nyuuzyou/wikis huggingface dataset:
Bow and Arrows

:For Link's neutral special move in Melee, Brawl, and Smash 4, see Hero's Bow. For Young Link's neutral special, see Fire Arrow.
Bow and Arrows (, Bow and Arrow) is 's neutral special move in Super Smash Bros. Ultimate.
==Overview==
Link stands in place and charges up an arrow, which can be fired by releasing the special button, making it function very similarly to the Hero's Bow, his neutral special from the previous two Smash games, and the Fire Bow. However, unlike those weapons, when the Traveler's Bow's arrows hit the ground, they linger, and can be picked up and thrown by Link or other characters as an item. Alternatively, Link can pick up the arrow and use his neutral special again to fire two arrows, in which case each of the two arrows deals 0.75x normal damage, adding up to 1.5x the normal damage.
==Instructional quotes==
==Origin==
Bows and arrows have been a staple of the Zelda series since the series' inception in 1986. The bow used in Ultimate is the , an early-game weapon in , whose stated purpose is to serve as a self-defense tool for travelers across Hyrule. While it has a limited damage output, it can be used to attack enemies from a distance. This weapon appears in promotional material for the game as a part of Link's armament. As in Smash, Link can replenish his stock of bow ammunition in Breath of the Wild by picking up already fired arrows from the ground. His ability in Smash to fire two arrows at once after picking up a stray arrow is similar to an attribute found on certain bows in Breath of the Wild, with specific models of bow being able to fire multiple arrows at once; the Duplex Bow, specifically, fires two arrows on the same trajectory, similar to Link's option in Ultimate.
==Gallery==
Link SSBU Skill Preview Neutral Special.png|Bow and Arrows as shown in the Move List in Ultimate.
==Names in other languages==
==Technical details==
*Link (SSBU)/Neutral special
Category:The Legend of Zelda universe
Category:Neutral special moves
Category:Projectiles
Category:Link
Category:Link (SSBU)
es:Arco y flechas
Bowser's Fury

Bowser's Fury was a Spirit Board event focused on spirits from the Bowser's Fury submode found in the Nintendo Switch version of . It ran from 6 a.m. on April 9, 2021 to 6 a.m. on April 14, 2021 (). During the event, defeating spirits on the Spirit Board which were part of the event awarded more than usual.
The spirits for this event were exclusive to it at the time. After July 13, 2021, these spirits became available in the Shop and on the Spirit Board like most other spirits.
==Description==
:Three new spirits from Super Mario 3D World + Bowser's Fury are raging onto the Spirit Board!
:Defeat them in battle to earn more gold than usual. Be sure to check them out!Event page
==Randomly appearing spirits==
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
1,471 	 	Super Mario Series	•Metal 	 	13,800 	Find Mii (Ω form) 	•Sudden Final Smash•Curry-Filled	•The enemy will suddenly have a Final Smash after a little while•The enemy breathes fire after a little while•The enemy is metal	 	
1,472 	 	Super Mario Series	•Giant (Moveset 2232, Cat Hat, Cat Suit)•	 	3,900 	Find Mii (Ω form) 	N/A 	•Defeat the main fighter to win•The enemy is giant 	 	
1,473 	 	Super Mario Series	•Tail Team 	 	1,900 	Delfino Plaza (Large Island)	•Item: Balls 	•The enemy has increased move speed and reduced weight•Defeat an army of fighters 	 	
==Names in other languages==
==References==
Bowser (SSB4)/Back aerial

==Overview==
Bowser performs a dropkick behind himself. It has decent speed, coming out on frame 9, along with moderate ending lag, and lacks a late hit unlike most back aerials of its kind, instead only lasting three frames. However, it is notable for the very high damage it deals, at a whopping 19%; it is the most damaging back aerial in the game without damage modifications, and the fourth most damaging aerial attack overall. The move is not lacking in power, either, as it possesses enough knockback to KO from the center of at around 100%, and it launches at a relatively low angle as well, making it a terrific edgeguarding tool and even better for KOs near edges. Lastly, it autocancels in a short hop, allowing Bowser to both use the move to good effect during an aerial approach, and to safely wear off shields with it, due to its high damage output and therefore significant shield pushback making it hard for opponents to punish in time if properly spaced.
The move's drawbacks are its rather short range (especially vertically), short hitbox duration, and extremely high landing lag at 40 frames, tied with his and 's down aerials as the aerial attack with the highest landing lag in the game. Due to these factors, the move often requires strict timing to be landed effectively without punishment, as unlike most aerials of its kind, it cannot be safely thrown off when transitioning to the ground. Nevertheless, the advantages of Bowser's back aerial generally offset its drawbacks, making it one of his most useful moves.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	9-11
Ending autocancel 	31-
Interruptibility 	45
Animation length 	50
|-
===Landing lag===
Animation length	40
Category:Bowser (SSB4)
Category:Back aerials (SSB4)
Bowser (SSB4)/Back throw

==Overview==
Bowser throws the opponent behind himself in a sideways motion. It is a relatively strong throw, dealing 12% damage with enough knockback scaling to KO near the edge of at around 135%, while also possessing high enough base knockback to force opponents offstage at any percentage. It has the exact same properties as his , though with the difference that it releases the opponent notably faster; this essentially makes Bowser's back throw tie with it as his strongest throw, and gives him two KO throws to work with, enabling him to reliably KO grabbed opponents at high percentages regardless of his position on the stage.
==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 (SSB4)
Category:Back throws (SSB4)
Bowser (SSB4)/Dash attack

==Overview==
Bowser leaps forward and performs a side kick. It has decent range, deals above average damage for a dash attack (at 12% when clean) and has very high base knockback, even more so than most other dash attacks. However, its knockback scaling is very low by contrast, such that it renders the move unable to KO under 200% with no DI or rage, although it can KO at around 130% with maximum rage. It also has somewhat slow startup, coming out on frame 11, coupled with high ending lag, making it unable to combo reliably despite its vertical launch angle, and even easier to punish on shield than the average dash attack. Due to these exploitable flaws, the move sees rare practical use overall, usually only as an emergency KO move when Bowser has maximum rage, as in any other case, Bowser's grabs, aerial attacks and even Flying Slam are more reliable approach options that can also rack up more damage and yield KOs earlier.
==Update history==
Bowser's dash attack was buffed in 1.1.4, dealing 2% more damage both when clean and late, which by extension drastically increased its knockback. However, as mentioned above, it still fails to KO middleweights effectively under 200% without rage, thus making the increase significant only at high rage levels.
 1.1.4
*
==Hitboxes==
|}
==Timing==
Clean hit 	11-14
Late hit 	15-20
Interruptible 	56
Animation length	60
Category:Bowser (SSB4)
Category:Dash attacks (SSB4)
Bowser (SSB4)/Down aerial

==Overview==
Bowser retracts into his shell, turns upside down, and propels himself downward. While the move mostly retains its animation from previous games, it has been largely overhauled in regard to its function; rather than a drill aerial, it is a stall-then-fall that meteor smashes opponents hit during the first 8 hit frames, out of the total of 33. However, the late hit also boasts extravagant power nonetheless, KOing middleweights reliably under 115% without rage and being the strongest non-meteor down aerial, along with 's down aerial, in terms of knockback. In both cases, the move deals 16% damage, and produces a hitbox upon landing that deals an additional 2% with very weak semi-spike knockback, although this hitbox only affects opponents on the ground. The move possesses a large hitbox, enabling its meteor smashing hitbox to effectively edgeguard opponents when near the edge.
However, Bowser's down aerial suffers from the typical problems of stall-then-falls: due to its very long duration (77 frames before it can be interrupted), it is a guaranteed self-destruct offstage unless Bowser uses it high enough from the ground, and even said circumvention can leave him vulnerable afterwards if the move misses. Another glaring weakness is its extremely high landing lag at 40 frames; it is tied with his and 's as the aerial attack with the highest landing lag in the game, which nearly guarantees the opponent will be able to punish it should they shield the move or simply avoid it altogether. Overall, Bowser's down aerial is a very high risk edgeguarding tool, and usually only sees use when near the edge at a position where Bowser can land onstage while still meteor smashing the opponent into the bottom blast line.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-13
Limbs intangibility	14-60
Clean hit 	17-24
Late hit 	25-49
Ending autocancel 	70-
Interruptible 	78
Animation length 	79
|Hitboxes 
|-
|Limbs 
|-
|Autocancel 
===Landing lag===
Limbs intangibility	1-15
Hitboxes 	1-3
Animation length 	40
|Hitboxes 
|-
|Limbs 
Category:Bowser (SSB4)
Category:Down aerials (SSB4)
Bowser (SSB4)/Down smash

==Overview==
Bowser retreats into his shell and spins around, hitting opponents up to seven times with his spikes. It has decent startup (frame 10), deals 16% total damage and all hits cover both of Bowser's sides, making it useful for getting many opponents off him at a time or catching rolls. It also possesses decent power, KOing near the edge at around 95% uncharged. However, the move bears a noticeable weakness in its ending lag (40 frames), and small characters can potentially escape out of the move at high percentages with SDI due to only the first hit having set knockback. This property also makes its KO ability inconsistent, as the opponent might be dragged behind Bowser before the last hit and thus be launched in the opposite direction, and the move is significantly easier to survive in said situation, not KOing until around 140% from center stage. Moreover, Whirling Fortress is usually favored as an anti-pressure option due to coming out faster (on frame 6), being usable both out of a dash and out of shield, and allowing Bowser to move horizontally, while he has safer and more consistent finishers in his aerial attacks (especially when comboed into from an ) and Flying Slam. Due to this, Bowser's down smash is more of a situational move.
==Update history==
Bowser's down smash has only been altered in patch 1.1.0, which made the last hit's launch angle more horizontal. This change is neither a significant improvement nor a significant hindrance; it allows the move to KO earlier near edges, but makes its KO ability less consistent elsewere on the stage.
 1.1.0
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Limbs intangibility	11-47
Hit 1 	10
Hits 2-6 	14-15, 17-18, 20-21, 23-24, 26-27
Hit 7 	31
Interruptible 	72
Animation length 	78
|Hitboxes 
|-
|Limbs 
Category:Bowser (SSB4)
Category:Down smashes (SSB4)
Bowser (SSB4)/Down special/Default

==Overview==
 prepares to jump up-right and does a sitting position with hands in above head level and starts moving down fast. Has normal knockback. The hitbox area is large enough to hit opponents in him.
==Hitboxes==
===Ground===
|}
|}
===Air===
|}
Category:Bowser (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Bowser (SSB4)/Down throw

==Overview==
Bowser places the opponent on the ground and crushes them with a belly flop. Although it deals an impressive 12% damage with high base knockback, it possesses too high ending lag to be followed up, unlike most other down throws, while its knockback scaling is also too low for it to KO reliably, requiring the opponent to be at over 190% for it to reliably near the edge even with maximum rage. Bowser's other throws also outperform it in damage racking, as his and deal the same amount of damage with better KO ability, while his allows him to rack up significantly more damage out of a combo. Lastly, it has a long duration of nearly one second before the opponent is released, giving them more than enough time to react with proper DI. As a result of this, Bowser's down throw is often perceived as useless, due to its lack of utility over his other throws. In doubles play, however, it sees some use as a potential edgeguarding and KO option against bystanders, as its hitbox before releasing the grabbed opponent is significantly stronger than the throw itself and launches at a perfectly horizontal semi-spike angle, making it difficult for them to survive near the edge at high percentages.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincible 	1-18
Hitbox 	45-46
Throw 	56
Animation length	84
Interruptible 	85
|-
Category:Bowser (SSB4)
Category:Down throws (SSB4)
Bowser (SSB4)/Down tilt

==Overview==
Bowser lays in a prone position and throws two alternating hooks forward. Like in its previous appearances, this move functions uniquely from other down tilts in that it hits twice, but the two hits are not meant to connect into each other except at very low percentages. Should both hits connect, this move deals a whopping 25% total damage, being the most damaging down tilt in the game by a large margin. Even the first hit alone is tied with the 's down tilt for the highest base damage out of all down tilts in the game, dealing 14%. This additionally makes the move dangerous to shield at close range, as the first hit deals enough shieldstun for the second to connect before the opponent is able to act out of the shield, thus heavily damaging it. Furthermore, both hits have low base knockback and can cause tripping at very low percentages, especially the second, enabling them to set up combos and tech-chasing scenarios, while at high percentages, they are able to KO reliably at around 130% and 175% (respectively) from the center of . Finally, like most of Bowser's ground attacks, the move renders Bowser's respective arms intangible during the frames their hitboxes are active. As such, it is one of the most versatile down tilts in the game thanks to its multiple functions. However, Bowser's down tilt does have its weaknesses, as it possesses rather slow startup and interruptibility for a down tilt, leaving it still fairly punishable.
==Hitboxes==
|}
==Timing==
Hit 1 	10-12
Right arm intangible	10-12
Hit 2 	20-22
Left arm intangible 	20-22
Animation length 	45
|Hitboxes 
|-
|Arm 
Category:Bowser (SSB4)
Category:Down tilts (SSB4)
Bowser (SSB4)/Forward aerial

==Overview==
Bowser slashes forward with his claws. The move is one of Bowser's best spacing options, and although not safe on shield, will auto-cancel upon using a short hop, making the aerial generally safe to throw out if faded out. The move quickly covers the area in front of him, and as aforementioned before, can auto-cancel. Along with this, his forward aerial can KO at higher percents, and with its long range, makes it practical for edgeguarding an opponent.
His forward aerial can combo out of an up throw, or can chain into itself if the opponent's defensive options are accessed correctly. As it starts from above Bowser, it can be used to stuff higher approaches, and as it also has a backwards hitbox, it can catch some opponent's off-guard with their DI or can possibly combo into Bowser's powerful back aerial.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitboxes 	11-14
Ending autocancel 	31-
Interruptibility 	42
Animation length 	53
|-
===Landing lag===
Animation length	24
Category:Bowser (SSB4)
Category:Forward aerials (SSB4)
Bowser (SSB4)/Forward smash

==Overview==
Bowser performs a leaping dropkick forward. It is the second strongest forward smash in the game, behind 's, while being nearly twice as fast. The attack possesses a clean hit and late hit, and both subsequently have a sweetspot and sourspot; the former is closer to Bowser's legs. At full charge, when hit clean and sweetspotted, it has enough power to KO any character at 35% from the middle of ; this is popularly seen as a punish option on opponents that have had their shield broken by Bowser Bomb. When spaced properly, it can even hit opponents hanging on a ledge or lingering just below it.
As with the majority of smash attacks, however, Bowser's forward smash has slow startup with high ending lag, which limits its otherwise outstanding KO ability, as it can be easily predicted and punished if thrown off carelessly. The player also has to space the attack carefully in order to take full advantage of it, as Bowser must be close enough to the opponent in order to land it sweetspotted and clean.
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Leg invincibility	20-25
Clean hit 	22-23
Late hit 	24-27
Interruptible 	70
Animation length 	77
|-
Category:Bowser (SSB4)
Category:Forward smashes (SSB4)
Bowser (SSB4)/Forward throw

==Overview==
Bowser places the opponent in between his horns, rears his head back, then whips it forward to launch the opponent. It is Bowser's strongest throw alongside his , dealing a hefty 12% damage with high knockback overall. It is notorious for being the strongest forward throw in the game, with and 's s barely tying with it; at the edge, it can KO reliably at around 135% without rage and around 102% with maximum rage. As such, Bowser's forward throw is useful for securing a KO out of a grab at percentages where followups from his no longer work. However, the throw is not completely infallible, as it requires significantly more damage to KO reliably if not at the edge (around 190% without rage if at center stage), and it has a somewhat long duration (depending on the victim's weight) giving the opponent time to DI to their advantage, although even if it does not KO, it can rack up high damage and simultaneously set up an edgeguard.
Bowser's has exactly the same properties as his forward throw, except it releases opponents faster and in the opposite direction.
==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 (SSB4)
Category:Forward throws (SSB4)
Bowser (SSB4)/Forward tilt

Bowser forward tilt hitbox visualization	Bowser forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
Bowser swings his fist forward. The move is slow, but can stuff out an opponent's approach and can KO at higher percents. However, due to it's slow startup and being unsafe on shield because of its end lag, the move is overshadowed by other moves such as his down tilt and jab, which are all more safe on shield and have greater versatility to kill and rack up damage or lead into his other followups like his deadly grab respectively. 
The move can be linked from a single hit jab as a mixup, or from as a combo extension from Bowser's other moves, such as his forward aerial. It can also be used to soft punish tech options or to two frame a ledge grab. 
==Hitboxes==
This move can be angled up, forward, or down, but all three angles have the same properties.
|}
==Timing==
Hitboxes 	10-14
Arm intangible 	10-14
Interruptible 	38
Animation length	49
|Hitboxes 
|-
|Arm 
Category:Bowser (SSB4)
Category:Forward tilts (SSB4)
Bowser (SSB4)/Grab

==Overview==
Bowser uses a single arm to grab the opponent. His grab has great range for a non-tether grab, although it is on the slower side, coming out at frame 9 at earliest. Infamously, his pivot grab provides absurd range, giving him the ability to catch landings effectively, and combined with up throw for combos and forward/back throw for killing, Bowser's grab cements itself as a prime part of his gameplay.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	9-10
Interruptible 	39
Animation length	55
===Dash grab===
Grab 	10-11
Interruptible 	48
Animation length	55
===Pivot grab===
Grab 	11-12
Interruptible 	46
Animation length	60
Category:Bowser (SSB4)
Category:Grabs (SSB4)
Bowser (SSB4)/Hitboxes

Click on moves for more details
==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial landing 	 	
Neutral special 	Fire Breath 	(unavailable)
Side special 	Flying Slam 	
Side special (aerial) 	Flying Slam 	
Side special (collateral) 	Flying Slam 	
Up special 	Whirling Fortress	
Up special (aerial) 	Whirling Fortress	
Down special (ground) 	Bowser Bomb 	
Down special (falling) 	Bowser Bomb 	
Down special (landing) 	Bowser Bomb 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Bowser (SSB4)
Category:Hitboxes (SSB4)
Bowser (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Bowser (SSB4)/Neutral attack/Hit 1
*Bowser (SSB4)/Neutral attack/Hit 2
As for the overall usage of the move, Bowser punches twice. The move is quick and is safe on shield due to its high speed and its second hit having the ability to be canceled. It is one of Bowser's main neutral spacing options as it can stuff an opponent's approach and can be used as a mixup into his grab, which leads into a plethora of setups for Bowser such as his neutral air or forward air to rack up damage, and his up air and back air, which can KO at consistent percents. Along with setting up into grab, the move can lead into a forward tilt or a down tilt for quick damage or a KO setup. Besides its large versatility, the move can also KO at higher percents and makes it a safe option when trying to take a stock or pressure an opponent, and due to the move speeds and quick pressure, it can condition opponents to hold shield or to attempt to jump over Bowser, leading to more mixups.
Category:Bowser (SSB4)
Category:Neutral attacks (SSB4)
Bowser (SSB4)/Neutral attack/Hit 1

:For an overview of the overall natural combo, see here.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Arm intangible 	7-9
Earliest continuable frame	11
Interruptible 	21
Animation length 	30
|Hitboxes 
|-
|Arm 
Category:Bowser (SSB4)
Category:Neutral attacks (SSB4)
Bowser (SSB4)/Neutral attack/Hit 2

:For an overview of the overall natural combo, see here.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Arm intangible 	9-11
Interruptible 	26
Animation length	32
|Hitboxes 
|-
|Arm 
Category:Bowser (SSB4)
Category:Neutral attacks (SSB4)