Editing Bowser (SSBB)

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|game=SSBB
|game=SSBB
|neutralcount=2
|neutralcount=2
|neutralname=Left Scratch ({{ja|左ひっかき|Hidari Hikkaki}}) / Right Scratch ({{ja|右ひっかき|Migi Hikkaki}})
|neutralname= 
|neutral1dmg=5%
|neutral1dmg=5%
|neutral2dmg=5%
|neutral2dmg=5%
|neutraldesc=Two quick claw swipes. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. It has respectable jab cancelling potential, with the first hit linking into a forward tilt if the opponent does not air dodge. Decent knockback but lacks KO power.
|neutraldesc=Two quick claw swipes. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. It has respectable jab cancelling potential, with the first hit linking into a forward tilt if the opponent does not air dodge. Decent knockback but lacks KO power.
|ftiltname=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}})
|ftiltname= 
|ftiltdmg=11%
|ftiltdmg=11%
|ftiltdesc=Does a backhanded punch while leaning his body forward. Can be aimed up or down. Has decent KO potential, and it can KO at 154% when angled up from the center of Final Destination. If angled down, has a decent chance of tripping. Bowser's lower arm is intangible while the hitboxes are out. However, it has poor frame data to compensate for it's strengths. The attack is based on the second hit of his [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Drill Claw|Drill Claw]] attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|ftiltdesc=Does a backhanded punch while leaning his body forward. Can be aimed up or down. Has decent KO potential, and it can KO at 154% when angled up from the center of Final Destination. If angled down, has a decent chance of tripping. Bowser's lower arm is intangible while the hitboxes are out. However, it has poor frame data to compensate for it's strengths. The attack is based on the second hit of his [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Drill Claw|Drill Claw]] attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|utiltname=Ceiling Scratch ({{ja|天井ひっかき|Tenjō Hikkaki}})
|utiltname= 
|utiltdmg=12%
|utiltdmg=12%
|utiltdesc=Swats the air above him. A decent juggling move but has high ending lag. This is also a very powerful KO move and can KO at 109% despite its surprising speed. Like his forward tilt, Bowser's lower arm cannot be hit while the hitboxes are out.
|utiltdesc=Swats the air above him. A decent juggling move but has high ending lag. This is also a very powerful KO move and can KO at 109% despite its surprising speed. Like his forward tilt, Bowser's lower arm cannot be hit while the hitboxes are out.
|dtiltname=Mish-Mash Scratch ({{ja|よせあつめひっかき|Yose Atsume Hikkaki}})
|dtiltname= 
|dtiltdmg=14% (hit 1), 11% (hit 2)
|dtiltdmg=14% (hit 1), 11% (hit 2)
|dtiltdesc=Claw swipes while crouched. Does two hits; unlike most multi-hit moves, the first hit is the stronger one. High knockback for its kind with speed make this another speedy KO move, KOing at 89% at the ledge, or 123% from the center of Final Destination. Like his neutral combo, the active arm cannot be hit.
|dtiltdesc=Claw swipes while crouched. Does two hits; unlike most multi-hit moves, the first hit is the stronger one. High knockback for its kind with speed make this another speedy KO move, KOing at 89% at the ledge, or 123% from the center of Final Destination. Like his neutral combo, the active arm cannot be hit.
|dashname=Convoy Tackle ({{ja|コンボイタックル|Conboi Takkuru}})
|dashname= 
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=A running headbutt. Has good vertical knockback, though it cannot KO until past 200%. This move's high ending lag makes it easily [[punish]]able if whiffed.
|dashdesc=A running headbutt. Has good vertical knockback, though it cannot KO until past 200%. This move's high ending lag makes it easily [[punish]]able if whiffed.
|fsmashname=Bull Head ({{ja|ブルヘッド|Buru Heddo}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|10}} (hit 1), {{ChargedSmashDmgSSBB|23}}/{{ChargedSmashDmgSSBB|21}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBB|10}} (hit 1), {{ChargedSmashDmgSSBB|23}}/{{ChargedSmashDmgSSBB|21}} (hit 2)
|fsmashdesc=Rears back and then performs a very strong headbutt. This is the most damaging forward smash in the game. If used correctly, the second hit can prevent shield grabbing. Uncharged it KOs at 53% at the ledge and 81% from the center of {{SSBB|Final Destination}} if both hits connect, while fully charged it's extremely powerful, KOing at just 17% at the ledge, and 38% from the center.
|fsmashdesc=Rears back and then performs a very strong headbutt. This is the most damaging forward smash in the game. If used correctly, the second hit can prevent shield grabbing. Uncharged it KOs at 53% at the ledge and 81% from the center of {{SSBB|Final Destination}} if both hits connect, while fully charged it's extremely powerful, KOing at just 17% at the ledge, and 38% from the center.
|usmashname=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBB|20}}/{{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|10}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBB|20}}/{{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|10}} (hit 2)
|usmashdesc=Hunkers down on all fours and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback (one of the strongest up smashes in the game), KOing at 100% when uncharged and 62% when fully charged.
|usmashdesc=Hunkers down on all fours and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback (one of the strongest up smashes in the game), KOing at 100% when uncharged and 62% when fully charged.
|dsmashname=Buzzsaw ({{ja|バズソー|Bazusō}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-6), {{ChargedSmashDmgSSBB|9}} (hit 7)
|dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-6), {{ChargedSmashDmgSSBB|9}} (hit 7)
|dsmashdesc=Retracts into his shell and spins around. Multi-hit attack that does up to seven hits. Very high knockback, but it is possible to SDI upwards to jump out of the move. KOs at 100% when uncharged and 61% when fully charged.
|dsmashdesc=Retracts into his shell and spins around. Multi-hit attack that does up to seven hits. Very high knockback, but it is possible to SDI upwards to jump out of the move. KOs at 100% when uncharged and 61% when fully charged.
|nairname=Gyroscope ({{ja|ジャイロスコープ|Jairosukōpu}})
|nairname= 
|nairdmg=13% (clean), 9% (late)
|nairdmg=13% (clean), 9% (late)
|nairdesc=Spins around inside his shell. It has low knockback, not KOing until around 165%.
|nairdesc=Spins around inside his shell. It has low knockback, not KOing until around 165%.
|fairname=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}})
|fairname= 
|fairdmg=13% (hand), 12% (arm), 11% (shoulder)
|fairdmg=13% (hand), 12% (arm), 11% (shoulder)
|fairdesc=A quick slash forwards. Decent knockback with surprising speed, and when sweetspotted can KO at 105% from the ledge, and at 150% from the center of Final Destination.
|fairdesc=A quick slash forwards. Decent knockback with surprising speed, and when sweetspotted can KO at 105% from the ledge, and at 150% from the center of Final Destination.
|bairname=Spike Bomber ({{ja|スパイクボンバー|Supaiku Bonbā}})
|bairname= 
|bairdmg=15% (clean), 7% (late)
|bairdmg=15% (clean), 7% (late)
|bairdesc=Thrusts out his shell behind him, dealing massive damage and above average knockback, which can KO at 98% at the ledge, or at 136%. Low startup, but high ending lag and landing lag if not auto-cancelled.
|bairdesc=Thrusts out his shell behind him, dealing massive damage and above average knockback, which can KO at 98% at the ledge, or at 136%. Low startup, but high ending lag and landing lag if not auto-cancelled.
|uairname=Heading ({{ja|ヘディング|Hedingu}})
|uairname= 
|uairdmg=17%
|uairdmg=17%
|uairdesc=Swings his head upward. Has noticeable startup, but its very high damage and knockback make it one of the strongest up aerials in the game (2nd strongest up air in the game), and can KO Mario at 92% from the ground. It is hindered, however, by its high startup and low hitbox duration.
|uairdesc=Swings his head upward. Has noticeable startup, but its very high damage and knockback make it one of the strongest up aerials in the game (2nd strongest up air in the game), and can KO Mario at 92% from the ground. It is hindered, however, by its high startup and low hitbox duration.
|dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}})
|dairname= 
|dairdmg=3% (hits 1-9), 2% (landing)
|dairdmg=3% (hits 1-9), 2% (landing)
|dairdesc=Retracts into his shell and spins himself into the ground. Limited shockwave if it hits the ground. The last hit can meteor smash, but it's weak and not recommended overall. Often used for [[SHFF]]s, due to its high overall damage output and extra hit upon landing.
|dairdesc=Retracts into his shell and spins himself into the ground. Limited shockwave if it hits the ground. The last hit can meteor smash, but it's weak and not recommended overall. Often used for [[SHFF]]s, due to its high overall damage output and extra hit upon landing.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=
|grabdesc=
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Hits foe with his head. Very slow pummel.
|pummeldesc=Hits foe with his head. Very slow pummel.
|fthrowname=Slingshot ({{ja|スリングショット|Suringushotto}})
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Launches foe forward using his head. Decent knockback, but will rarely KO, not doing so until 187% at the ledge.
|fthrowdesc=Launches foe forward using his head. Decent knockback, but will rarely KO, not doing so until 187% at the ledge.
|bthrowname=Back Throw ({{ja|バックスルー|Bakku Surū}})
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Almost identical to Bowser's forward throw, but has a faster execution, and the altered animation causes it to throw opponents from further out, allowing it to KO earlier at 177% from the ledge.
|bthrowdesc=Almost identical to Bowser's forward throw, but has a faster execution, and the altered animation causes it to throw opponents from further out, allowing it to KO earlier at 177% from the ledge.
|uthrowname=Fresh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}})
|uthrowname= 
|uthrowdmg=1% (hits 1-8), 2% (throw)
|uthrowdmg=1% (hits 1-8), 2% (throw)
|uthrowdesc=Tosses foe upwards, retreats into his shell, and spins, damaging the foe with his spikes. Damage also applies to bystanders. Deals decent damage overall, but the throw always deals set knockback, making it incapable of scoring KOs by itself.
|uthrowdesc=Tosses foe upwards, retreats into his shell, and spins, damaging the foe with his spikes. Damage also applies to bystanders. Deals decent damage overall, but the throw always deals set knockback, making it incapable of scoring KOs by itself.
|dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}})
|dthrowname= 
|dthrowdmg=12% (hit 1), 0% (throw)
|dthrowdmg=12% (hit 1), 0% (throw)
|dthrowdesc=Sets opponent on floor, then flings himself forward, performing a body slam on his opponent. The full damage of the attack is also applied to bystanders, but it doesn't deal much knockback at low damage percentages. The throw doesn't deal any damage, and its knockback isn't strong enough to KO, even at 999% damage, unless the grabbed fighter is tiny-sized and near a stage ledge.
|dthrowdesc=Sets opponent on floor, then flings himself forward, performing a body slam on his opponent. The full damage of the attack is also applied to bystanders, but it doesn't deal much knockback at low damage percentages. The throw doesn't deal any damage, and its knockback isn't strong enough to KO, even at 999% damage, unless the grabbed fighter is tiny-sized and near a stage ledge.

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