for more than 100 frames forces a grab release.
Base horizontal speed from jump 	0.25
Additional horizontal speed from jump by input 	0.2
Maximum horizontal speed during jump 	1.5
Bowser's base horizontal speed influence 	0.2235 (1.1.0 onward)0.21 (before 1.1.0)
Bowser's horizontal speed influence decrease by percent	0.0005 (1.1.0 onward)0.00075 (before 1.1.0)
Bowser's minimum horizontal speed influence 	0.02
Target's base horizontal speed influence 	0.22 (1.1.0 onward)0.19 (before 1.1.0)
Target's horizontal speed influence decrease by percent	0.0007 (1.1.0 onward)0.00075 (before 1.1.0)
Target's minimum horizontal speed influence 	0.024 (1.1.0 onward)0.03 (before 1.1.0)
Maximum total speed influence 	1
Falling portion downward speed 	5
Falling frames before applying damage multiplier 	10
Maximum damage multiplier by falling 	1.3
Horizontal speed out of slam 	-0.6
Vertical speed out of slam 	2
Category:Bowser (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Bowser (SSBU)/Up aerial

==Overview==
An upwards arcing headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, thus being one of the strongest up aerials in the game. Grants intangibility to his head (frames 3-13), which, when combined with its quick startup (frame 9) and its power, makes it an effective juggling tool against opponents.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-2
Head and snout intangible	3-13
Hitboxes 	9-13
Ending autocancel 	40-
Interruptible 	45
Animation length 	47
!Hitbox 
|-
!Head and snout 
|-
!Autocancel 
===Landing lag===
Interruptible 	18
Animation length	27
Category:Bowser (SSBU)
Category:Up aerials (SSBU)
Bowser (SSBU)/Up smash

==Overview==
Hops to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's shell spikes, while other opponents get hit by the sourspots on his head and tail or the landing hitbox instead. The sweetspot KOs at around 80% uncharged, making it the strongest up smash in the game. Grants damaged-based armor (frames 11-15) and invincibility on his shell (frames 14-27), making it an excellent anti-air tool that is hard to compete with.
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 8%.
Charges between 	9-10
Damage-based armor	11-15
Shell invincible 	14-27
Clean hit 	16-23
Landing hit 	37
Interruptible 	58
Animation length 	79
!Hitboxes 
|-
!Body 
|-
!Shell 
Category:Bowser (SSBU)
Category:Up smashes (SSBU)
Bowser (SSBU)/Up special

==Overview==
Bowser’s up special is Whirling Fortress. He withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective out of shield option, launching opponents vertically and easily putting them into a disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically above average distance horizontally. The move can cover a greater distance via button mashing near the end of the move.
==Update History==
 
*
 
*
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Multihits 	6-38 (rehit rate: 5)
Final hit 	39
Interruptible 	82
Animation length	86
===Aerial===
The move can grab ledges from both sides starting on frame 9.
Hit 1 	6-7
Hits 2-11 	8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47
Hit 12 	48-51
Animation length	79
===Landing===
Interruptible 	37
Animation length	38
==Parameters==
The move's vertical speed in the air can be altered by mashing the special move button during frames 1-49. This overrides its default vertical speed; as a result, simply mashing near the start of the move actually reduces its height, but mashing near the end keeps Bowser afloat for longer and allows him to travel farther.
Horizontal acceleration 	0.15 (grounded)0.02 (aerial)
Maximum horizontal speed 	1.3 (grounded)1.6 (aerial)
Aerial initial vertical speed 	2.3
Gravity 	0.055
Falling speed 	1
Vertical speed after button press 	1
Minimum delay between button presses	5 frames
Landing lag 	36 frames
Category:Bowser (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Bowser (SSBU)/Up throw

Bowser up throw hurtbox and hitbox visualization	Bowser up throw hurtbox and hitbox visualization	Bowser up throw hurtbox and hitbox visualization	Bowser up throw hurtbox and hitbox visualization	Bowser up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Throws the opponent slightly upward, withdraws into his shell, and then spins rapidly in order to repeatedly stab them with his shell's spikes. He hops up on the final hit to launch the opponent upwards. Can combo into neutral, forward, or up aerial until mid to high percent depending on the character. Furthermore, the latter becomes a solid KO mix up at high percentages.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-57
Limbs intangible	16-49
Hitboxes 	21-24, 25-28, 29-32, 33-36, 37-40, 41-44, 45-48, 49-51, 57-58
Throw release 	57
Interruptible 	75
Animation length	99
!Throw 
|-
!Body 
|-
!Limbs 
==Trivia==
*Despite Bowser attacking with his shell, the final hitbox is considered a -type attack.
Category:Bowser (SSBU)
Category:Up throws (SSBU)
Bowser (SSBU)/Up tilt

==Overview==
A 180-degree overhead arcing claw swipe. It comes with a wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air, back air, and Flying Slam if it hits near the end of the move's duration. The attack will almost always send the opponent directly above Bowser, making for strong juggle situations. It also boasts a respectable amount of kill power, being one of the strongest up tilts in the game and KOing at around 120%. Thanks to its incredible range, up tilt is an excellent anti-air tool which, combined with the aforementioned KO potential, makes it difficult for airborne fighters to play around. Has 4% damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup lag, coming out on frame 11.
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 4%.
Damage-based armor 	8-10
Lower arm intangible	11-16
Hitboxes 	11-16
Interruptible 	41
Animation length 	54
!Hitboxes 
|-
!Body 
|-
!Lower arm 
Category:Bowser (SSBU)
Category:Up tilts (SSBU)
Bowser Jr. (SSB4)/Back aerial

==Overview==
The Junior Clown Car thrusts a wrecking ball backward. Useful for edge-guarding and a viable KOing option due to its high knockback.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-11
Clean hit 	12-13
Late hit 	14-18
Ending autocancel 	30-
Interruptible 	46
Animation length 	59
|-
===Landing lag===
Animation length	24
Category:Bowser Jr. (SSB4)
Category:Back aerials (SSB4)
Bowser Jr. (SSB4)/Back throw

==Overview==
Bowser Jr. spins around once and throws the opponent behind him, in a somewhat similar fashion to 's . The attack deals 12%, the most out of Bowser Jr.'s throws. It is also the strongest, allowing it to KO near the edge. However, it is still rather weak compared to common KO back throws, lacking knockback to KO under 150% at the edge without DI or rage, while also having high ending lag (38 frames) that makes it unable to follow up on and unsafe at low percentages. Combined with the fact that Bowser Jr. possesses a slow, yet only average ranged grab, this throw does not see much use in competitive play besides racking up damage.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Bowser Jr. (SSB4)
Category:Back throws (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Dash attack

==Overview==
Bowser Jr. lunges forward as a circular saw spins out of the Junior Clown Car's mouth. The attack hits 6 times: 1.5% up to five times and 4% once, for a total of 11% if all of the hits connect. The attack launches the opponent diagonally upwards. Its loop hits do not connect together very well at high percentages.
==Hitbox Data==
! 
|3
|3
|0
|0
|}
==Timing==
Linking hits 	8-20
Final hit 	25-26
Interruptible 	50
Animation length	51
==References==
Master Core Alpha
Category:Bowser Jr. (SSB4)
Category:Dash attacks (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Down aerial

==Overview==
The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high ending lag is compensated by the hitbox it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag. This could be similar to the Spin Drill from .
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Looping hits 	15-38
Final hit 	39
Ending autocancel 	68
Interruptible 	57
Animation length 	59
|-
===Landing lag===
Hitbox 	1
Animation length	25
Category:Bowser Jr. (SSB4)
Category:Down aerials (SSB4)
Bowser Jr. (SSB4)/Down smash

==Overview==
Bowser Jr. slams the ground on both sides of the Junior Clown Car with wrecking balls. The attack deals 18% when uncharged and 25.2% when fully charged, launching the opponent diagonally. This attack's high base knockback lets it KO an opponent as early as 80% but its long ending lag makes Bowser Jr. vulnerable to a punish if it misses. It is Bowser Jr.'s most powerful smash attack, and is the third strongest down smash in the game, making it deadly for punishment.
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hitboxes 	15-16
Interruptible 	60
Animation length	64
Category:Bowser Jr. (SSB4)
Category:Down smashes (SSB4)
Bowser Jr. (SSB4)/Down special/Default

==Damage and Knockback==
In Bowser Jr.'s down special, Bowser Jr. will open a hatch from his Junior Clown Car, spawning a Mechakoopa. The Mechakoopa travels the entire distance of Final Destination, and will turn around upon coming to the end of the stage. If it does not hit anybody or is not picked up, it will begin to flash red, indicating it is about to explode. The explosion causes about 5-6% damage with low knockback. If it hits an enemy, it will do a short hop, bringing the character with it and causing 3-4% damage, and then explode, causing the same amount of damage as above with slightly higher knockback. If picked up and thrown, it will explode on contact with a solid surface, but if it hits an enemy, it will function as if it had walked into an enemy. Bowser Jr. cannot spawn two Mechakoopas.
Category:Special moves (SSB4)
Category:Bowser Jr. (SSB4)
Category:Down special moves (SSB4)
Bowser Jr. (SSB4)/Down throw

==Overview==
Bowser Jr. throws the opponent onto the ground, then drills into them. The attack deals very low damage, being only .5% higher than up throw, dealing 7.5%. It also has no combo potential due to the high base knockback, thus making it his least used throw, as it is essentially a worse version of his forward throw, statistically. The only real use this throw has is to pressure the opponent into Clown Kart Dash, or as a last resort kill throw when forward throw is staled too much, as down throw has somewhat high knockback scaling.
==Update history==
 1.0.4
*
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	16-49
Throw Release 	50
Interruptible 	75
Animation length	87
|-
Category:Bowser Jr. (SSB4)
Category:Down throws (SSB4)
Bowser Jr. (SSB4)/Down tilt

==Overview==
A large tongue comes out of the Junior Clown Car's mouth, licking the opponent. The attack hits three times: 1.5% twice and another time for 5%, for a total of 8% if all hits connect. The attack has low knockback, launching the opponent forwards. It has a fair amount of utility, as it is efficient at warding off rushdowns, can act as a set-up for a dash attack, or interfere with an opponent attempting to grab an edge due to its undulating hitbox.
==Hitbox Data==
|}
==Timing==
Hit 1 	4-6
Hit 2 	12-14
Hit 3 	23-25
Interruptible 	41
Animation length	44
==References==
Master Core Alpha
Category:Bowser Jr. (SSB4)
Category:Down tilts (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Final Smash

==Damage and Knockback==
In Bowser Jr.'s Final Smash, he turns into Shadow Mario from Super Mario Sunshine. After striking a pose, he paints an X on the screen in bright orange paint. Characters often get hit into the X repeatedly, due to it's low knockback. This causes 4-5% damage for each hit. After about 12 seconds, the X explodes, causing moderate knockback and around 12-15% damage. Bowser Jr. is also able to attack during the final smash, that is, 0.8 seconds after the final smash is started.
==Trivia==
*While you can use other moves during the final smash, Level 9 CPUs often use Bowser Jr.'s neutral special repeatedly.
**This is likely due to the CPUs not registering that the final smash has been used, due to the final smash aura surrounding Bowser Jr. during the final smash.
Category:Bowser Jr. (SSB4)
Category:Final Smashes (SSB4)
Bowser Jr. (SSB4)/Forward aerial

==Overview==
The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. Useful for edge-guarding and spacing. It deals 11% if cleaned, which is a viable KOing option.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Early hit 	10-13
Clean hit 	14-17
Late hit 	18-23
Ending autocancel 	34-
Interruptible 	44
Animation length 	57
|-
===Landing lag===
Hitboxes 	2
Animation length	27
Category:Bowser Jr. (SSB4)
Category:Forward aerials (SSB4)
Bowser Jr. (SSB4)/Forward smash

Bowser Jr. forward smash hitbox visualization	Bowser Jr. forward smash hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
The name of this move is Smash Twin Drills. Bowser Jr. uses two drills from the Junior Clown Car to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully charged. The last hit of the attack has a slightly longer hitbox than the rest of the hits. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.
==Update history==
 1.0.6
*
*
*
*
*
 1.1.4
*
*
*
==Hitboxes==
===Angled Up===
! 
|3
|3
|3
|}
===Unangled===
! 
|3
|3
|3
|}
===Angled Down===
! 
|3
|3
|3
|}
==Timing==
Charges between 	5-6
Loop hits 	18-32
Final hit 	35-36
Animation length	55
Interruptible 	56
Category:Bowser Jr. (SSB4)
Category:Forward smashes (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Forward throw

==Overview==
Bowser Jr. uppercuts the opponent once with a robotic boxing glove that comes out from the Junior Clown Car, launching them forwards. Despite there being only one punch, the opponent is damaged twice- 3% during the punch and 6% during the launch, totaling 9%. It is generally used for spacing, or as a weak kill throw when Bowser Jr. isn't in the position for back throw to kill. The low knockback at early percents may also allow a tech chase situation.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Bowser Jr. (SSB4)
Category:Forward throws (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Forward tilt

Bowser Jr. forward tilt hitbox visualization	Bowser Jr. forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
Bowser Jr. leans over slightly as a large metal fork swings out from the side of the Junior Clown Car. The attack deals 8% damage and low knockback to the direction Bowser Jr. is facing. Unless near the ledge, it's pretty much incapable of KOing. It has a relatively small range, being as wide as Bowser Jr. and very short. It can be slightly angled up or down with the control stick.
==Hitboxes==
|}
==Timing==
Hitbox 	7-9
Interruptible 	34
Animation length	45
==References==
http://opensa.dantarion.com/s4/mastercore2/index.php?char=koopajr&mode=view104
Category:Bowser Jr. (SSB4)
Category:Forward tilts (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Grab

==Overview==
Bowser Jr. extends a claw to grab the opponent. Despite being disjointed, it has deceptively low range on standing and dash grabs, and it is rather slow in startup and endlag. Due to his throws being lackluster as well, this makes his grab one of his least used tools, as the most Bowser Jr. can get from it is a kill from his throws, as they all have somewhat strong knockback.
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	12-13
Interruptible 	36
Animation length	40
===Dash grab===
Grab 	13-14
Animation length	44
===Pivot grab===
Grab 	12-13
Interruptible 	42
Animation length	49
Category:Bowser Jr. (SSB4)
Category:Grabs (SSB4)
Bowser Jr. (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down) 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial landing 	 	
Neutral special 	Clown Cannon 	(unavailable)
Side special 	Clown Kart Dash	
Up special (hammer) 	Abandon Ship! 	
Down special 	Mechakoopa 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Bowser Jr. (SSB4)
Category:Hitboxes (SSB4)
Bowser Jr. (SSB4)/Neutral aerial

==Overview==
The Junior Clown Car spins around with the boxing glove arms extended. It is a weak but useful aerial, which combos reliably from Clown Kart Dash and is effective as a anti-pressure and edgeguarding option. Deals 6% if cleaned, 5% in the middle of the duration, and 3% if late.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Early hit 	7-8
Clean hit 	9-13
Late hit 	14-19
Ending autocancel 	42-
Interruptible 	44
Animation length 	51
|-
===Landing lag===
Animation length	18
Category:Bowser Jr. (SSB4)
Category:Neutral aerials (SSB4)
Bowser Jr. (SSB4)/Neutral attack

==Overview==
The Junior Clown Car performs a one-two combo, followed by a flurry of punches.
For the technical data of each individual hit, see:
*Bowser Jr. (SSB4)/Neutral attack/Hit 1
*Bowser Jr. (SSB4)/Neutral attack/Hit 2
*Bowser Jr. (SSB4)/Neutral attack/Infinite
Category:Bowser Jr. (SSB4)
Category:Neutral attacks (SSB4)
Bowser Jr. (SSB4)/Neutral attack/Hit 1

==Overview==
The Junior Clown Car does a left punch. It does 3% damage if connected. It is followed by another punch, then an infinite.
==Hitboxes==
|}
==Timing==
Hitbox 	4-6
Earliest continuable frame	7
Interruptible 	20
Animation length 	39
Category:Bowser Jr. (SSB4)
Category:Neutral attacks (SSB4)
Bowser Jr. (SSB4)/Neutral attack/Hit 2

==Overview==
The Junior Clown Car does a right punch. It does 2% damage if connected. It is then followed by an infinite.
==Hitboxes==
|}
==Timing==
Hitbox 	4-6
Earliest continuable frame	9
Interruptible 	40
Animation length 	47
Category:Bowser Jr. (SSB4)
Category:Neutral attacks (SSB4)
Bowser Jr. (SSB4)/Neutral attack/Infinite

==Damage and Knockback==
In Bowser Jr.'s infinite jab, Bowser Jr. repeatedly uses the Junior Clown Car's boxing gloves to hit the opponent. Each hit deals around 1% damage with low knockback. The final hit of this jab consists of the Clown Car doing a final punch, which deals 3-4% damage with slightly higher knockback than the infinite jab alone.
Category:Bowser Jr. (SSB4)
Category:Neutral attacks (SSB4)
Bowser Jr. (SSB4)/Side special/Default

==Overview==
The Junior Clown Car transforms into a go-kart that jumps back slightly before speeding forward. Holding the control stick/circle pad forward increases speed, which will deal between 4-7% damage, and tilting it in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a doughnut that deals between 8-12% damage and has higher knockback to opponents on contact compared to simply charging into them. Using the Kart in the air slightly improves horizontal movement, after which it can be used again. All versions of the move can be jump canceled, even right after hitting an opponent, which can lead into combos and mix-ups, and gives Bowser Jr. more vertical recovery, though he cannot double jump after the leap. The Kart will bounce slightly upon hitting the ground.
==Hitboxes==
|}
==Timing==
Category:Bowser Jr. (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Bowser Jr. (SSB4)/Up aerial

==Overview==
Swings a hammer above himself. It has little lag and is a useful juggling option. Deals 10% if cleaned and 6.5% damage if late.
==Hitboxes==
|}
==Timing==
Initial autocancel	1
Clean hit 	6-9
Late hit 	10-13
Ending autocancel 	16-
Interruptible 	26
Animation length 	43
|-
===Landing lag===
Animation length	15
Category:Bowser Jr. (SSB4)
Category:Up aerials (SSB4)