Bowser Jr

Menu
character-image

Ground Attacks

Jab 1
4
19
--
Transitions to jab 2 as early as frame 7
2.0
7
3
--
-12
Jab 2
4
29
--
Transitions to rapid jab as early as frame 7
2.0
5
3
--
-22
Rapid Jab
4/7/10...
--
--
--
0.5
4
5
--
--
Rapid Jab Finisher
7
43
--
--
3.0
10
4
--
-32
Forward Tilt
7
31
--
--
6.0/8.0
6/7
6/8
Close/Far
-18/-16
Up Tilt
7
32
--
--
6.0
7
6
--
-19
Down Tilt
4/12/23
40
--
--
2.0/6.0
4/7
3/6
Multi/Final
-11
Dash Attack
8/11/14/17/20/25
47
--
--
1.8/4.0
4/8
3/5
Multi/Final
-17
Forward Smash
18/21/24/27/30/35
55
--
Charge hold is frame 5
1.0/11.0
4/13
2/8
Multi/Final
-12
Up Smash
7/9/12/15/18/22
53
--
Charge hold is frame 4
1.0/1.3/6.0
4/4/11
-/2/5
First/multi/final
-26
Down Smash
15
59
--
Charge hold is frame 2
18.0
14
12
--
-32

Aerial Attacks

Neutral Air
7
43
9
Autocancels on frame 1-6 and 42 onward
6.5/5.5/3.5/8.0/7.0/5.0
6/6/5/7/7/6
3/3/2/4/3/3
close early/late/later/far early/late/later
-6/-7/-7/-5/-6/-6
Forward Air
10
43
16
Landing hit on frame 2. Autocancels on frame 1-2 and 34 onward
11.0/7.0/2.0
8/7/9
4/3/3
Early/late/landing
-11
Back Air
12
45
14
Autocancels on frame 1-11 and 30 onward
14.0/8.0
10/7
5/4
Far/close
-9/-10
Up Air
6
25
9
Autocancels on frame 16 onward
10.0
8
4
--
-5
Down Air
15/18/21/24/27/30/33/36/39
56
15
Landing hit on frame 1. Autocancels on frame 55 onward
1.5/2.5/2.0
4/10/9
2/2/3
multi/final/landing
-11

Special Attacks

Neutral B (Clown Cannon)
37-97
72-132
--
"late" hitbox is when the cannonball starts losing altitude
10.0—20.0/7.0—14.0
8—12/7—10
4–6/3—5
Early/Late
-23 to -17
Side B (Clown Kart Dash)
23
--
--
Damage based heavy armor begins on frame 20. Kart Jump can be cancelled into any attack on any frame but is otherwise a 33 frame animation. Damage depends on travel speed
4.0—7.3
7—8
5—7
--
--
Clown Kart Dash (spinout)
3
58
--
Damage also depends on travel speed
16.3—10.0
11—8
15—10
Early—Latest
-40
Up B (Abandon Ship)
21/56
--
26
Earliest you can hammer or dodge is on frame 26
5.0/13.0
6/9
3/5
--
--
Abandon Ship (Hammer)
8/13
39
37
--
5.0/13.0
6/9
3/5
--
--
Down B (Mechakoopa)
--
67
--
Mechakoopa activates on frame 48. Explodes 28 frames after latching. Deactivates when contacting a shield
4.0
2
--
--
--

Grabs / Throws

Grab
11
40
--
--
--
Dash Grab
14
48
--
--
--
Pivot Grab
15
43
--
--
--
Pummel
1
19
--
Total frames include 14 frames of hitlag
1.3
Forward Throw
14/16
34
--
--
3.0/7.0
Backward Throw
24
61
--
--
11.0
Up Throw
18
37
--
--
7.0
Down Throw
16/21/26/31/36/41/46/50
77
--
--
1.2/4.0

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
48
10
Invulnerable on frame 3-30
Abandon Ship Air Dodge
33
33
Invulnerable on frame 3-30
Air Dodge, Down
67
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
77
11-19
Invulnerable on frame 3-21
Air Dodge, Left/Right
82
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
93
11-19
Invulnerable on frame 3-21
Air Dodge, Up
108
11-19
Invulnerable on frame 3-21

Misc Info

Weight — 108
Gravity — 0.092
Walk Speed — 0.924
Run Speed — 1.566
Initial Dash — 1.76
Air Speed — 1.134
Total Air Acceleration — 0.08
Fall Speed / Fast Fall Speed — 1.65 / 2.64
Out of Shield, Up Smash — 7 frames
Out of Shield, Up Air — 9 frames
Out of Shield, Neutral Air — 10 frames
Shield Grab (Grab, post-Shieldstun) — 15 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)