Editing Bowser (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Bowser
|name         = Bowser
|image = {{tabber|title1=Bowser (PM)|content1=[[File:Bowser SSBB.jpg|250x250px]]|title2=Bowser (P+)|content2=[[File:PPlus Bowser.png|250x250px]]|title3=Dry Bowser (PM)|content3=[[File:PMBowserAlt.png|250x250px]]}}
|image       = [[Image:Bowser SSBB.jpg|250px]]
|symbol = BowserSymbol
|mod         = Project M
|filetype = png
|base         = ssbb
|mod = Project M
|altcostume   = {{s|supermariowiki|Dry Bowser}}
|base = SSBB
|moveset1     = Bowser (SSBM)
|altcostume = {{s|mariowiki|Dry Bowser}}
|moveset2     = Bowser (SSBB)
|moveset1 = Bowser (SSBM)
|tier        = Mid
|moveset2 = Bowser (SSBB)
|ranking      = 27
}}
}}
Hailing from the {{uv|Mario}} universe, '''Bowser''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. His moveset in ''Project M'' comes from a combination of his ''Brawl'' and ''Melee'' movesets, though with heavy buffs.  
Hailing from the ''{{uv|Mario}}'' universe, '''Bowser''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. His moveset in ''Project M'' comes from a combination of his ''Brawl'' and ''Melee'' movesets, though with heavy buffs. <!--tier position paragraph-->
 
Bowser is currently ranked 41st out of 41 characters on the [[Project M#Tier list|official]] [[tier list]], ranking himself as the worst character on the tier list, the same ''Melee'' placement ranking 26th out of 26 characters and a somewhat larger drop from his ''Brawl'' placement of 33rd out of 38. In the official [[Project+]] tier list, he places higher, ranking 32nd out of 42 characters.


==Attributes==
==Attributes==
In ''Project M'', Bowser keeps most of his characteristics from ''Brawl'' and ''Melee''. He is both the largest and heaviest character, but still has a somewhat high dash speed for his size, and his powerful attacks are offset somewhat by lag or awkward animations. His only recovery move, Whirling Fortress, maintains its strong horizontal capabilities while still being weak vertically. However, in ''Project M'', Bowser's offense has been greatly buffed, giving him better damage, [[armor]], additional shield damage, and less lag on many of his moves, making him excellent at dealing burst damage and, consequently, a terrifyingly dangerous force when he's in control of the match. Bowser's armor mechanic allows him to absorb the knockback and flinch effects from attacks of various strengths while performing certain moves, as well as during his dash, crouch, and crawl. As a result, Bowser can nullify what would otherwise be a potentially combo starting move, or simply plow straight through an attack intended to stop Bowser from advancing. Additionally, the damage buffs on his attacks now allow Bowser to outprioritize stronger attacks if his armored moves aren't appropriate. Even though he is a slower character, Bowser has high speed in some areas: besides his above-average [[dash]]ing speed, [[Bowser Bomb]] can be cancelled before Bowser reaches its peak, allowing for quick follow-ups into the air that are impossible to achieve with his normal jumps.
[[Image:PMBowserAlt.png|thumb|Bowser's alternate costume.]]


The keystone of Bowser's combo potential is Koopa Klaw, which returns from ''Melee'' with some reworking. Instead of providing Bowser with a pummel, Koopa Klaw is now purely a grab, and now gives Bowser a down-throw option which spikes when used in the air while knocking grounded foes down, setting up a highly advantageous tech-chase. Bowser can use his down-smash or the quake hitbox on his up-smash to hit foes attempting to roll into him; the latter can keep foes close for another Koopa Klaw. Foes attempting to get up in place can easily be hit with a forward-smash, and its lingering hitbox and armor can easily circumvent the invincibility and weak hitboxes on get-up attacks. Meanwhile, foes who roll away from Bowser can be chased down thanks to his surprisingly high dash speed, which can outpace all but the quickest and farthest rolls. The versatility and numerous setups Bowser has off of this tech-chasing option, combined with his armor, shield-damaging capabilities, and highly damaging attacks, allow Bowser to easily dominate opponents who attempt to play defensively in close quarters with him. The forward- and back-throws off of Koopa Klaw, while nowhere near as useful as the down-throw, can set up an edgeguard when used from the ground, and at low percentages, lead well into all of his aerials. While Bowser's ordinary jump is often too slow to serve this purpose, using a cancelled Bowser Bomb can let Bowser quickly chase foes into the air at low heights.  
Bowser in ''Project M'' is the classic super heavy weight fighter. His moves are generally slow but hit incredibly hard. He is the largest and heaviest character of the cast, and has widely spread [[armor]] on many of his moves. Bowser's armor mechanic allows him to absorb the knockback and flinch effects from weak to medium attacks while performing certain moves. This can be used defensively to nullify what would otherwise be a potentially combo starting move, and it can be used offensively to plow straight through an attack intended to stop Bowser from advancing. Even though he is a slower character, Bowser has surprising speed in some areas. He has an above average [[dash]]ing speed, and Bowser Bomb can be jump canceled, giving Bowser what has been dubbed a super-jump. It allows for terrifyingly quick follow-ups into the air for a finisher with moves like his up or forward air, or Koopa Klaw, which has returned from ''Melee'' with more power. Whirling Fortress maintains its previous range and power, its viability as an [[out of shield]] option, and its ability to [[fortress hog]].  


Bowser has other setups at his disposal. Whirling Fortress remains a stellar out-of-shield option that can let him get the upper hand out of a defensive situation, and its first hit has lower knockback to keep damaged foes close enough for a combo. Fire Breath keeps its buffs from ''Brawl'' and remains a great tool for trapping foes too far away for melee attacks. It also now has a bite hitbox in its ending animation, punishing foes who attempt to DI close to him to punish the ending lag. Bowser Bomb is now a much safer move; in addition to its new cancelling capabilities, it is more damaging, it is armored (especially during its descent), and upon landing, it produces a shockwave that serves the same purpose as Fire Breath's bite, making the move harder to punish from the ground. The shockwave can lead into most aerials, an up-tilt, or a down- or up-smash.
However, Bowser's high gravity, large size, and heavyweight make him susceptible to being [[combo]]ed, hit with [[projectiles]], and just being hit in general. Despite his speed in some areas (getting to the edge, getting into the air for a follow up) he remains very easy to out-maneuver, as he has poor aerial speed and his long jumping animation gives him a very slow [[wavedash]]. While it is difficult to send Bowser far due to his extreme weight, it is fairly easy to send him off the bottom of a stage or [[gimp]] him, as he suffers from an extremely predictable [[recovery]] that does not cover much vertical distance.
 
However, Bowser's high gravity, large size (almost double that of his ''Brawl'' counterpart), and high weight make him susceptible to attacks and [[combo]]s. Despite his speed in some aspects, he remains easy to out-maneuver, as he has relatively poor air speed. In addition, Bowser possesses one of the longest jump squats of the cast, leaving him with one of the slowest wavedashes in the game, though not the shortest. While it is difficult to send Bowser far due to his weight and moves with [[armor]] frames, it is fairly easy to send him off the bottom of a stage or [[gimp]] him, as he suffers from a predictable [[recovery]] that does not cover much vertical distance.
 
With his new buffs alongside his old weaknesses, Bowser is played best when used offensively enough to get in close range to opponents, but defensively enough to punish a foe instead of trying to start a combo himself. Bowser's new offensive tools can allow him to get KOs more easily than ever off of an opponent's mistakes, but his increased size and poor recovery necessitate that the player keep from making mistakes themselves.


==Changes from ''Melee'' to PM==
==Changes from ''Melee'' to PM==
Likely as result of his poor competitive dominance in the previous games, Bowser has been heavily buffed in the transition to ''Project M''. Many of his attacks are both quicker and more powerful. He has received widespread armor of varying levels depending on the move, and in addition some of his favorable traits from ''Melee'' such as the [[Koopa Klaw]] and [[Fortress Hogging]] return.
As Bowser was bottom tier in his former iterations, he was heavily buffed overall from ''Melee'' to ''Project M'', being much stronger than in ''Brawl'' (which buffed Bowser from ''Melee'', but not enough to significantly raise his tier position). In addition to being overall much more powerful, Bowser received widespread [[launch resistance]] of varying levels depending on the move, and favorable traits from ''Melee'' such as the [[Koopa Klaw]] and [[Fortress Hogging]] return.
 
While his tournament viability is only moderate, his results are better than ever before.  


===Aesthetics===
===Aesthetics===
*{{change|Bowser now roars during his on-screen appearance.}}
*{{change|Bowser now emits a roar during his on-screen appearance.}}
*{{change|Bowser's third idle pose from ''Brawl'' now replaces his down [[taunt]], and he additionally emits a roar from his ''Super Mario 64'' incarnation, which is also his [[Wii Remote]] [[Wii Remote selection sound|selection sound]] in ''Brawl''. Giga Bowser also has this taunt, but instead uses his own roar.}}
*{{change|Bowser's third idle pose from ''Brawl'' now replaces his down [[taunt]], and he additionally emits a roar from his ''Super Mario 64'' incarnation, which is also the Wii Remote sound for Bowser in Project M and ''Brawl''. Giga Bowser also has this taunt, but instead uses his own roar.}}
*{{change|Bowser now has a unique victory theme, which is a rock version of the prelude to his final battle theme in ''Super Mario 64''.}}
*{{change|Bowser now has his own victory theme, which is now a rock version of the prelude to his final battle theme in ''Super Mario 64''.}}
*{{change|Bowser now has his own series symbol consisting of an icon of his face usually associated with him in the ''Mario'' series.}}
*{{change|Despite being still considered part of the {{uv|Mario}} universe, Bowser now has his own series symbol consisting of an icon of his face usually associated with him in the ''Mario'' series.}}


===Attributes===
===Attributes===
*{{change|Bowser is approximately twice as large as he was in ''Brawl''; this gives him more [[reach]] in his attacks, but also makes him more vulnerable.}}
*{{change|Bowser is significantly larger, approximately twice as large; this gives him more [[reach]] in his attacks, but also makes him even more vulnerable to projectiles and combos.}}
*{{buff|Bowser retains his longer arms from ''Brawl'', giving his arm attacks more reach.}}
*{{buff|Bowser is slightly heavier (117 → 118).}}
*{{change|Bowser is slightly heavier (117 → 118), increasing his endurance but making him more susceptible to combos.}}
*{{buff|Several of Bowser's moves and animations now have some sort of [[launch resistance]]; his [[crouch]], [[crawl]], and [[dash attack]] give him light armor while his [[neutral aerial]] grants him medium armor and [[Bowser Bomb]] gives him heavy armor. All of his smash attacks grant variable armor from light to super armor depending on how much they are charged.}}
*{{buff|Several of Bowser's moves and animations now have varying levels of [[armor]]; his [[crouch]], [[crawl]], and [[dash attack]] give him light armor while his [[neutral aerial]] grants him medium armor and [[Bowser Bomb]] gives him medium and heavy armor. All of his smash attacks grant variable armor from light to super armor depending on how long they are charged.}}
*{{buff|Many of Bowser's attacks, notably his [[forward tilt]], [[forward smash]], [[up smash]], [[back air]], [[up air]] and [[down throw]], do much more [[damage]], [[shield damage]], and [[knockback]] than either one of his past incarnations.}}
*{{buff|Many of Bowser's attacks do much more [[damage]] and [[knockback]] than either of his past incarnations and now deal [[shield damage]].}}
*{{buff|Bowser's jump squat is reduced (8 frames → 6).}}
*{{buff|[[Spot dodge]] keeps its long duration but has more invincibility frames, dodging attacks more effectively.}}
*{{buff|[[Spot dodge]] keeps its long duration but has more invincibility frames, dodging attacks more effectively.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|[[Neutral attack]] has less start-up and ending lag.}}
*{{buff|Second hit of [[down tilt]] is now optional, activated by pressing the attack button a second time; this allows Bowser to either launch the foe with a single hit to then follow on, or punish [[shield]]ing or [[crouch cancel]]ing foes with a second hit, while formerly Bowser was forced to stay in place using the two hits. This change does not apply to Giga Bowser.}}
*{{change|Jab damage has been swapped, with the first hit now dealing the most damage.}}
*{{buff|Forward smash deals far more damage and knockback, making it the strongest forward smash in ''Project M''.}}
*{{buff|[[Forward tilt]]'s clean hits deals 4% more damage and has slightly less ending lag. It also retains its longer reach from ''Brawl''.}}
*{{change|Forward smash has an explosive effect.}}
*{{nerf|Forward tilt's late hit deals 4% less damage.}}
*{{buff|[[Up tilt]] has a longer hitbox duration and significantly less ending lag.}}
*{{nerf|Up tilt now has a clean and late hitbox, with the latter dealing 5% less damage.}}
*{{buff|[[Down tilt]] has less start-up and the second hit, now optional and activated by a second button press, deals 2% more damage; this allows Bowser to either launch the foe with a single hit to then follow on, or punish [[shield]]ing or [[crouch cancel]]ing foes with a second hit.}}
*{{buff|[[Dash attack]] deals 1% more damage and has slightly less ending lag. It also now has light armor during its start-up and initial hit (frames 1-12).}}
*{{buff|[[Forward smash]] has less start-up, a 1 frame longer hitbox, and deals 2% more damage and knockback, making it the strongest side smash in ''Project M''. It has medium armor when charging on frames 0-19, heavy armor on frames 20-38, and super armor on 39-60.}}
*{{nerf|Forward smash has slightly more ending lag.}}
*{{change|Forward smash now deals flame damage and an explosive effect on hit.}}
*{{buff|[[Up smash]] has less start-up and ending lag, and the second hit has a longer hitbox duration. The second hit also now meteor smashes and can hit opponents on ledges.}}
*{{buff|[[Down smash]] has less start-up and ending lag.}}
*{{nerf|Down smash's final hitbox deals 4% less damage.}}
*{{buff|Up smash and down smash now have light armor when charging on frames 0-19, medium armor on frames 20-38, heavy armor on frames 39-57, and super armor on frames 58-60.}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|[[Neutral aerial]] has less start-up and landing lag, slightly less ending lag, and [[auto-cancel]]s earlier. It also now has medium armor on frames 5-8.}}
*{{buff|Forward aerial retains its slashing trail from ''Brawl'', which now has a sweetspot dealing more damage and knockback than the ''Melee'' hit.}}
*{{buff|[[Forward aerial]] retains the slashing trail from ''Brawl'' indicative of its sweetspot. The sweetspot also deals 2% more damage and knockback, while the sourspot deals 1% more. It also interrupts earlier.}}
*{{buff|[[Up aerial]] deals 6% more damage and has less start-up, albeit slightly slower than in ''Brawl''.}}
*{{buff|[[Back aerial]]'s clean hit deals 4% more damage while the late hit deals 1% more. It also has a significantly longer hitbox duration and auto-cancels earlier.}}
*{{buff|[[Down aerial]] has faster start-up and significantly less ending lag.}}
*{{nerf|Down aerial deals 3% less total damage.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|[[Pummel]] deals 1% more damage (3% → 4%).}}
**{{change|Pummel is now a bite similar to the Koopa Klaw pummel.}}
*{{buff|Forward and back throws have stronger knockback.}}
*{{buff|Forward and back throws have stronger knockback.}}
*{{buff|Down throw deals 4% more damage (12% → 16%).}}
*{{buff|[[Pummel]] now involves biting opponents like with Koopa Klaw in ''Melee'', dealing 4% damage as opposed to most pummels' 3%, allowing to rack up damage quicker.}}
*{{bugfix|Down throw now properly damages {{PM|Jigglypuff}} and {{PM|Mr. Game & Watch}}.}}


===Special Moves===
===Special Moves===
*{{buff|Fire Breath retains its ability to be angled from ''Brawl''. Bowser now also bites in front of him when the move is stopped, hitting foes attempting to punish the move's ending lag.}}
*{{buff|Fire Breath retains its ability to be angled from ''Brawl''. Bowser now also bites in front of him when the move is stopped, hitting foes pretending to punish him out of the move's ending lag.}}
*{{nerf|[[Fire Breath#Flame cancel|Flame cancel]]ing has been removed.}}
**{{nerf|[[Fire Breath#Flame cancel|Flame cancel]]ing has been removed.}}
*{{buff|Back throw with [[Koopa Klaw]] is much more powerful, dealing 4% more damage and KOing near edges more reliably. Bowser can now also perform a down throw with it which [[meteor smash]]es foes when used on the ground, allowing him to tech-chase with it on the ground and KO foes when used over an edge; when performed in midair, it will [[spike]] opponents.}}
*{{buff|Back throw with [[Koopa Klaw]] is much more powerful, dealing 15% damage (up from 11%) and KOing near edges more reliably. Bowser can now also perform a down throw with it which [[meteor smash]]es foes for the grounded version, allowing him to tech-chase with it on the ground and KO recovering foes grabbed near edges; when performed in midair, it will [[spike]] opponents, thus improving his edgeguarding potential. However, Giga Bowser is not capable of performing the down throw.}}
*{{nerf|Koopa Klaw can no longer bite opponents, weakening its damage potential. It can also no longer be held indefinitely; Bowser will automatically perform the forward throw a few seconds after grabbing the opponent.}}
**{{nerf|Koopa Klaw can no longer bite opponents, weaking its damage potential. It can also no longer be held indefinitely; Bowser will automatically perform the forward throw a few seconds after grabbing the opponent.}}
*{{change|Forward throw with Koopa Klaw is now a head smash.}}
**{{change|Forward throw with Koopa Klaw is now a head smash.}}
*{{nerf|Whirling Fortress has much less knockback on its first hitbox.}}
*{{nerf|Whirling Fortress has much less knockback on its first hitbox.}}
*{{buff|Bowser Bomb's descending hit deals 4% more damage is much stronger, and can be canceled with a jump before the apex when used from the ground, letting Bowser perform followups on foes knocked into the air. It can still grab ledges from both sides as in ''Brawl'' so it can be reliably used from the stage to then be [[Edge-canceled Bowser Bomb|edge-canceled]], equipping Bowser with a deadly [[edgeguard]] in this move. The landing hitbox deals 2% more damage, and the move now produces a large shockwave on Bowser's sides, making its landing harder to punish. It also now has medium armor on start-up and landing, and heavy armor when Bowser begins to descend.}}
*{{buff|Bowser Bomb is much stronger, and can be canceled with a jump before the max leap height when used from the ground, letting Bowser follow up combos or even KO them outright after using a move that knocked his foe airborne. It can still grab ledges from both sides as in ''Brawl'' so it can be reliably used from the stage to then be [[Edge-canceled Bowser Bomb|edge-canceled]], equipping Bowser with a deadly [[edgeguard]] in this move.}}


===Giga Bowser===
===Giga Bowser===
[[File:PMDryGigaBowser.png|thumb|Giga Bowser's alternate costume.]]
[[Image:PMDryGigaBowser.png|thumb|Giga Bowser's alternate costume.]]


{{b|Giga Bowser|Final Smash}} remains Bowser's [[Final Smash]] in ''Project M''. However, by holding a shield button at the character selection screen, it is possible for Bowser to start and participate as Giga Bowser permanently during the match, similar to how {{SSBB|Zero Suit Samus}} was playable in ''Brawl''. Starting from v3.0, Giga Bowser can now receive knockback in addition to damage, as well as now being vulnerable to status ailments like [[sleep]]ing or getting [[buried]], though his moveset has been improved to compensate for this, and he still cannot be [[grab]]bed. In 3.6, he gained the ability to pick up items and use the majority of them. Giga Bowser's main flaw is that he is extremely prone to combos because of his size and weight. His duration when summoned via Final Smash was also increased to almost twice as long. In addition to receiving most of Bowser's changes, some changes to Giga Bowser include:
[[Giga Bowser (Final Smash)|Giga Bowser]] remains as Bowser's [[Final Smash]] in ''Project M''. However, by holding a shield button at both the character and stage selection screens, it is possible for Bowser to start and participate as Giga Bowser permanently during the match, similar to how {{SSBB|Zero Suit Samus}} was playable in ''Brawl''. Starting from v3.0, Giga Bowser can now receive knockback in addition to damage, as well as now being vulnerable to status ailments like [[sleep]]ing or getting [[buried]], though his moveset has been improved to compensate for this, and he still cannot be [[grab]]bed. In 3.6, he gained the ability to pick up items and use the majority of them. Giga Bowser's main flaw is that he is extremely prone to combos because of his size and weight. His duration when summoned via Final Smash was also increased to almost twice as long. In addition to receiving most of Bowser's changes, some changes to Giga Bowser include:
 
*{{buff|Has less prejump frames than Bowser.}}
*{{buff|[[Dashing]] now produces hitboxes in front of Giga Bowser's feet, which repeatedly inflict 3% damage while weakly pushing enemies forward. His heavy landing also produces a 6% damage hitbox that sends any close grounded opponents straight up.}}
*{{buff|[[Dashing]] now produces hitboxes in front of Giga Bowser's feet, which repeatedly inflict 3% damage while weakly pushing enemies forward. His heavy landing also produces a 6% damage hitbox that sends any grounded opponents that are close enough to him straight up.}}
*{{buff|Koopa Klaw forward throw deals 5% more damage (15% → 20%).}}
*{{buff|Koopa Klaw forward throw deals 20% damage, up from 15%.}}
*{{buff|Landing with Bowser Bomb produces an enormous quake hitbox that affects all grounded opponents (no matter the platform in which they are standing) near him, similar to [[Venusaur]]'s Earthquake in ''Melee''.}}
*{{buff|Landing with Bowser Bomb produces an enormous [[quake]] hitbox that affects all grounded opponents (no matter the platform in which they are standing) near him, similar to [[Venusaur]]'s Earthquake in ''Melee''.}}
*{{buff|Bowser Bomb hits opponents powerfully in different directions depending on when they get hit; at the apex of Bowser Bomb, they are sent upwards; while Giga Bowser is falling at any other point of the attack, they are spiked; if they are on the ground and directly below Giga Bowser, they are buried and then sent horizontally.}}
**{{buff|Bowser Bomb hits opponents powerfully in different directions depending on when they get hit; at the apex of Bowser Bomb, they are sent upwards; while Giga Bowser is falling at any other point of the attack, they are spiked downwards; if they are on the ground and directly below Giga Bowser, they are buried and then sent horizontally.}}
*{{buff|Down throw now involves Giga Bowser forcefully slamming his opponent into the ground, which is faster than the original throw, and hits nearby characters.}}
*{{buff|Down throw now involves Giga Bowser forcefully slamming his opponent with his hand into the ground, which is faster than the original throw, and hits nearby characters.}}
*{{nerf|Down throw deals 2% less damage (16% → 14%).}}
**{{nerf|Down throw deals 19%, down from 21%.}}
*{{nerf|Vulnerability to knockback now leaves Giga Bowser heavily susceptible against [[combo]]s due to his large size, especially against [[juggling]].}}
*{{nerf|Vulnerability to knockback now leaves Giga Bowser heavily susceptible against [[combo]]s due to his large size, especially against [[juggling]] ones.}}
*{{nerf|Whirling Fortress is not intangible during startup, instead granting Giga Bowser heavy armor.}}
*{{nerf|Whirling Fortress is not intangible during startup, instead granting Giga Bowser heavy armor.}}
*{{change|Giga Bowser has his own on-screen appearance, where he roars while bathed in flames.}}
*{{change|Giga Bowser has his own on-screen appearance, where he roars while bathed in flames.}}
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*{{change|Giga Bowser has two new victory poses, replacing Bowser's roar and claw swipes. One of them has him in a crouching position. The other has him biting rapidly similar to his side taunt.}}
*{{change|Giga Bowser has two new victory poses, replacing Bowser's roar and claw swipes. One of them has him in a crouching position. The other has him biting rapidly similar to his side taunt.}}


==Changes from PM to P+==
==Revisions==
Term clarification:


FAF: First Actionable Frame
===v2.1===


IASA: Interrupted as soon as
*{{change|Bowser fits properly on the Training pause screen.}}


BKB: Base Knockback
===v2.5b===
 
KBG: Knockback Growth
 
===v2.0===
(Taken from https://projectplusgame.com/changes/2.0)
 
*Attributes:
**{{change|Weight: 118 → 113}}
**{{buff|Jump Startup Time: 6 → 5}}
**{{buff|Empty Landing Time: 6 → 5}}
 
*Jab 1 & 2:
**{{change|Jab 1: Adjusted animation so that the first frame of hitboxes hit in front of him rather than completely to the side.}}
**{{buff|Jab 2: Startup 8 → 6}}
 
*Up Tilt:
**{{change|Added 3rd hitbox to sweet spot to match sour spot. Matches sourspot’s KB but retains sweetspot’s angle.}}
**{{bugfix|Up Tilt interpolation glitch has been fixed.}}
 
*{{nerf|Down Tilt: Armor removed.}}
*{{buff|Forward Smash: Armor comes out 3 frames earlier.}}
*Up Smash:
**{{nerf|Landing Hitbox active frames 22-25 → 22-23}}
**{{nerf|IASA 40 → 42}}
 
*Down Smash:
**{{change|Hitboxes no longer clank}}
**{{nerf|Low Hitboxes pulled in slightly, X Offset -9.4/11.2 → -8/9.8}}


*{{nerf|Up Air: Damage 23 → 22}}
*{{buff|Standing Grab: Startup 9 → 7, Total animation frames 36 → 31}}
*Grab boxes:
**{{buff|Outer Grab box X Offset: 14.175 → 15.8}}
**{{nerf|Middle Grab box X Offset: 11.7 → 10.0}}
**{{nerf|Inner Grab box X Offset: 7.2 → 6.2}}
**{{buff|Size 2.73 → 3.23}}
*Dash Grab:
**{{change|Inner grab box size increased in size to fix dead zone}}
**{{buff|IASA 52 → 48}}
*{{change|Up Throw: KBG 110 → 118}}
*Neutral Special (Firebreath → Fireball):
**{{change|Firebreath replaced with Fireball (similar to Yoshi's fireballs during his final smash, Super Dragon). Fireball takes roughly 13 seconds to fully recharge, is lost on death, and does not recharge on the respawn platform.}}
**{{change|While uncharged, Bowser has access to a bite attack.}}
*Side Special (Koopa Klaw):
**{{bugfix|Fixed a bug where character actions wouldn’t update if thrown from a buffered Koopa Klaw throw. As a result, this slows down the fastest possible throw by 2 frames.}}
**{{change|Grounded Version: Cleaned up GFX timing.}}
*Aerial Side Special:
**{{buff|Down Variant: IASA 51 → 45}}
**{{nerf|Down Variant: BKB 40 → 20}}
**{{buff|If you hold the B button upon punching, Bowser will gain a small boost of momentum in the opposite direction of the punch.}}
**{{bugfix|Fixed a bug where it could not do damage to opponents that were too close to the ground.}}
*{{nerf|Up Special (Whirling Fortress): Grounded initial hit KBG 85 → 80}}
*Other:
**{{nerf|Ledge Jump IASA 4 → 7}}
**{{nerf|Crawl and Crouch armor reduced from 80/52.333 → 50/33}}
**{{bugfix|Bowser’s armor while charging smashes now works properly.}}
**{{buff|Missed tech rolls given slightly more distance.}}
*Costumes & Aesthetics:
**{{change|New Dash and Run animations}}
**{{change|Dry Bowser alt costumes now have blue fire effects.}}
**{{change|Eye animation adjustments made on back air, up air, and forward air.}}
**{{change|Sound quality of voice clip used for down taunt improved.}}
===v2.0 - v2.28===
No Changes
==Revisions==
===v2.1===
*{{bugfix|Bowser fits properly on the Training pause screen.}}
===v2.5b===
*{{buff|Bowser's crawl speed has been increased.}}
*{{buff|Bowser's crawl speed has been increased.}}
*{{buff|Bowser's knockback armor strength was increased slightly on dash attack's startup, up smash's charge, down air, and up throw to correspond with the tumble threshold.}}
*{{buff|Bowser's knockback armor strength was increased slightly on dash attack's startup, up smash's charge, down air, and up throw to correspond with the tumble threshold.}}
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===v2.6b===
===v2.6b===
*{{buff|Dash attack now hits a second time; when Bowser lands on the ground .}}
 
*{{buff|Dash attack now hits a second time; when Bowser lands on the ground.}}
*{{buff|Dash attack's cooldown reduced.}}
*{{buff|Dash attack's cooldown reduced.}}
*{{buff|Back aerial autocancels notably sooner.}}
*{{buff|Back aerial autocancels notably sooner.}}
Line 206: Line 102:
*{{buff|Grounded Bowser Bomb's horizontal drift can now be controlled slightly during the jump cancel window - Bowser can gain or lose a distance of about a width equal to himself.}}
*{{buff|Grounded Bowser Bomb's horizontal drift can now be controlled slightly during the jump cancel window - Bowser can gain or lose a distance of about a width equal to himself.}}
*{{buff|Bowser Bomb's quake hitboxes were slightly increased in size.}}
*{{buff|Bowser Bomb's quake hitboxes were slightly increased in size.}}
*{{bugfix|Corrected a mistake where crawl armor was much stronger than light armor when not moving.}}
*{{nerf|Corrected a mistake where crawl armor was much stronger than light armor when not moving.}}
*{{nerf|Removed armor on Whirling Fortress, back aerial, and down aerial.}}
*{{nerf|Removed armor on Whirling Fortress, back aerial, and down aerial.}}
*{{nerf|Neutral aerial timings and cooldown reverted to those of v2.1.}}
*{{nerf|Neutral aerial timings and cooldown reverted to those of v2.1.}}
Line 246: Line 142:
*{{nerf|Late hitbox of up tilt deals less damage.}}
*{{nerf|Late hitbox of up tilt deals less damage.}}
*{{nerf|Second hit of down tilt deals less damage.}}
*{{nerf|Second hit of down tilt deals less damage.}}
*{{nerf|Up smash deals less damage when jumping.}}
*{{nerf|Up Smash deals less damage when jumping.}}
*{{nerf|Down smash deals less damage.}}
*{{nerf|Down smash deals less damage.}}
*{{change|Up smash hit stats have been altered.}}
*{{change|Up Smash hit stats have been altered.}}


===v3.6===
===v3.6===
Line 265: Line 161:
**{{nerf|Initial damage|15%/14%/13%|14%/13%/12%}}
**{{nerf|Initial damage|15%/14%/13%|14%/13%/12%}}
**{{change|Late hit added that makes it one frame more active but deals 4% less damage with no extra shield damage, 0 base knockback, and 100 growth.}}
**{{change|Late hit added that makes it one frame more active but deals 4% less damage with no extra shield damage, 0 base knockback, and 100 growth.}}
**{{change|Disjoint on hand hitbox is reduced while body hitbox is enlarged.}}
**{{change|Disjoint on hand hitbox is reduced while body hitbox is enlargened.}}
*{{nerf|Up tilt's initial hit degrades 1 frame sooner.}}
*{{nerf|Up tilt's initial hit degrades 1 frame sooner.}}
**{{nerf|Late hit damage|11%|8%}}
**{{nerf|Late hit damage|11%|8%}}
Line 272: Line 168:
*{{change|Down tilt has armor indicator for light armor.}}
*{{change|Down tilt has armor indicator for light armor.}}
*{{buff|All smashes have light armor while charging.}}
*{{buff|All smashes have light armor while charging.}}
**{{nerf|Charge time now determines how strong the Smash’s corresponding armor is. Scales from light armor (no charge) to super armor (full charge). While Bowser now has access to super armor, it takes him a much longer startup to achieve the armor strength he had on his smash attacks in v3.5, particularly the side smash.}}
**{{nerf|Charge time now determines how strong the Smash’s corresponding armor is. Scales from light armor (no charge) to super armor (full charge). While Bowser now has access to super armor, it takes him a much longer startup to achieve the armor strength he had on his smash attacks in v3.5, particularly the forward smash.}}
*{{buff|Forward smash start up|34 frames|30 frames}}
*{{buff|Forward smash start up|34 frames|30 frames}}  
**{{nerf|One less active frame and armor frame.}}
**{{nerf|One less active frame and armor frame.}}
**{{change|Tipper hitbox now comes out a frame later and slightly reduced in size. Body Hitbox enlarged.}}
**{{change|Tipper hitbox now comes out a frame later and slightly reduced in size. Body Hitbox enlarged.}}
**{{change|Lunging movement reduced.}}
**{{change|Lunging movement reduced.}}
**{{nerf|Knockback reduced. Base 50 60, Growth 100 70.}}
**{{nerf|Knockback reduced. Base 50 -> 60, Growth 100 -> 70.}}
**{{change|Minor tweaks to explosion graphic placement.}}
**{{change|Minor tweaks to explosion graphic placement.}}
*{{buff|Up smash startup|15 frames|12 frames}}
*{{buff|Up smash startup|15 frames|12 frames}}
Line 283: Line 179:
**{{nerf|Removed intangibility in favor of Armor (Frames 13-18) that degrades one step on frame 15 (to possibly no armor).}}
**{{nerf|Removed intangibility in favor of Armor (Frames 13-18) that degrades one step on frame 15 (to possibly no armor).}}
**{{buff|Re-arranged hitboxes to give slightly better sweetspot coverage.}}
**{{buff|Re-arranged hitboxes to give slightly better sweetspot coverage.}}
*{{buff|Down smash startup|13 frames|10 frames}}
*{{buff|Down smash startup|13 frames|10 frames}}  
**{{buff|IASA|68 frames|60 frames}}
**{{buff|IASA|68 frames|60 frames}}
**{{change|Tweaked positioning and Resized repeating Hitboxes to give Bowser better body coverage without effectively increasing range.}}
**{{change|Tweaked positioning and Resized repeating Hitboxes to give Bowser better body coverage without effectively increasing range.}}
Line 336: Line 232:
*{{buff|Down smash starting lag reduced|10 frames|7 frames|}}
*{{buff|Down smash starting lag reduced|10 frames|7 frames|}}
**{{change|Final hit adjusted}}
**{{change|Final hit adjusted}}
***{{nerf|Damage lowered|23|18|}}
***{{nerf|Damage lowered|18|23|}}
***{{nerf|Trajectory|90 degrees|125 degrees}}
***{{nerf|Trajectory|90 degrees|125 degrees}}
***{{buff|Base knockback|50|75}}
***{{buff|Base knockback|50|75}}
Line 373: Line 269:
|-
|-
! rowspan="3" | Forward tilt || ↗
! rowspan="3" | Forward tilt || ↗
| rowspan="3" | || 17% (clean), 11% (late) || rowspan="3" | Bowser extended his arm and delivers a backhanded punch with impressive knockback. This move can be angled up or down. Bowser's left arm is [[intangible]] while the hitboxes are out.
| rowspan="3" | || 17% (clean), 11% (late) || rowspan="3" | Extended his arm and delivers a backhanded punch with good knockback. This move can be angled up or down. Bowser's left arm is [[intangible]] while the hitboxes are out.
|-
|-
!→
!→
Line 382: Line 278:
|-
|-
! colspan=2 | Up tilt
! colspan=2 | Up tilt
| || 13% (early), 8% (late) || Bowser swats in an upwards arc his left claw. This move deals good knockback and can set up combos well. Similar to the forward tilt, Bowser's left arm is once again intangible while the hitboxes are out.
| || 13% (early), 8% (late) || Swats the air above him with his left claw. Has good knockback and can set up combos well. Bowser's left arm is intangible while the hitboxes are out.
|-
|-
! colspan="2" rowspan="2" | Down tilt
! colspan="2" rowspan="2" | Down tilt
| rowspan=2 | || 13% || rowspan=2 | Bowser slashes along the ground with both his claws. The second attack is optional by pressing the attack button again, though Giga Bowser is forced to perform both swipes.
| rowspan=2 | || 13% || rowspan=2 | Slashes along the ground with both his claws. The second attack is optional by pressing the attack button again, though Giga Bowser is forced to perform both swipes.
|-
|-
| 12%
| 12%
Line 391: Line 287:
|-
|-
! colspan=2 | Dash attack
! colspan=2 | Dash attack
| || 12% (ram), 8% (fall) || Bowser tackles the opponent. Has light armor during the initial frames of the attack.
| || 12% (ram), 8% (fall) || Bowser tackles the opponent. Has heavy armor during the initial frames of the attack.
|-
|-
! colspan=2 | Forward smash
! colspan=2 | Forward smash
| || {{ChargedSmashDmgSSBM|26}} || Bowser rears back for a short moment, and hits incredibly hard with his head. If this move it connects, an explosion occurs. Strongest forward smash in ''Project M'', acting as a great finisher at low percentages. Has medium to super armor depending on the length of its charge. Unfortunately, it has rather massive starting lag.
| || {{ChargedSmashDmgSSBM|26}} || Bowser rears back for a short moment, and hits incredibly hard with his head. If it connects, an explosion occurs. The attack is a great finisher at low percentages, and has light armor during the frames before contact. Unfortunately, it has rather massive starting lag.
|-
|-
! colspan=2 | Up smash
! colspan=2 | Up smash
| || {{ChargedSmashDmgSSBM|20}} (leap), {{ChargedSmashDmgSSBM|12}} (landing) || Bowser jumps upward, hitting opponents with his spikes of his shell. Causes an earthquake when coming down. Opponents who avoid the leaping hitbox can still be hit by Bowser whenever he lands, during which it inflicts a [[meteor smash]]. Has light to super armor depending on the length of its charge. Bowser's shell is intangible while the hitboxes are out.
| || {{ChargedSmashDmgSSBM|20}} (leap), {{ChargedSmashDmgSSBM|12}} (landing) || Bowser jumps upward, hitting opponents with his spikes of his shell. Causes an earthquake when coming down. Opponents who avoid the leaping hitbox can still be hit by Bowser whenever he lands, during which it inflicts a [[meteor smash]]. Bowser's shell is intangible while the hitboxes are out.
|-
|-
! colspan=2 | Down smash
! colspan=2 | Down smash
| || {{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|6}} (hit 7) || Bowser spins around in his shell, doing great damage and hitting multiple times. Has light to super armor depending on the length of its charge.
| || {{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|6}} (hit 7) || Bowser spins around in his shell, doing great damage and hitting multiple times. Has strong armor during the initial frames.
|-
|-
! colspan=2 | Neutral aerial
! colspan=2 | Neutral aerial
| || 13% || Bowser spins around in his shell. Has medium armor during the first loop.
| || 13% || Bowser spins around in his shell. Has heavy armor during the first loop.
|-
|-
! colspan=2 | Forward aerial
! colspan=2 | Forward aerial
Line 409: Line 305:
|-
|-
! colspan=2 | Back aerial
! colspan=2 | Back aerial
| || 17% (clean), 10% (late) || Bowser thrusts his shell backwards. Contains high [[landing lag]].
| || 17% (clean), 10% (late) || Bowser thrusts his shell backwards. Has high [[landing lag]].
|-
|-
! colspan=2 | Up aerial
! colspan=2 | Up aerial
Line 433: Line 329:
|-
|-
! colspan=2 | Down throw
! colspan=2 | Down throw
| || 16% (hit 1), 0% (throw) || Bowser places the opponent on the floor and then body slams them. This throw contains [[set knockback]].
| || 16% (hit 1), 0% (throw) || Bowser places the opponent on the floor and body slams them.
|-
|-
! colspan=2 | Floor attack (front)
! colspan=2 | Floor attack (front)
Line 445: Line 341:
|-
|-
! colspan=2 | Edge attack (fast)
! colspan=2 | Edge attack (fast)
| || 8% || Bowser quickly spins onto the stage while inside his shell, then retreats back a bit.
| || 8% || Quickly spins onto the stage, then retreats back a bit.
|-
|-
! colspan=2 | Edge attack (slow)
! colspan=2 | Edge attack (slow)
| || 10% || Bowser slowly climbs onto stage and does a quick claw swipe.
| || 10% || Slowly climbs onto stage and does a quick claw swipe.
|-
|-
! colspan=2 | Neutral special
! colspan=2 | Neutral special
| [[Fire Breath]] || 1-3% (flames), 3% (bite) || Bowser lets out a stream of flames that can be angled up or down. Over time, the flames it loses its range, but gains slightly more power.
| [[Fire Breath]] || 1-3% (flames), 3% (bite) || Bowser lets out a stream of flames that can be angled up or down. Over time it loses its range, but gains slightly more power.
|-
|-
! colspan=2 | Side special
! colspan=2 | Side special
| [[Koopa Klaw]] || 15% (throw), 10% (claw tip), 12% (claw body) || Bowser grabs the opponent to then throw them either forward, backward, or downward. If no one is grabbed, Bowser does a forceful swipe that deals vertical knockback. The aerial version of the downward throw [[spike]]s opponents. Giga Bowser cannot perform the down throw.
| [[Koopa Klaw]] || 15% (throw), 10% (claw tip), 12% (claw body) || Bowser grabs the opponent to then throw them either forward, backward, or downward. If no one is grabbed, Bowser does a forceful swipe. The aerial version of the downward throw [[spike]]s opponents. Giga Bowser cannot perform the down throw.
|-
|-
! colspan=2 | Up special
! colspan=2 | Up special
| [[Whirling Fortress]] || Ground: 13%/10%/8%/6%<br/>Air: 10% (hit 1), 2% (hits 2-6), 1% (hits 7-11) || Bowser spins rapidly in his shell to gain height. This move can be used for [[edgehogging]].
| [[Whirling Fortress]] || Ground: 13%/10%/8%/6%<br/>Air: 10% (hit 1), 2% (hits 2-6), 1% (hits 7-11) || Bowser spins rapidly in his shell to gain height. Can be used for [[edgehogging]].  
|-
|-
! colspan=2 | Down special
! colspan=2 | Down special
| [[Bowser Bomb]] || 25% (drop), 10% (landing body), 7% (shockwave close), 4% (shockwave far) || Bowser leaps diagonally into the air and plummet downward, creating a shockwave that damages nearby foes. If performed in the air, Bowser performs straight downward without initiating the leap. Has medium armor during the jumping animation and when hitting the ground, and heavy armor when he begins to descend. The grounded version of this move can be cancelled by performing a midair jump before Bowser reaches the apex of the jump.
| [[Bowser Bomb]] || 25% (drop), 10% (landing body), 7% (shockwave close), 4% (shockwave far) || Bowser jumps into the air and lands on the opponent with force if used on the ground. In the air, Bowser slams over what he is over. Has heavy armor during the jumping animation and when hitting the ground. Can be jump cancelled before the flip.
|-
|-
! colspan=2 | Final Smash
! colspan=2 | Final Smash
| [[Giga Bowser]] || Varies || Bowser transforms into an enlarged, much more powerful version of himself, which uses elemental effects such as [[fire]], [[electricity]] and [[darkness]] during most attacks. Lasts for roughly 24 seconds. Giga Bowser himself can receive damage and knockback, though he becomes significantly heavier and is immune to grabs.
| [[Giga Bowser]] || Varies || Bowser transforms into an enlarged, much more powerful version of himself, which uses elemental effects such as [[fire]], [[electricity]] and [[darkness]] during most attacks. Lasts for roughly 24 seconds, and can receive knockback, though he becomes significantly heavier and immune to grabs.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Calm Animal|USA}}
*{{Sm|Can~D|UK}}
''See also: [[:Category:Bowser players (PM)]]''
*{{Sm|Chaos_Blasta|Mexico}}
 
*{{Sm|DarkBlues|USA}}
*{{Sm|American Bowser|USA}} - Ranked 38th on the [[PMRank 2019]].
*{{Sm|Deff|USA}}
*{{Sm|Malachi|USA}} - Won [[Blacklisted 5]] with solo Bowser, now ranked 8th on the [[PMRank 2022]]
*{{Sm|JaimeHR|Mexico}}
*{{Sm|Nogh|USA}} - Ranked 5th on the [[PMRank 2022]], secondaries Bowser.
*{{Sm|Kirk|USA}}
*{{Sm|Nick Riddle|USA}}
*{{Sm|Odds|Canada}}
*{{Sm|Pluttergub|USA}}
*{{Sm|Godzrage|Brazil}}


==Alternate costumes==
==Alternate costumes==
===Project M===
{{s|supermariowiki|Dry Bowser}} appears in ''Project M'' as Bowser's alternate costume. In the game ''{{s|mariowiki|New Super Mario Bros.}}'', Bowser falls to his apparent doom in a pit of lava, only to emerge and be fought later on in his skeletal form, Dry Bowser. He is an undead skeleton of Bowser (similar to how {{s|supermariowiki|Dry Bones}} are apparent skeletons of [[supermariowiki:Koopa (species)|Koopa]]s) with an orange tuft of hair and his shell intact, though badly burnt. As of v3.5, Bowser's eyes gain an orange glow during certain attack animations as Dry Bowser. However, Bowser's moveset, and sounds remain the same while playing as Dry Bowser.
{{s|mariowiki|Dry Bowser}} appears in ''Project M'' as Bowser's alternate costume. In ''{{s|mariowiki|New Super Mario Bros.}}'', Bowser falls to his apparent doom in a pit of lava, only to emerge and be fought later on in his skeletal form, Dry Bowser. He is an undead skeleton of Bowser (similar to how {{s|mariowiki|Dry Bones}} are apparent skeletons of [[supermariowiki:Koopa (species)|Koopa]]s) with an orange tuft of hair and his shell intact, though badly burnt. As of v3.5, Bowser's eyes gain an orange glow during certain attack animations as Dry Bowser. However, Bowser's moveset and sounds remain the same while playing as Dry Bowser.


Giga Bowser now additionally uses recolors correspondent to those of the regular Bowser, including a Giga Dry Bowser alt costume. Disregarding size, shell and tail, the latter costume looks exactly the same as the regular Dry Bowser, though with a more pronounced muzzle and additional spikes protruding from his chest and nose.
Giga Bowser now additionally uses recolors correspondent to those of the regular Bowser, including a Giga Dry Bowser alt costume. Disregarding size, shell and tail, the latter costume looks exactly the same as the regular Dry Bowser, though with a more pronounced muzzle and additional spikes protruding from his chest and nose.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Bowser Palette (PM).png|frame|center|Bowser's alternate costumes in PM]]
|colspan=8|[[Image:Bowser Palette (PM).png|frame|center|Bowser's alternate costumes in PM]]
|-
|-
|[[File:BowserHeadSSBB.png]]
|[[Image:BowserHeadSSBB.png]]
|[[File:BowserHeadBlackSSBB.png]]
|[[Image:BowserHeadBlackSSBB.png]]
|[[File:BowserHeadRedSSBB.png]]
|[[Image:BowserHeadRedSSBB.png]]
|[[File:BowserHeadBlueSSBB.png]]
|[[Image:BowserHeadBlueSSBB.png]]
|[[File:BowserHeadWhiteSSBB.png]]
|[[Image:BowserHeadWhiteSSBB.png]]
|[[File:BowserHeadBrownSSBB.png]]
|[[Image:BowserHeadBrownSSBB.png]]
|[[File:BowserHeadDryPM.png]]
|[[Image:BowserHeadDryPM.png]]
|}
|}
===Project+===
''[[Project+]]'' provides several new recolors for both Bowser's default and Dry Bowser costumes. Bowser's new green alternate costume resembles his appearance in ''Super Mario World'', and his new red costume resembles a costume in ''Mario Golf''.  The last default costume recolor resembles his appearance on the Japanese cover for ''Super Mario Bros.'' (which would be touched up slightly in 3.0). Dry Bowser received additional recolors, his team colors representing the Dry Bone colors in ''Mario Superstar Baseball'' and ''Mario Super Sluggers'', and his brown color resembling fossilized dinosaur bones.  Additionally, Dry Bowser's attacks now use a blue fire effect instead of the regular red fire of his default costume.
<center>{{tabber|title1=Bowser|content1=[[File:Bowser Palette (P+).png|800px|thumb|center|Bowser's alternate costumes in P+]]|title2=Giga Bowser|content2=[[File:Giga Bowser Palette (P+).png|800px|thumb|center|Giga Bowser's alternate costumes in P+]]}}</center>
{{tabber|title1=Bowser|content1=[[File:Bowser Z P+.png|160px]][[File:Bowser R P+.png|160px]]
'''Z-Secret Costume:''' Dark Bowser: Based on [[mariowiki:Dark Bowser|Dark Bowser]], a doppelgänger of Bowser created by the [[mariowiki:Dark Star|Dark Star]] after it steals some of his DNA in ''Mario & Luigi: Bowser's Inside Story''. Extra details include black mask-like markings around his red eyes and his hair being more spiked up. Since 2.4, this secret costume has received a minor visual overhaul, namely a scar on the left side of his chest and the mask-like markings being smaller.
'''R-Secret Costume:''' Rookie: Based on [[mariowiki:Rookie|Rookie]], Bowser's alter-ego that he develops after winding up with amnesia in ''Mario & Luigi: Superstar Saga''. The only visual distinction from Bowser is the blue burglar mask he wears.
|title2=Giga Bowser|content2=[[File:Giga Bowser Z P+.png|160px]][[File:Giga Bowser R P+.png|160px]]
 
'''Giga Bowser Z-Secret Costume:''' Giga Dark Bowser: A Giga Bowser version of the Dark Bowser Z-Alt. ''Project+'' Ver. 2.4 altered the mask-like markings and placed the [[mariowiki:Dark Star|Dark Star]] on the left side of his chest where the scar mentioned above used to be.
'''Giga Bowser R-Secret Costume:''' Giga Rookie: A Giga Bowser version of the Rookie R-Alt.}}


==External links==
==External links==
*[https://pmunofficial.com/en/characters/bowser/ Bowser's page at the Project M website]
*[http://projectmgame.com/en/characters/bowser Project M character page]
*[https://www.reddit.com/r/SSBPM/comments/ah5trh/labbing_discord_results_bowser/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Bowser]]
[[Category:Bowser]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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