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

==Overview== 
Retreats into his shell and spins around. This attack is considered to be one of the best out of shield moves in the game, but only deals up to two hits when used on the ground, making it unsafe to use against enemy shields. As a recovery move, although it gains decent horizontal distance, it gains very little vertical distance, making this recovery worse compared others. On the ground, the clean hit deals good vertical knockback, able to KOing certain characters at around 131%.
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Intangible 	1-5
Hit 1 	6-7
Hit 2 (clean) 	8-11, 12-15, 16-19, 20-23
Hit 2 (late) 	24-27, 28-31, 32-35, 36-39
Animation length	79
|-
===Aerial===
Hit 1 	6-7
Hits 2-6 	8-11, 12-15, 16-19, 20-23, 24-27
Hits 7-11 	28-31, 32-35, 36-39, 40-43, 44-47
Animation length	79
===Landing lag===
Animation length	50
Category:Bowser (SSBB)
Category:Up special moves (SSBB)
Bowser (SSBB)/Up throw

==Overview==
Tosses the opponent upwards, retreats into his shell, and spins, damaging the opponent with his spikes. The damage also applies to bystanders. Deals decent damage overall, but the throw always deals set knockback, making it incapable of scoring KOs by itself.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hits 1-8 	21-24, 25-28, 29-32, 33-36, 37-40, 41-44, 45-48, 49-52
Throw Release 	53
Animation length	69
|-
Category:Bowser (SSBB)
Category:Up throws (SSBB)
Bowser (SSBB)/Up tilt

==Overview==
Swats the air above him with his claw. A decent juggling move but has high ending lag. This is also a powerful KO move that can KO at 109% despite its surprising speed. Like his forward tilt, Bowser's lower arm cannot be hit while the hitboxes are out.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-13
Arm Intangible 	8-13
Interruptible 	51
Animation length	54
!Hitboxes 
|-
!Arm 
Category:Bowser (SSBB)
Category:Up tilts (SSBB)
Bowser (SSBM)/Back aerial

==Overview==
Bowser thrusts his shell backwards. It is a viable edgeguarding option due to being a semi-spike. It has similar sex kick properties. It has quite high base knockback, making it a good tool for getting a low/mid percent gimp.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-8
Clean hit 	9-10
Late hit 	11-17
Ending autocancel 	45-
Animation length 	49
|-
===Landing lag===
Animation length 	35
L-cancelled animation length	17
|Normal 
|-
|L-cancelled 
Category:Bowser (SSBM)
Category:Back aerials (SSBM)
Bowser (SSBM)/Back roll

==Overview==
Bowser retreats into his shell, becoming fully intangible, before spinning along the ground backwards in a manner similar to the animation of his . The move is the worst back roll in all of Melee: while it has the median start-up and number of intangibility frames, it has the 2nd-highest end lag of any back roll (only behind ), and the shortest distance traveled. Even if it did not have such horrible stats, Bowser has a far superior out of shield and escape option in the form of grounded Whirling Fortress, which grants Bowser frame-1 intangibility while also putting out a hitbox, and can even have its end lag cancelled by Fortress hogging. This all leaves Bowser's back roll with no practical use, making it an avoid-at-all-cost move.
==Timing==
Intangible 	4-19
Glide toss window	2-6
Animation length 	39
!Intangibility 
|-
!Glide toss 
Category:Bowser (SSBM)
Category:Dodges (SSBM)
Bowser (SSBM)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Bowser (SSBM)
Category:Back throws (SSBM)
Bowser (SSBM)/Dash attack

==Overview==
Bowser charges forward with his head. Decent knockback at low percents, but cannot KO at very high percents and is very punishable due to startup and ending lag.
==Hitboxes==
|}
==Timing==
Clean hit (Hitbox 0)	10-13
Late hit (Hitbox 0) 	14-17
Hitbox 1 	10-17
Boost grab window 	2-4
Interruptible 	56
Animation length 	59
|Lag
|-
|Hitbox 0
|-
|Hitbox 1
|-
|Boost grab
==Similar moves==
*
Category:Bowser (SSBM)
Category:Dash attacks (SSBM)
Bowser (SSBM)/Down aerial

==Overview==
Bowser retreats into his shell and spins while falling down. Does a lot of damage if all hits connect, but has low knockback. The hits don't reliably connect and can lead to a self-destruct if used offstage due to its long duration and ending lag and Bowser's weak recovery. It has a landing hitbox.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-13
Hits 1-9 	14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36, 38-39
Ending autocancel 	70-
Interruptible 	78
Animation length 	79
|-
===Landing lag===
Hitboxes 	1-8
Animation length 	40
L-cancelled hitboxes 	1-4
L-cancelled animation length	20
|Normal 
|-
|L-cancelled 
Category:Bowser (SSBM)
Category:Down aerials (SSBM)
Bowser (SSBM)/Down smash

==Overview==
Bowser spins around in his shell while doing great damage with multiple hits from his spikes. The move boasts subpar range, can be DI'd or SDI'd out of, and has noticeable ending lag, but is still powerful and reasonably disjointed nonetheless, and can combo into itself on fast-falling characters. It's extremely powerful, being the sixth most powerful down smash in the game and a reasonable KO option against floaties, as well as Bowser's fastest smash attack. The limbs are granted over half a second of intangibility starting when the hitboxes come out.
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Limbs intangible	14-48
Hits 1-6 	14-15, 17-18, 20-21, 23-24, 26-27, 29-30
Hit 7 	32
Interruptible 	68
Animation length	69
|Hitboxes 
|-
|Limbs 
Category:Bowser (SSBM)
Category:Down smashes (SSBM)
Bowser (SSBM)/Down throw

==Overview==
Bowser throws his opponent on the ground and splashes them. The throw has a hitbox which deals a rather large 12% of damage however, the throw itself deals no damage whatsoever. The throw can be used to set up a tech-chase. The throw is weight dependent. As the hitbox only lasts for one frame, this actually causes an issue with the throw, as the hitbox will not come out against certain weight values. This is because of the fact that against certain weight values, the throw's animation will play at a certain speed, to the point where it will skip the frame (frame 47) where the hitbox comes out, so the hitbox never spawns. One of those weight values is a weight value of 60, which both and weigh. Because of this, the hitbox never comes out against these characters, and the throw deals no damage to them at all. 
In the PAL version of the game, the throw was made weight independent. This meant that the throw's hitbox now properly worked against Jigglypuff and Mr. Game & Watch. In exchange however, the throw is now slower against characters who weigh less than 100 units (including Jigglypuff and Mr. Game & Watch), although the throw is faster against characters who weigh more than 100 units.
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
For NTSC releases, the speed of this throw depends on the opponent's weight. For PAL, the baseline (equal to Luigi) is used for all characters.
|-
!Invincible
|colspan="13" align="center"|1-8||1-8||colspan="8" align="center"|1-8
|}
|rowspan=2|Min (Pichu NTSC) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser NTSC) 
|-
The following table shows why the hitbox is absent against Jigglypuff and Mr. Game & Watch (and no one else) in NTSC. If the two rows share the same integer portion, the hitbox appears and vanishes without taking effect.
|}
Category:Bowser (SSBM)
Category:Down throws (SSBM)
Bowser (SSBM)/Down tilt

==Overview==
Bowser slashes along the ground with his claws. With two separate hits, they cannot link together past very low percentages and the first hit is stronger. The first hit is one of the stronger down tilts in the game and can KO at higher percentages.
==Hitboxes==
|}
==Timing==
Hit 1 	14-18
Hit 2 	27-31
Interruptible 	55
Animation length	59
Category:Bowser (SSBM)
Category:Down tilts (SSBM)
Bowser (SSBM)/Edge attack (fast)

==Overview==
In the blink of an eye, Bowser climbs onto stage, before retracting into his shell and flying forward while spinning, in a manner not too dissimilar to his or . The move is, without question, the best ledge attack in the game for a multitude of reasons and a large part of his ledge game, as well as a not-insignificant part of his overall game plan.
There are several attributes that make the move unique in all of Melee and which bolster its viability. For one, it's the only ledge attack in the game that grants the user intangibility while the hitboxes are active, as well as granting him over half a second of intangibility, the most in the game. It's also the fastest ledge attack, having hitboxes that come out after ⅒ of a second, which makes it unreactable. Additionally, it has the most active frames of all less than 100% ledge attacks, lasting almost half a second, and incredible range, covering ⅓ of Yoshi's Story.
It can be used against opponents that are attempting to keep Bowser from getting off the ledge and back on-stage, and can even lead to a tech chase, as it can tumble any character lighter than Ganondorf at 0%, although this can be mitigated by crouch canceling. If an opponent is standing too close to the edge, there's a decent chance Bowser will hit them with the reverse hitbox, thus being knocked off-stage. The move is also incredible at edgeguarding: it can cover both attempts to land on-stage or grab ledge, and will likely hit the opponent with the aforementioned reverse hitbox. Overall, it's Bowser's go-to ledge option the majority of the time, partially because the move itself is amazing, and partially because his other options are too risky, either leaving him vulnerable to his opponent (in the case of his fast ledge getups) or having the potential to kill him (in the case of his ledgedash) while giving him minimal intangibility.
Bowser can easily set the move up by fortress hogging, which is an easy way for him to grab ledge from stage. He can even do an up special from shield, fortress hog, then perform this move as a way to punish opponents attempting to pressure his shield. Like was mentioned previously, this can potentially lead to a tech chase, making shield pressure against Bowser a risky endeavor, even for the spacies, who have arguably the best shield pressure in the form of both of their shines.
==Hitboxes==
|}
==Timing==
Intangible 	1-34
Hitboxes 	7-34
Animation length	54
|
|-
|
Category:Bowser (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Bowser (SSBM)/Forward aerial

==Overview==
 performs a downward claw swipe. Being one of Bowser's faster aerials at frame 8 — and quite a long-ranged, high-damaging one at that — it serves numerous roles in his kit. This is mostly in respect to spacing: it forms most of Bowser's approach game in neutral, but also prevents Bowser from being approached himself while active. It applies in force in respect to anti-air utility, as it's slightly disjointed and hits quite high early on while sending at a low-ish angle. On hit, it usually sends the foe to the ledge, in part thanks to its Sakurai angle backed by high damage; this also makes it a strong edgeguarding tool because the range, angle, and damage give it massive kill power; it also trades well with and 's up specials. Finally, against mediocre attacks on-shield, it can be used out of shield despite Bowser's jumpsquat. Overall, in many situations, this is the move Bowser uses most-often.
Forward aerial has middling base knockback, but high damage, which comes together to mean it doesn't send into tumble at lower percentages. This makes it a strong confirm at this point if L-cancelled successfully, as Bowser will usually land very close to the opponent. When it does send into tumble, it allows for numerous tech chase opportunities, be it a grab, second forward aerial, or even Koopa Klaw. Forward aerial is confirm-able through Koopa Klaw's forward throw itself, , and the landing hitbox of . 
However, forward aerial isn't stellar for a few reasons, mostly in respect to Bowser's terrible jumpsquat. Having 8 frames, this adds inherent lag to most conventional uses, making it frame 16 out of jumpsquat, and this doesn't count the annoying landing lag. Bowser is frequently seen being punished before even jumping, which makes forward aerial difficult to justify under pressure. Ergo, while a strong move on its own, Bowser's properties as a character severely hamper what he can achieve with the attack, despite how much it's used in his metagame. 
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitbox 	8-11
Ending autocancel 	31-
Interruptible 	42
Animation length 	45
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Bowser (SSBM)
Category:Forward aerials (SSBM)
Bowser (SSBM)/Forward smash

==Overview==
Bowser rears back for a short moment and headbutts with great force. It deals incredibly high damage and knockback, though suffers from a lot of lag in general. It is the strongest smash attack in the game and KOs at around 18-38% when fully charged.
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hitboxes 	29-33
Interruptible 	66
Animation length	69
Category:Bowser (SSBM)
Category:Forward smashes (SSBM)
Bowser (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Bowser (SSBM)
Category:Forward throws (SSBM)
Bowser (SSBM)/Forward tilt

Bowser's forward tilt hitbox visualizations	Bowser's forward tilt hitbox visualizations	Bowser's forward tilt hitbox visualizations	Bowser's forward tilt hitbox visualizations	Bowser's forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
 performs a straight punch. It has large active frames, can be angled and is also disjointed. For a Bowser move, it is also pretty fast, with a good FAF to boot, making it among the least committal moves in his kit. As a result, this is a staple in Bowser's kit. It can be confirmed into through up throw or up aerial on fast fallers, though DI can make this difficult. Neutral attack can also set up for a forward tilt. Bowser players will often try to trade with forward tilt to score a tech chase. This is also a good option out of a crouch cancel.
However, forward tilt does have drawbacks. Once out, the move can still lose to attacks more disjointed than itself, and it leaves Bowser with a slight hurtbox extension on whiff, making it a bit more punishable. It also tends to be a bit weak pre-tumble, which makes crouch cancelling effective against it. 
==Hitboxes==
|}
==Timing==
Hitboxes 	12-16
Interruptible 	37
Animation length	47
Category:Bowser (SSBM)
Category:Forward tilts (SSBM)
Bowser (SSBM)/Grab

==Overview==
Bowser grabs the opponent with his hands. It can then be followed-up with a throw or pummel. Can be punishable if missed.
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	9-10
Animation length	40
===Dash grab===
Grab 	10-12
Animation length	50
Category:Bowser (SSBM)
Category:Grabs (SSBM)
Bowser (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Scratch 	
Neutral attack 2 	Right Scratch 	
Forward tilt 	Koopa Knuckle 	
Forward tilt (angled up) 	Koopa Knuckle 	
Forward tilt (angled down) 	Koopa Knuckle 	
Up tilt 	Ceiling Scratch Floor	
Down tilt 	Scratch 	
Dash attack 	Horn Charge 	
Forward smash 	Hammer Head 	
Up smash 	Shell Shock 	
Down smash 	Buzzsaw 	
Neutral aerial 	Gyroscope 	
Forward aerial 	Jump Slash 	
Back aerial 	Spike Stretch 	
Up aerial 	Horn Toss 	
Down aerial 	Scrub Brush 	
Down aerial (landing) 	Scrub Brush 	
Neutral special 	Fire Breath 	
Side special (ground) 	Koopa Klaw 	
Side special (pummel) 	Koopa Klaw 	
Side special (forward throw) 	Koopa Klaw 	
Side special (aerial) 	Koopa Klaw 	
Side special (aerial pummel) 	Koopa Klaw 	
Side special (aerial forward throw)	Koopa Klaw 	
Up special (ground) 	Whirling Fortress 	
Up special (aerial) 	Whirling Fortress 	
Down special (ground) 	Bowser Bomb 	
Down special (aerial) 	Bowser Bomb 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Bowser (SSBM)
Category:Hitboxes (SSBM)
Bowser (SSBM)/Neutral aerial

==Overview==
Bowser spins around in his shell, similarly to his down smash. Has low knockback, but longer duration.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitbox 	8-23
Ending autocancel 	40-
Interruptible 	48
Animation length 	49
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Bowser (SSBM)
Category:Neutral aerials (SSBM)
Bowser (SSBM)/Neutral attack

==Overview==
Bowser's neutral attacks consist of two claw swipes with each hand.
For the technical data of each individual hit, see:
*Bowser (SSBM)/Neutral attack/Hit 1
*Bowser (SSBM)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	7-9
Jab 2 	21-23
Interruptible 	21, 39
Animation lengths	34, 41
|-
Category:Bowser (SSBM)
Category:Neutral attacks (SSBM)
Bowser (SSBM)/Neutral attack/Hit 1

==Overview==
 performs a claw swipe. The move is specifically designed to link into Hit 2, with little use otherwise. It's relatively safe compared to the rest of Bowser's moves, mainly thanks to the low FAF of 21. It also has a large amount of active frames of a neutral attack, making it slightly easier to land. Being frame 7, however, it's still one of the slowest neutral attacks in the game, leaving Bowser open to being outframed in point-blank interactions. It is also possible for the autocombo to drop due to the hitstun frames sometimes not being enough, especially in an aerial situation. As a result, Bowser players will often shield instead before using Whirling Fortress.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Earliest continuable	14
Interruptible 	21
Animation length 	34
Category:Bowser (SSBM)
Category:Neutral attacks (SSBM)
Bowser (SSBM)/Neutral attack/Hit 2

==Overview==
 performs a claw swipe. It deals a good bit of hitstun, allowing for potential frame traps, but little else. Due to this coupled with the knockback, however, it has a niche for resetting neutral. The hitbox goes a bit beyond Bowser's model, giving it a minor disjoint; coupled with the large active frames this can be useful for Bowser. Its FAF is also decently low, being one of the safest moves Bowser has on whiff. It also has some KO potential if the opponent DIs poorly, KOing at 183% at the edge of Battlefield. However, the KO percentages go above 200% with good DI, making this less useful given the rest of Bowser's kit KOs relatively well.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Interruptible 	26
Animation length	30
Category:Bowser (SSBM)
Category:Neutral attacks (SSBM)
Bowser (SSBM)/Side special

==Overview==
 
==Hitboxes & Grabboxes==
===Grabboxes/Hitboxes===
|}
===Bite===
|}
===Forward throw===
|}
===Back throw===
|}
==Timing==
===Grab===
Hitboxes 	16-18
Grabboxes 	16-18
Animation length	59
|-
===Bite===
===Forward throw===
===Back throw===
Category:Bowser (SSBM)
Category:Side special moves (SSBM)
Bowser (SSBM)/Spot dodge

==Overview==
Bowser leans back on his right foot, becoming intangible for about ⅓ of a second. This move is rarely seen at all in Bowser's toolkit in competitive play, partially because Bowser has a far superior out of shield option in his , and partially because the move itself is bad; while it gives 21 intangibility frames (the second longest, only behind ), this is the move's only positive and not enough to outweigh its negatives. The main issue is its sluggishness: it has the most start-up of any spot dodge in the game at 3 frames, the 2nd-most end lag (only behind ), and the longest move length at slightly over ⅔ of a second.
The move's duration is so long that it loses to the median dash grab length of 39 frames, meaning it's possible for to attempt to dash grab Bowser, miss because of the spot dodge, and punish Bowser with Shine on reaction when the Fox player realizes the grab missed. However, it can be noted that this is only if both the grab and spot dodge are activated on the same frame; Bowser can tip the scales back in his favor by activating spot dodge earlier, thus minimizing the amount of frame advantage his opponent can get. It's also worth noting that this doesn't apply to tether grabs, which typically have far longer durations, both from standing and a dash.
==Timing==
Intangible 	4-24
Animation length	42
Category:Bowser (SSBM)
Category:Dodges (SSBM)
Bowser (SSBM)/Up aerial

==Overview==
 performs an upward-swinging headbutt. While extremely slow, up aerial is equally strong, KOing fighters very early. Due to the sheer damage of the attack, it has a lot of hitstun. Thanks to this and the average base knockback, it can also be used during combos to rack up damage on fast fallers such as at lower percentages. This often leads to three, possibly four hits when using platforms to extend. This is set up using Koopa Klaw's forward throw, or up tilt. Getting consistent L-cancels is crucial to the move's success, as the landing lag is extremely high otherwise, leading to a complete loss in combo utility and often a punish. The 3 active frames makes it a bit easier to land, though not by much. 
However, outside of the utility outlined, up aerial is severely encumbered by the lag. This makes the move very situational to land if not set up for properly, making Bowser's juggling game weak. This is compounded by his very slow jumpsquat. The move is also among the easiest to punish on whiff in the game due to its high endlag and landing lag, relying on an autocancel or good L-cancel to escape. If it misses, it could well be a loss of advantage state on its own, making it very high risk with only decent reward. Due to these flaws, Bowser's up aerial is considered to be among the worst in the game.
===Koopa Klaw forward throw ~ Up aerial===
The best way to set up for up aerial is to use it with Koopa Klaw. While it can work at any reasonable percentage on those it works on, it only works on some characters. marked with an asterisk(*) means that Bowser can use a double jump up aerial to hit the opponent if they try to jump out of it. Some players will try to get hit by the opponent's panic option so to not experience the endlag. The combo is very consistent against characters it does hit. 
Character	Does it work?
 	
 	
 	
 	*
 	
 	
 	
 	*
 	
 	*
 	
 	
 	*
 	
 	*
 	*
 	*
 	*
 	
 	
 	
 	
 	
 	
 	
 	
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Hitbox 	23-25
Ending autocancel 	40-
Interruptible 	45
Animation length 	47
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Bowser (SSBM)
Category:Up aerials (SSBM)
Bowser (SSBM)/Up smash

==Overview==
Bowser thrusts his shell upward from a jump and hits the opponent with his spikes. A powerful attack with a rather long-lasting hitbox. Bowser has a smaller hitbox inside his shell that does 17% damage, but it rarely connects due to the overlapping of the bigger hitbox. Bowser's himself is intangible the moment he jumps off the ground.
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Intangibility 	16-17
Clean hit 	16-21
Landing hit 	30
Interruptible 	53
Animation length	59
|-
==Trivia==
*Bowser's up smash is called "Shell Shock."
Category:Bowser (SSBM)
Category:Up smashes (SSBM)