Bowser (SSBU): Difference between revisions

I added the Flying Slam pivots in the grab game section because that felt like a more appropriate location.
(I added the Flying Slam pivots in the grab game section because that felt like a more appropriate location.)
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Attacks that have little KO potential still have utilities that make them useful. Neutral aerial does very high damage if all of its hits connect (albeit somewhat difficult to accomplish), being the second most damaging aerial in the game, and using it to land lets it combo into many things, most notably his [[up tilt]]. [[Fire Breath]] is Bowser's only projectile move, but it deals massive damage and shield stun. [[Whirling Fortress]] is Bowser's primary recovery move; while it has a low vertical distance, the horizontal distance gained is above average, and it has decent KO potential in the air. It is also Bowser's fastest attack on frame 6, and this combined with its multi-hit nature makes it an effective get-off-me and [[out of shield]] option. Even in areas where Bowser cannot KO, his moveset is overall very well-rounded and versatile.
Attacks that have little KO potential still have utilities that make them useful. Neutral aerial does very high damage if all of its hits connect (albeit somewhat difficult to accomplish), being the second most damaging aerial in the game, and using it to land lets it combo into many things, most notably his [[up tilt]]. [[Fire Breath]] is Bowser's only projectile move, but it deals massive damage and shield stun. [[Whirling Fortress]] is Bowser's primary recovery move; while it has a low vertical distance, the horizontal distance gained is above average, and it has decent KO potential in the air. It is also Bowser's fastest attack on frame 6, and this combined with its multi-hit nature makes it an effective get-off-me and [[out of shield]] option. Even in areas where Bowser cannot KO, his moveset is overall very well-rounded and versatile.


Bowser also has a noteworthy grab game. While his grabs are rather slow, they have among the longest reaches of any non-tether grab in the game. His forward and back throws are among the strongest in the game and are viable KOing options. Up throw, while not nearly as versatile as in ''Smash 4'', can at least be capable of setting up into 50/50 combos if the opponent's reaction is read. Lastly, down throw is one of the most damaging throws in the game and puts the opponent in an unfavorable position offstage, which allows Bowser to utilize his powerful kit.
Bowser also has a noteworthy grab game. While his grabs are rather slow, they have among the longest reaches of any non-tether grab in the game. His forward and back throws are among the strongest in the game and are viable KOing options. Up throw, while not nearly as versatile as in ''Smash 4'', can at least be capable of setting up into 50/50 combos if the opponent's reaction is read. His down throw is one of the most damaging throws in the game and puts the opponent in an unfavorable position offstage, which allows Bowser to utilize his powerful kit. Lastly, the aforementioned Flying Slam can be [[B-reverse]]d, allowing Bowser to bypass shields unexpectedly, even in midair.


Despite Bowser's many strengths, he has noticeable flaws. One of his biggest issues is his inability to effectively break out of combos; due to his massive weight, large frame, and fast falling speed, opponents can easily combo him if he makes one small mistake. Compounded with his overall below-average frame data, this makes him easy to punish if his attacks are whiffed, shielded, or dodged.
Despite Bowser's many strengths, he has noticeable flaws. One of his biggest issues is his inability to effectively break out of combos; due to his massive weight, large frame, and fast falling speed, opponents can easily combo him if he makes one small mistake. Compounded with his overall below-average frame data, this makes him easy to punish if his attacks are whiffed, shielded, or dodged.