Editing Bowser (SSB4)

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{{Disambig2|Bowser's appearance in ''Super Smash Bros. 4''|the character in other contexts|Bowser}}
{{Disambig2|Bowser's appearance in ''Super Smash Bros. 4''|the character in other contexts|Bowser}}
{{Infobox Character
{{Infobox Character
|name = Bowser
|name         = Bowser
|image = [[File:Bowser SSB4.png|250px]]
|image       = [[Image:Bowser SSB4.png|250px|Bowser]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSBM
|ssbgame1     = SSBM
|ssbgame2 = SSBB
|ssbgame2     = SSBB
|ssbgame3 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = C
|tier = E
|ranking = 24
|ranking = 30
}}
}}
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was indirectly announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Instead of using his voice actor Kenny James who has voiced Bowser since ''Super Mario Galaxy'' in 2007, Bowser retains his realistic roaring effects from ''[[Super Smash Bros. Brawl]]'', although they have been heavily altered.
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') was confirmed as a playable character in ''[[Super Smash Bros. 4]]'' on June 11th, 2013 during E3 2013, and in fact was the last [[veteran]] confirmed during the event.<ref>http://www.youtube.com/watch?v=xvudMu-5kIU</ref> He was also one of the main subjects of the Developer Direct for ''Super Smash Bros.'' later during E3 2013.<ref>http://www.youtube.com/watch?v=vQD1yJinzeQ</ref> Bowser uses both old sound clips from ''[[Super Smash Bros. Brawl]]'', some of which are edited to sound deeper, as well as new sound clips.


Bowser is ranked 24th out of 54 on the [[tier list]], placing him in the C tier, a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 33rd out of 38, and is the first time in the series that Bowser has not been ranked as a bottom-tier character, thus resulting in his best placement in the series yet. This is due to his substantially enhanced mobility, in addition to much more effective combo and grab games, all of which were among his biggest weaknesses in ''Melee'' and ''Brawl''. Aside from his new benefits, he retains his excellent endurance, overall high damage output, and very strong KOing options. Lastly, the implementation of [[rage]] supplements his already considerable power.
Bowser is ranked 30th out of 56 on the [[tier list]], placing him in the E tier and making him both the second lowest ranked mid-tier character and the second highest ranked super heavyweight. This is a considerable improvement from his standing in ''Brawl'', where he was ranked 33rd out of 38, and is also his highest tier placement in the series to date. Many of his problems have been fixed, as he is much more mobile, and has much better reach, combo and grab game while still retaining his immense endurance, overall high damage output, and very strong KO options.


However, Bowser retains an extremely poor defensive game. Despite the addition of universal [[armor]] in [[Tough Guy]], Bowser's disadvantage state is considered to be among the worst in ''SSB4''; his only effective [[out of shield]] option is [[Whirling Fortress]], and both his [[roll]]s and [[sidestep]]s are short-distanced and grant a minimal amount of intangibility frames. His large size and status as a super heavyweight also make him extremely susceptible to combos, which is further compounded by his lack of effective combo breakers. Although Bowser retains [[Fire Breath]] as a projectile, his large size nevertheless makes him vulnerable to [[camp]]ing. Bowser's recovery is also unimpressive, as Whirling Fortress' general linearity and predictability make him vulnerable to [[gimp]]ing.
However, he remains virtually defenseless outside of [[out of shield]] [[Whirling Fortress]], as he is very susceptible to combos due to his large size, heavy weight, and lack of combo breakers. This is exacerbated by his lack of good landing options and how his [[roll]]s and [[sidestep]]s are short both in distance and intangibility duration. Lastly, his recovery, while improved from ''Melee'' and ''Brawl'', is still below average.
 
Bowser's perception in the metagame has fluctuated over ''SSB4''{{'}}s lifespan. He was initially considered a poor character in the first year of release for ''SSB4'', but after update [[1.1.3]] re-purposed his [[up throw]] into a potent combo starter, even leading into kills at certain percentages when comboed into up aerial, Bowser began to experience greater tournament success and a larger playerbase. {{Sm|Greward}} has won a few regional and national tournaments, while {{Sm|LordMix}} and {{Sm|Nairo}} have been able to win difficult matchups against high-level players of top-tier characters; LordMix has defeated {{Sm|Vinnie}}'s {{SSB4|Rosalina & Luma}} and {{Sm|VoiD}}'s {{SSB4|Sheik}}, while Nairo has defeated {{Sm|ZeRo}}'s {{SSB4|Diddy Kong}}, {{Sm|Tweek}}'s {{SSB4|Cloud}}, {{Sm|Zinoto}}'s {{SSB4|Diddy Kong}}, and {{Sm|Mr.E}}'s {{SSB4|Marth}}. However, Bowser’s current tier placement is debatable, as his representation and results noticeably declined after Nairo stopped using the character.


==Attributes==
==Attributes==
[[File:Bowser SSB4 Pivot Grab.gif|300px|thumb|Bowser's pivot grab is infamous for its range.]]
Defying his overall presence in ''[[Melee]]'' and ''[[Brawl]]'', Bowser combines power with speed, with a good example being his mobility. He has a slow [[walking speed]], a fast [[dashing speed]], slow [[falling speed]], high [[gravity]], below average [[air speed]], low [[air acceleration]] and average [[traction]], granting him overall slow but balanced mobility compared to most heavyweights. In addition, as the [[Weight|heaviest]] character in the game, Bowser has the longest horizontal endurance, as well as the third longest vertical endurance, losing only to {{SSB4|King Dedede}} and {{SSB4|Donkey Kong}}.
Unlike in ''Melee'' and ''Brawl'', Bowser boasts a respectable level of speed to go alongside his renowned power. While he retains slow [[Walk|walking speed]] and [[air acceleration]] and the slowest [[jumpsquat]], and while his [[air speed]] and [[falling speed]] are much lower relative to the cast compared to ''Brawl'', his [[Dash|dashing speed]] and [[double jump]]'s height have both been significantly increased, and he also retains high [[gravity]]. This grants him mobility that is average overall, yet fairly balanced compared to most other heavy characters. As the [[Weight|heaviest]] character in the game, Bowser has the best horizontal endurance of them all, although due to his slow falling speed, his vertical endurance is not the best, but rather the third best, being surpassed only by his fellow super heavies {{SSB4|King Dedede}} and {{SSB4|Donkey Kong}}.
 
Bowser's greatest strength is his immense power. Since most of his attacks are highly damaging, Bowser has an easy time racking up damage, especially when compared to combo-oriented characters like {{SSB4|Luigi}} and {{SSB4|Sheik}}. In addition, most of his moves have high knockback, granting him numerous (if not the largest number of) KOing options. Some of his moves are among the strongest of the cast, including the one of the strongest [[meteor smash]]es in his down aerial, one of the strongest [[semi-spike]]s in his back aerial and the second-strongest forward smash, which is surpassed only marginally by King Dedede and maximum [[Aura]] {{SSB4|Lucario}}'s. The introduction of [[rage]] further amplifies the power of his moves without reducing the efficiency of his combos. Bowser's great endurance can also allow him to take full advantage of it, as it is very difficult to KO him without a strong attack. Furthermore, Bowser has great [[range]] in many of his attacks, allowing him to [[space]] opponents more easily than many other characters. Combined with the aforementioned perks, Bowser is proficient at [[edgeguarding]].
 
Bowser also has a formidable grab game. While not particularly fast, his grabs have among the longest ranges in the game, with his [[pivot grab]] being notoriously effective, making it easy for him to grab opponents that are not right next to him. His [[pummel]] and his forward, back and down throws deal respectable damage. His up throw's low damage output is counterbalanced by its low knockback, which grants Bowser many reliable follow-ups until around 75%, depending mostly on the opponent's falling speed. His down throw is the optimal choice for either forcing opponents off-stage for an edgeguard or preventing his other throws from becoming [[stale]]. His back throw is among the strongest, being surpassed only by {{SSB4|Ness}}, {{SSB4|Toon Link}}, {{SSB4|Mewtwo}}, {{SSB4|Villager}}, {{SSB4|Lucas}}, {{SSB4|Dr. Mario}}, and {{SSB4|Mario}}'s, and can KO at 180% from center-stage. His forward throw is the strongest of its kind in the game, reliably KOing any character at 180% from center-stage.
 
Lastly, Bowser has a versatile special moveset. [[Fire Breath]] is Bowser's only [[projectile]], which can be used to fend off opponents or [[gimp]] recoveries due to it ability to be angled, while the nerf to [[SDI]] makes it quite difficult to escape when caught up close. [[Flying Slam]] is a grab, allowing it to ignore shields and [[counterattack]]s. Upon a successful grab, Bowser is [[invincible]] up until he jumps to perform a flipping [[Wikipedia:Suplex#Belly-to-belly suplex|belly-to-belly suplex]] that deals enough knockback to KO around 120% or even earlier if he lands on a platform. After getting grabbed, the opponent cannot do anything other than slightly alter the move's trajectory. [[Whirling Fortress]] is Bowser's primary means of [[recovery]], granting below average vertical distance but good horizontal distance; [[button mashing]] increases the move's vertical distance if done close to the end of the move, while shortening it if done at the start. [[Whirling Fortress]] is also a phenomenal [[out of shield]] option, as well as Bowser's fastest attack. Lastly, [[Bowser Bomb]] is very powerful and can be used as an alternative to [[fast-falling]], making it useful for grabbing the ledge while at the same time threatening edgeguarders. It also deals additional [[shield damage]], meaning that a [[shield break]] will occur if both of its hits connect.
 
However, Bowser has some glaring flaws. One of his biggest problems is air-to-ground transitioning. All of his aerials have at least 20 frames of landing lag, with his back and down aerials having 40 frames each, which is exacerbated by his jumpsquat being the slowest in the game. As none of his aerials have favorable [[autocancel]] windows, returning to the ground is very difficult for him, or even impossible without [[Air dodge|air dodging]] and/or fast-falling, due to his slow aerial mobility. As a result, Bowser is quite vulnerable to combos and heavily susceptible to [[juggling]], making it easy for opponents to rack up damage on him, further worsened by his large size. His down aerial is his only move that can help mitigate these issues, but its aforementioned landing lag and [[stall-then-fall]] status can make it quite unreliable most of the time. His moveset, while fast compared to most heavyweights, is slow when compared to the rest of the cast, limiting his combo starters to only up throw and [[jab cancel]]ed neutral attack, and making it difficult for him to keep up with faster opponents, such as {{SSB4|Sonic}}. This also compounds another noticeable problem: his ability to escape pressure. Due to his slow [[roll]]s and [[sidestep]], with the former also being short-distanced, Bowser's only real method of dealing with pressure is Whirling Fortress, which can be [[punish]]ed if executed too late. Some of his moves are also inevitable KOs if used off-stage, namely his two stall-then-falls, down aerial and Bowser Bomb, as well as Flying Slam. Lastly, despite his recovery being rather long-distanced, it is among the slowest of the cast, making aggressive edgeguarding more than enough to KO Bowser.
 
Bowser benefits greatly from [[Character customization|custom moves]]. Compared to Fire Breath, Fire Shot is slower and has noticeable intervals between each fireball, but has more range and deals consistent damage, which make it better for Bowser's [[neutral game|neutral]] and edgeguarding games. Dash Slam is drastically weaker, but has a lower launch angle and propels Bowser forward, making it easier for him to grab opponents. Dash Slash deals less damage, but deals high knockback, hits throughout most of its animation and maintains the default version's autocanceling, granting Bowser a very reliable move for [[approach]]ing and setting up combos. Both Flying Slam alternatives can also improve his recovery. Lastly, Flying Fortress is less viable as an out of shield option, due to having more start up lag, but it grants twice as much vertical distance at high speed, significantly improving Bowser's vertical recovery.
 
Overall, Bowser is a surprisingly speedy powerhouse who relies on a defensive, bait and punish-oriented playstyle. As such, he requires timing his attacks carefully or focusing on punishing his opponents' mistakes in order to avoid serious punishment himself. While Bowser's overall representation in high-level and top-level play has been smaller than higher tiered characters, players such as {{Sm|LordMix}} and {{Sm|Nairo}} have managed to achieve notable results, with many players arguing his tier placement should be higher. The most notable instance of this is {{Sm|ZeRo}}, who considers Bowser to be a high-tier character.
 
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Bowser was considered to be an unviable low tier as while he had solid KO power, great endurance, good range, a good Out of Shield game and a solid grab game, due to his effective [[Flying Slam]] command grab and his short grab release animation, he suffered from having very poor frame data, a highly exploitable recovery and his combination of having a huge body, high [[weight]] and high [[gravity]] made him a punching bag for many characters. He overall struggled to approach (especially against projectiles) as he was a huge target without solid enough mobility and he was a very easy target for multiple characters to chain grab, making him struggle against a large portion of the cast.
 
As a result, Bowser has been heavily updated in ''Super Smash Bros. 4'', with almost all of his animations being completely or at least slightly revamped from the previous game. Bowser has seen a mix of buffs and nerfs in the transition to ''Smash 4'' and while he was not greatly improved in earlier versions of the game, he has seen some rather drastic [[buff]]s as of the latest patch, which greatly help him overall.
 
Bowser has seen multiple changes to his attributes which noticeably help him. His running speed has been significantly increased, which along with his new dash attack, makes it easier for him to approach and run away. He has additionally seen a helpful unique attribute known as [[Tough Guy]], which gives him [[armor]] against very low knockback attacks, which allows him to plough through jabs as well as other low knockback attacks, giving him a rather unique advantage. His weight has also been noticeably increased which noticeably improves his endurance even with the removal of [[momentum canceling]] (especially relative to the cast), which is especially helpful considering the introduction to [[rage]], which further bolsters Bowser's already high power when he is at higher percents, and his higher weight makes him an amazingly effective user of it.


Bowser's recovery has also seen some rather significant improvements. While his [[air speed]] is slower (especially relative to the cast), his air dodge has much less ending lag and his aerial [[Whirling Fortress]] grants much more height which can be increased further with mashing, making it a much better recovery move. The move can also now grab ledges from behind as it is rising and the removal of [[edge hog]]ging also greatly improves its recovery potential and makes it much harder to edgeguard against. Bowser's significantly improved recovery makes it much harder to KO him, further improving his already excellent endurance.
Bowser's greatest strength is the immense power of his attacks. Since most of his attacks are highly damaging, Bowser has an easy time racking up damage, especially when compared to combo-oriented characters, such as {{SSB4|Mario}} and {{SSB4|Sheik}}. In addition, most of his moves have high knockback as well, granting him numerous (if not the most) KO options. Some of his moves are among the strongest of the cast, including the second strongest [[meteor smash]] in his down aerial, one of the strongest [[semi-spike]]s in his back aerial and the second strongest forward smash, which is marginally weaker (but faster overall) than King Dedede's. The introduction of [[rage]] further amplifies the power of his moves, without reducing the efficiency of his combos. His great survivability can also allow him to take full advantage of it, as it is very difficult to KO Bowser without a strong attack. Furthermore, Bowser has great physical [[range]] in many of his attacks, allowing him to [[space]] opponents more easily than many other characters. Combined with the aforementioned perks, Bowser is proficient at [[edgeguarding]].


While some of Bowser's moves have seen rather simple animation changes, some moves have been changed completely for the better. His dash attack is a better burst option, his forward smash comes out faster, hits harder and is overall more reliable, his neutral aerial is now an effective damage racker, his back aerial is noticeably stronger and it can now [[auto-cancel]] in a short hop and his down aerial is now a hard hitting [[stall-then-fall]], giving his neutral and down aerials in particular more utility than they had in the previous game. Some moves which were not drastically changed such as forward tilt, up smash and forward/back throws saw improvements to their KO potential, which overall gives Bowser greater KO potential than he had in ''Brawl'', which is further compunded with rage.
Bowser also has a formidable grab game. While not particularly fast, his grabs are among the farthest reaching in the game, with his [[pivot grab]] being particularly notorious, making it easy for him to grab opponents that are not right next to him. His [[pummel]] and his forward, back and down throws deal respectable damage. His up throw's low damage output is counterbalanced by its low knockback, which grants Bowser many reliable follow-ups until about 75%, depending mostly on the opponent's falling speed. His down throw is the optimal choice for either forcing opponents off-stage for an edgeguard or preventing his other throws from becoming [[stale]]. His back throw is among the strongest, losing only to those of {{SSB4|Ness}}, {{SSB4|Toon Link}} and {{SSB4|Villager}}, and can KO at 195% from center stage. His forward throw is the strongest in the game, reliably KOing anyone at 180% from center stage.


Bowser's most drastic and useful buffs however were made to his up throw. Up throw has less knockback, less ending lag and it launches opponents at a more vertical angle, which have transformed the move from a very underwhelming spacing throw to one of the most devastating combo throws in the game. At lower percents, it can easily lead into an up tilt, a forward aerial, a back aerial or a neutral aerial, with the latter being able to rack up a lot of damage. The most formidable part of the throw though is that at higher percents, it can lead into an up aerial (which comes out much faster than in ''Brawl'') for an early KO. Rage can allow this to lead into KOes even earlier and as stated before, Bowser can very easily build up rage due to him being the heaviest character in the game, making him one of the largest benefiters of the mechanic.
Finally, Bowser has a versatile special moveset. [[Fire Breath]] is Bowser's only [[projectile]], which can be used to fend off opponents or [[gimp]] recoveries. Due to the nerf to [[SDI]], it is quite difficult to escape when caught up close. [[Flying Slam]] is a command grab, allowing it to ignore shields and [[counterattack]]s. Upon a successful grab, Bowser is [[invincible]] up until he jumps to perform a flipping [[Wikipedia:Suplex|belly-to-belly suplex]] that has enough knockback to KO around 135%, or even earlier if he lands on a platform. After getting grabbed, the opponent cannot do anything other than slightly alter the move's trajectory. [[Whirling Fortress]] is Bowser's primary means of [[recovery]], granting below average vertical distance but good horizontal distance, with the former increasing if [[button mashing]] is utilized. It is also a phenomenal [[out of shield]] option, as well as Bowser's fastest attack. Lastly, [[Bowser Bomb]] is very powerful and can be used as an alternative to [[fast falling]], making it useful for grabbing the ledge while at the same time threatening edgeguarders. It also deals additional [[shield damage]], meaning that a [[shield break]] will occur if both hits connect.


The changes to this single move have immensely helped Bowser as it further solidifies the buffs some of his other moves have received (as with the case with his neutral and up aerials) and it means that he does benefit from the changes to [[hitstun canceling]] and the changes to [[Directional Influence]] as without the throw, Bowser still possesses a rather poor combo game and the two mentioned universal changes noticeably increase his vulnerability to combos. While the latter point is true regardless, his up throw acts as an extremely potent compensation, allowing him to make use out of the changes to hitstun canceling/DI, which he otherwise would not be able to.
However, Bowser has some glaring flaws. One of his biggest problems is air-to-ground transitioning. All of his aerials have at least 20 frames of landing lag, with his back and down aerials having 40 each. As none of his aerials have favorable [[autocancel]] windows, returning to the ground is very difficult for him, or even impossible without [[air dodging]] and/or fast falling, due to his slow aerial mobility. As a result, Bowser is quite vulnerable to combos and heavily susceptible to [[juggling]], making it easy for opponents to rack up damage on him, further worsened by his large size. His down aerial is his only move that can help mitigate these issues, but its aforementioned landing lag and [[stall-then-fall]] status can make it quite unreliable most of the time. His moveset, while fast compared to most heavyweights, is slow when compared to the rest of the cast, limiting his combo starters to only up throw and [[jab cancel]]led neutral attack, and making it difficult for him to keep up with faster opponents, such as {{SSB4|Sonic}}. This also compounds another noticeable problem: his ability to escape pressure. Due to his slow [[roll]]s and [[sidestep]], with the former also being short-distanced, Bowser's only real method of dealing with pressure is Whirling Fortress, which can be [[punish]]ed if executed too late. Some of his moves are also inevitable KOs if used off-stage, namely his two stall-then-falls, down aerial and Bowser Bomb, as well as Flying Slam. Lastly, despite his recovery being rather long-distanced, it is among the slowest of the cast, making aggressive edgeguarding more than enough to KO Bowser.


The changes to gameplay physics and mechanics (as well as the aforementioned changes to hitstun canceling/DI, along with the introduction of rage) also aid aid Bowser. With many projectiles being nerfed, it is much easier for Bowser to approach projectile users, especially with his increased running speed and his faster air dodge (although his is still vulnerable to projectiles due to his large size). The removal of [[chain grab]]bing eliminates the [[zero-to-death]] or otherwise heavily damaging combos that multiple characters possessed against him, greatly improving his endurance against certain characters. The changes to shield mechanics also help his as the increased shield damage multiplier and the increased [[shieldstun]] makes his attacks safer and harder to punish, as well as allowing him to shatter a shield more easily (particularly with [[Bowser Bomb]]).
Bowser benefits greatly from [[custom moves]]. Compared to Fire Breath, Fire Shot is slower and has noticeable intervals between each flare, but has more range and does consistent damage, improving its edgeguarding capabilities and allowing it to be used effectively in the [[neutral game]]. Dash Slam is drastically weaker, but has a lower launch angle and moves Bowser forward, making it easier for him to grab opponents. Dash Slash has almost no KO power, but hits throughout most of its animation and maintains the default's autocancelling, granting Bowser a very reliable move for [[approach]]ing. Both Flying Slam alternatives can also improve his recovery. Flying Fortress cannot be used out of shield, but grants twice as much vertical distance at high speed, significantly improving Bowser's vertical recovery.


Bowser has however, received a few nerfs. As mentioned before, Bowser is now much more vulnerable to combos due to the changes to hitstun canceling/DI, which is further exacerbated with the changes to weight dependent throws. Weight dependent throws are now faster on Bowser in spite of his increased weight, which makes it harder for him to DI weight dependent throws and it gives them less ending lag against him, making him more susceptible to combos out of weight dependent throws.
Overall, Bowser is a defensive powerhouse who relies on either timing his attacks carefully or focus on punishing his opponents' mistakes in order to avoid serious punishment himself.


Bowser's [[grab release]] animation now has 10 extra frames of ending lag to match the rest of the cast. When combined with the general changes to grab releases (particularly aerial grab releases) and the removal of chain grabbing, this completely removes his grab release's utility (although his improved up throw largely compensate for this).
==Changes from ''Brawl''==
Bowser has been significantly [[buff]]ed in the transition to ''SSB4''. Most of his moveset and animations have been completely revamped for the better; he is much more mobile overall (such as being able to outrun {{SSB4|Marth}}, {{SSB4|Toon Link}}, {{SSB4|Donkey Kong}}, {{SSB4|Pit}} and {{SSB4|Mr. Game & Watch}}, all of whom were faster than him in ''Brawl''), his endurance and recovery have been greatly improved, he possesses even faster and better attacks with farther [[reach]] than he did in ''Brawl'' while being even more powerful than he was in ''Melee'', and as of version [[1.1.3]] his throw-based combo game is much better than ever before. All of these improvements now allow him to punish opponents more harshly and more safely than he could in previous games while remedying many of his flaws. Bowser retains {{B|Giga Bowser|Final Smash}} as his [[Final Smash]], while retaining the animations and moves from ''Brawl''.


Bowser also has inferior frame data on some of his moves. Some moves such as up tilt and forward aerial have increased startup lag (although the former has decreased ending lag and more range in front of Bowser) while others such as down smash and Flying Slam have increased ending lag. Some of Bowser's moves also have reduced KO potential, such as his up tilt, up aerial (although it comes out much faster to compensate) and his grounded Whirling Fortress. Many of his attacks also have reduced range, with many of his attacks having smaller hitboxes which are not positioned as far away from Bowser, although some of his new animations can compensate for this on certain moves.
The general physics and mechanics changes brought about by ''SSB4'' also significantly aid Bowser. The universal nerfing of [[camp]]able projectiles considerably helps Bowser's approach while the removal of immediately re-grabbing an opponent after throwing them eliminates the [[zero-death]] or otherwise heavily damaging [[chain throw]]s that plagued him in previous ''Super Smash Bros.'' games. Lastly, the introduction of the [[rage]] mechanic results in Bowser's immense endurance and power becoming even more useful than ever before.


Bowser's specials have also seen some nerfs. [[Fire Breath]] is inferior at racking up damage (due to its lower damage), its late hit no longer causes hitstun and Bowser cannot turn his head as quickly while using it. While Flying Slam is stronger and Bowser has more control over his trajectory, the move now causes Bowser to be KO'd first while the opponent survives and some characters can even make it back to the stage, making [[Sacrificial KO#Grab-based sacrificial KOs|Bowsercide]] a less viable tactic to KO an opponent. In addition to this, the move has less range, more ending lag (as stated before) and [[Koopa hopping]] has been removed, making Flying Slam harder to land and decreasing its utility. Grounded Whirling Fortress has seen the most significant nerfs however. The move is now a weaker, multi-hitting move, with no intangibility on startup, less range, more ending lag, Bowser moves slower while using it and Bowser can no longer slide off edges while using it. This hinders its use as an Out of Shield option and it is overall a less effective attack (with reduced power, reliability and range) with less utility, although it is still an effective Out of Shield option.
These drastic improvements saw Bowser secure many high spots in promotional tournaments held for ''SSB4'', and he is now considered a much better character compared to how he was in ''Melee'' and ''Brawl''. However, Bowser's position among the cast is a point of debate due to numerous veterans having also been buffed to varying degrees. Despite no longer being plagued by poor mobility and reach, Bowser's flaw of being vulnerable to attack remains due to his large hurtbox (which increased even further in size in the transition to ''SSB4'') and unsafe landing options. While his perception in the metagame has fluctuated over time, Bowser is a relatively viable character as of update [[1.1.3]], as he has become surprisingly effective for a super heavyweight like how he was perceived in the very early ''SSB4'' metagame, if not to the same extent. However, Bowser's high-level tournament representation has been rather poor, leaving his metagame largely stagnant.
 
Bowser's nerfs however, are notably offset by the very useful buffs Bowser has received (particularly to up throw). Overall, Bowser has seen some rather significant buffs, which work excellently with the game's universal changes. Bowser not only has greater endurance, is overall faster and has a much better recovery but he also has greater KO potential and excellent combo potential, due to his greatly improved up throw. This has resulted in him faring much better than he ever did in ''Brawl'' and especially ''Melee''.
 
In earlier versions, Bowser was still considered to be a low tier character (particularly as time went on, as people figured out the game and realised that Bowser's improvements were not as drastic as initially though). Besides his recovery and improved KO potential, Bowser still suffered from the same flaws he had in ''Brawl'', and he had lost some of his more effective tools (notably his shorter grab release, which noticeably hurt his grab game at the time). Bowser did receive buffs over time though, with his most drastic buffs being introduced in version [[1.1.3]], which greatly improved his up throw. In earlier versions, up throw was an unimpressive spacing throw much like it was in ''Brawl'' (as it dealt more knockback and had more ending lag) but in 1.1.3, it became the devastating combo throw it is known for today. While its combo potential was toned down in version [[1.1.4]] (and {{SSB4|Bayonetta}} was introduced in the same patch), he received other useful buffs in the same patch, along with the next patch (where some of the top tiers were also toned down), and it still remained an excellent combo tool.
 
The changes to this one move were enough to push Bowser from low tier to high tier, subsequently improving his results and player base. A consequence this had though is that Bowser became a rather controversial pick. Because his up throw was so much better, Bowser's gameplan suddenly became overcentralised by his grab, as his main goal would be to fish for grabs, up throw and build damage from there (or KO depending on the opponent's percent). This resulted in Bowser's reputation being rather negative, as he was essentially a low tier character, but with one incredibly powerful gimmick (his grab/up throw), which largely carried him, making him a rather one dimensional and predictable character.
 
Nevertheless, while Bowser is still a giant punching bag, who has really poor frame data and struggles to approach, he is now widely agreed to be a viable character in the latest version of ''Smash 4'' (even if it is largely due to one move), and is overall one of the characters to be buffed the most in the transition from ''Brawl'' to ''Smash 4'', alongside {{SSB4|Mario}}, {{SSB4|Luigi}}, {{SSB4|Captain Falcon}}, {{SSB4|Sheik}}, and {{SSB4|Mewtwo}}.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Bowser has a sleeker design, his shell is noticeably more detailed, his pupils are smaller and his overall color scheme is significantly more vibrant, much like his appearance in ''{{s|mariowiki|Super Mario 3D Land}}''.}}
*{{change|Instead of the the realistic look he had in ''Brawl'', Bowser's appearance is more cartoonish and more brightly colored, which makes him look more inline with his appearances in the ''{{uv|Mario}}'' games.}}
*{{change|Bowser's charcoal-colored [[alternate costume]] has been slightly updated. His hair is now orange instead of red. Bowser has also received five new alternate costumes, one of which is based on {{s|mariowiki|Blue Bowser}}.}}
*{{change|Like {{SSB4|Yoshi}}, Bowser's posture is more erect and he has a more "battle ready" stance. This is translated into his moveset, be it through a tweaked animation or a completely new attack.}}
*{{change|[[Dash]], [[roll]], [[air dodge]], [[Crouching|crouch]], and [[Crawling|crawl]]'s animations have changed. Bowser now dashes on both legs instead of shuttling along the ground, and he remains upright instead of retreating into his shell when rolling, jumping, or air dodging. Bowser's crouch also appears similar to his crouching defensive stance from ''{{s|mariowiki|Mario & Luigi: Bowser's Inside Story}}''.}}
*{{change|Bowser's straighter pose also resulted in his [[dash]]ing, [[roll]]ing, midair jumping, [[air dodge|air dodging]], [[crouch]]ing and [[crawl]]ing animations being changed. He now runs upright instead of scuttling, he remains upright instead of retreating into his shell when rolling, jumping or air dodging, and he keeps his hands clenched instead of clawing the ground. Additionally, his crouch now looks similar to his battle stance from ''Mario & Luigi: Bowser's Inside Story''.}}
*{{change|A shadow has been added to the interior of Bowser's shell, which obscures his face (except for his eyes) whenever he withdraws into his shell.}}
<!--*{{bugfix|Bowser's Final Smash eyes no longer detach from him while possessing a [[Smash Ball]] and performing [[Screw Attack]]s.}}-->
*{{change|Bowser is significantly less vocal. He no longer vocalizes when jumping or performing his dash attack, any tilt attack, and any aerial attack.}}
*{{change|Bowser's body now faces the screen regardless of whether he's facing left or right.}}
*{{change|Bowser's victory theme is now changed into a rock-based remix of the Course Clear Fanfare used in Super Mario Bros.}}


===Attributes===
===Attributes===
*{{change|Bowser is smaller (size multiplier: 1x → 0.82x). This makes his hurtboxes smaller, making him harder to hit but this also reduces his range.}}
*{{change|Like other large characters, such as {{SSB4|Donkey Kong}} and {{SSB4|King Dedede}}, Bowser's [https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhFSRn7g general size in proportion to the other playable characters is also greater than in previous installments.] This gives him greater [[reach]], but increased the size of his hurtbox, making him easier to hit.}}
*{{buff|Bowser now stands upright, which is also reflected in his new walking and dashing animations. This makes him harder to hit horizontally and while this would make him easier to hit vertically, this is offset by Bowser's smaller size, making him no easier to hit vertically overall.}}
*{{change|Bowser is heavier (120 → 130), improving his already impressive survivability and enabling him to use the [[rage]] mechanic effectively. However, this makes him much more susceptible to combos.}}
**{{change|Bowser's new upright posture has also been translated into his moveset, be it through a tweaked animation or a completely new move.}}
*{{buff|Bowser now has a unique attribute, [[Tough Guy]]. It is universal [[armor]] against attacks that deal less than 19 units of knockback, such as the first hit of many neutral attacks, or numerous neutral infinites. It is amplified if he is crouching (due to the changes to [[crouch canceling]]).}}
*{{buff|Bowser [[walk]]s faster (0.8 → 0.858).}}
*{{buff|Bowser [[walk]]s faster (0.8 → 0.858).}}
*{{buff|As with other returning veterans, Bowser walks much faster when carrying heavy [[item]]s, to the point where it now surpasses Donkey Kong's, although DK still surpasses him in regard to jumping or falling with them.}}
*{{buff|Bowser [[dash]]es faster (1.527 → 1.792).}}
*{{buff|Bowser [[dash]]es much faster (1.527 → 1.792), going from the 16th fastest out of 39 in ''Brawl'' to the 17th fastest out of 58 in ''Smash 4''.}}
*{{nerf|Bowser's [[air speed]] is slower (1.034 → 1.0).}}
*{{buff|Like all characters returning from ''Brawl'', Bowser's [[Fast fall|fast-falling]] speed is faster (1.946 → 2.224). This improves his aerial mobility and leaves him less susceptible to juggling.}}
*{{buff|Bowser's [[item throw]] is stronger (1.31432 → 1.33432).}}
**{{nerf|However, since his regular falling speed remains unchanged and most other characters saw an identical increase to their fast falling speed relative to their normal falling speed (60%), his fast falling speed is much lower relative to the cast, going from the 19th fastest out of 39 to the 17th lowest out of 58.}}
*{{buff|Bowser's [[double jump]] has significantly increased height.}}
*{{buff|Bowser is noticeably [[Weight|heavier]] (120 → 130), significantly improving his endurance and making him suffer less from the removal of [[momentum canceling]] than other returning veterans.}}
*{{buff|Bowser now has universal [[armor|light armor]] against attacks that deal negligible knockback, such as the first hit of many [[neutral attack]]s. This effect is significantly amplified if Bowser is [[crouch]]ing, but not while [[crawl]]ing or attacking.}}
*{{nerf|Bowser's [[air speed]] is slower (1.034 → 1.0), especially relative to the cast, going from the 11th highest out of 39 to the 31st highest out of 58.}}
*{{buff|Bowser's walking speed while carrying heavy items now surpasses Donkey Kong's, though he remains unable to match DK's ability to jump or fall with them.}}
*{{change|Bowser’s [[gravity]] is higher (0.1027 → 0.11). When combined with his faster fast-falling speed, this allows him to land more safely, but makes him more susceptible to combos, as well as slightly reducing the height of his jumps.}}
*{{change|Bowser has a new double jump animation where he stays upright. This allows him to grab ledges from further below but it also makes him a much larger target.}}
*{{buff|Bowser's [[item throw]] is stronger (1 → 1.1).}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Bowser. They significantly improve his combo potential (particularly out of up throw), but make him more susceptible to combos.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Bowser's endurance against certain characters.}}
*{{nerf|The changes to weight dependent throws hinders Bowser, as it makes weight dependent throws faster against him despite his significantly increased weight.}}
*{{buff|[[Roll]]s have less startup (frame 5 → 4) and ending lag (FAF 40 → 34).}}
*{{nerf|Rolls travel less distance due to Bowser's smaller size.}}
*{{buff|[[Air dodge]] has less ending lag (FAF 50 → 35).}}
*{{nerf|Air dodge has a slightly shorter duration (frames 4-30 → 4-29).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 33 → 29), no longer being the slowest.}}
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 3-24 → 4-19).}}
*{{buff|The 1.19x damage multiplier to shields and the increase to [[shieldstun]] make some of Bowser's attacks much better at pressuring shields, as they are safer and deal more shield damage.}}
*{{nerf|Bowser's [[grab release]] has more ending lag (FAF 20 → 30), now matching the rest of the cast. When combined with the changes to grounded and aerial grab releases, Bowser now has no frame advantage out of a grounded grab release and only a 10 frame advantage out of an aerial grab release (compared to 11 and 31 frames (against most characters) respectively). This removes all of his guaranteed followups out of a grab release which is further exacerbated by the removal of chain grabbing.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|[[Neutral attack]]'s second hit deals 1% more damage (5% → 6%).}}
**{{change|Bowser has a new neutral attack: his claw swipes have been replace with alternating punches.}}
*{{change|Neutral attack's is now an alternating pair of punches instead of claw swipes.}}
**{{nerf|Both hits have more startup lag (frame 6 (hit 1)/8 (hit 2) → 7/9).}}
*{{buff|[[Forward tilt]] deals 1% more damage (11% → 12%).}}
***{{buff|However, their total durations were unchanged, giving them slightly less ending lag.}}
*{{change|Forward tilt's animation has been slightly changed. Bowser now fully clenches his fist like in ''[[Melee]]''.}}
**{{buff|The first hit's far hitbox is larger (4u → 5u).}}
*{{nerf|[[Up tilt]] deals 3% less damage (12% → 9%) and has more start-up (frame 8 → 11).}}
**{{buff|The first hit's far hitbox launches opponents slightly higher (83° → 85°), making it connect more reliably into the second hit.}}
*{{buff|Up tilt now reaches in front of Bowser, and has significantly increased reach overall. It also has considerably less ending lag.}}
**{{nerf|The first hit's near hitboxes are smaller (5u/4.5u → 3u/4u).}}
*{{buff|[[Down tilt]]'s second hit has improved reach, now reaching slightly farther than the first hit.}}
**{{nerf|The first hit's far hitbox has been moved closer to Bowser (x offset: 8 → 5), while its nearest hitbox has been moved further away from him (x offset: -8 → -7), reducing its range.}}
*{{change|Down tilt's animation has been slightly changed. It is now an alternating pair of swiping punches instead of claw swipes. This animation change also now fully matches the hitboxes of the move, whereas in ''Brawl'' the hitboxes did not cover Bowser's entire hands.}}
**{{buff|The second hit deals more damage (5% → 6.5%).}}
*{{buff|Bowser has a new [[dash attack]], a side kick. It deals more damage (11% → 12% (clean), 8% → 10% (late)), knockback growth (30 → 35), it has significantly improved range and has significantly less ending lag.}}
**{{nerf|The second hit's near hitboxes are smaller (6u/5.5u → 3u/4u).}}
*{{nerf|Dash attack has slightly less base knockback (120 110) and slightly more start-up (frame 10 11).}}
**{{nerf|The second hit's far hitbox has been moved closer to Bowser (x offset: -8 → 5), while its nearest hitbox has been moved further away from hit (x offset: 8 → -6), reducing its range.}}
*{{buff|Bowser has a new [[forward smash]], a dropkick. It has much more knockback growth (81 98), to the point that it is now on par with King Dedede's forward smash as the strongest in the game (although Dedede's deals 1% more damage and KOs 3% earlier due to his forward smash having slightly higher base knockback). It also has less start-up (frame 27 22), significantly improved reach and hitbox placements.}}
*[[Forward tilt]]:
*{{nerf|Forward smash has weak hitboxes throughout the later portions of the move that deal 6% less damage than the initial hitboxes (23%/20% → 17%/14%) and less knockback (10 (base)/103 (growth)). It also has more ending lag.}}
**{{change|Forward tilt has an altered animation where Bowser now closes his fist when performing the move.}}
*{{change|Forward smash now consists of one hit instead of two, similar to how it functioned in ''Melee''. As a result, its overall damage potential has decreased by 14% (46% → 32%), though this means there is no longer a possibility of an opponent getting hit out of the main KOing hitbox by the weaker initial hit while still making the move's power better.}}
**{{buff|Forward tilt deals more damage (11% → 12%), improving its KO potential.}}
*{{buff|Up smash has slightly faster start-up (frame 17 16), its sweetspot can now hit grounded opponents, and it can now [[clang]] with aerial attacks, allowing Bowser to out-prioritize aerial attacks with it without being interrupted. The sourspotted [[up smash]] deals 3% more damage (12% 15%) and more knockback.}}
**{{nerf|Forward tilt has smaller hitboxes (5.7u/5u/4u → 5.5u/4u/4u) and the hand hitbox has been moved closer to Bowser (x offset: 7 → 5.1), reducing its range.}}
*{{change|Up smash's animation has slightly changed. Bowser now spins when performing it.}}
***{{nerf|In addition to this, the move no longer has a body hitbox, as the previous body hitbox has been moved to the same position as the arm hitbox, with the move now having two overlapping arm hitboxes.}}
*{{nerf|[[Down smash]] deals 5% less damage (21% → 16%) and has less knockback growth (140 130).}}
**{{nerf|The down angled version no longer has a 40% [[trip]] chance, although this does not affect the move under a competitive ruleset.}}
*{{buff|Down smash is significantly harder to SDI out of. It also has an additional hitbox right before Bowser starts spinning, giving it less start-up overall (frame 15 → 10).}}
*[[Up tilt]]:
*{{change|Down smash's knockback angle was altered (65° → 48°).}}
**{{buff|Up tilt has less ending lag (FAF 51 → 41), making it safer and improving its ability to set up juggles.}}
*{{change|Down smash's animation has been slightly changed. Bowser now remains in place when performing it, similarly to how he did in ''Melee''.}}
**{{nerf|Up tilt deals less damage (12% → 9%), hindering its KO potential.}}
***{{buff|However, this also improves its ability to set up juggles.}}
**{{nerf|Up tilt has more startup lag (frame 8 → 11).}}
***{{buff|However due to its new animation, up tilt's hitboxes now start right in front of Bowser, allowing the move to hit opponents in front of him.}}
**{{nerf|Bowser's arm is no longer intangible when performing up tilt.}}
**{{nerf|Up tilt has smaller hitboxes (6u/5.5u/5u → 5.5u/5u), the body hitbox has been removed and the hand hitbox has been moved closer to Bowser (x offset: 8 → 6.9).}}
*[[Down tilt]]:
**{{change|Down tilt has an altered animation. It is now an alternating pair of [[wikipedia:Hook (boxing)|hooks]] rather than an alternating pair of claw swipes.}}
**{{buff|This new animation properly matches its hitboxes' placements, with the move now fully covering Bowser's hand, despite the far hitboxes being moved closer to Bowser (x offset: -7 (hit 1)/7 (hit 2) → 6 (both)).}}
***{{buff|This new animation is also shorter (51 frames → 45), allowing Bowser to crawl earlier after performing the move.}}
***Despite its altered animation and hitbox placements, down tilt still roughly has the same amount of lateral range it had before.
**{{nerf|The middle arm hitbox has been removed, giving down tilt slightly less vertical range at certain positions.}}
*[[Dash attack]]:
**{{change|Bowser has a new dash attack, a side kick, similar to Meta Knight’s dash attack.}}
**{{buff|Compared to the previous dash attack, it deals more damage (11% (clean)/8% (late) → 12%/10%) and its clean hit deals more knockback (120 (base)/30 (scaling) 110/35), improving its KO potential.}}
**{{buff|Dash attack covers more space in a shorter amount of time, making it a better approach and burst movement option.}}
**{{nerf|Dash attack has more startup lag (frame 10 → 11).}}
***{{buff|However, its total duration was unchanged, giving it slightly less ending lag.}}
**{{nerf|Dash attack's far hitboxes have been moved closer to Bowser (x offset: 18 (clean)/15 (late) 12/10), reducing its range relative to Bowser.}}
**{{nerf|Dash attack's near hitboxes are smaller (7u (clean)/5u (late) → 4u/3.8u) and the late near hit has also been moved further away from Bowser (x offset: 3 4).}}
*[[Forward smash]]:
**{{change|Bowser has a new forward smash: a single hitting dropkick with a clean hit and a late hit, rather than two separate hits.}}
**{{buff|Forward smash has less startup lag (frame 26 → 22).}}
***{{nerf|However, it starts charging much sooner (frame 12 4), giving it more startup lag out of a charge release despite this change (frame 15 → 19).}}
**{{buff|Forward smash now grants [[invincibility]] to Bowser's feet.}}
**{{buff|The clean hit deals more knockback (25/22 (base)/81 (scaling) → 25/98), improving its KO potential.}}
**{{buff|The clean hit's sourspot launches opponents at a more favourable angle (60° [[Sakurai angle|361°]]), improving its KO potential (unless when used near the upper blast zone) and making DI less effective against it.}}
**{{buff|Due to its new animation, forward smash has significantly more range and it can be used to low profile under certain attacks.}}
***{{nerf|However, as this new animation moves Bowser forward, it leaves him in a more vulnerable spot if forward smash is shielded.}}
**{{buff|The clean hit now has [[transcendent priority]]. When combined with Bowser having feet intangibility, this allows the move to ignore any hitbox, while still being able to cancel out projectiles.}}
**{{buff|Forward smash now has a late hit which deals 17%/14% depending on where it lands and decent knockback (10 (base)/103 (scaling). This new late hit extends forward smash's duration (frame 26 (hit 1)/28-31 (hit 2) → 22-23/24-27).}}
***{{nerf|However, the clean hit has a shorter duration (frames 28-31 → 22-23).}}
**{{change|The new late hit has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}}
**{{nerf|Forward smash now only hits once, reducing its maximum damage potential (33% → 23%).}}
***{{buff|However, this also makes forward smash more reliable.}}
**{{nerf|The clean hit has smaller hitboxes compared to the previous second hit (7.3u/6.3u → 7u/5.5u), with the new late hit having even smaller hitboxes (6u/5u).}}
**{{nerf|The sourspot deals less damage (21% → 20%).}}
**{{nerf|Forward smash has more ending lag (FAF 66 70).}}
*[[Up smash]]:
**{{buff|Up smash's main hit has increased knockback scaling (80 (sweetspot)/90 (sourspot) → 90/100), improving its KO potential.}}
**{{buff|The main hit has a longer duration (frames 16-21 16-23).}}
**{{buff|Up smash has an altered animation where Bowser has a more upright posture. This makes it easier for the sweetspot to connect against grounded opponents.}}
**{{nerf|The landing hit has more startup lag (frame 31 → 37), with up smash's total duration being subsequently increased (FAF 52 → 58).}}
**{{nerf|The clean hit has smaller hitboxes (8u/6u/6u → 7u/5.5u/5.5u) and the sourspots have been moved closer to Bowser (z offset: 6/-6 → 5/-5).}}
**{{nerf|The landing hit deals less damage (12%/10% → 6%) with it only seeing an increase to its base knockback (60 80), hindering its KO potential.}}
**{{nerf|The landing hit uses one smaller extended hitbox (6u/6u/6u → 5.5u), decreasing its overall range.}}
*[[Down smash]]:
**{{buff|Down smash has a new first hit that is active right before Bowser starts spinning, giving it less startup lag (frame 14 → 10).}}
**{{buff|The weakening of [[SDI]] makes down smash significantly more difficult to escape from.}}
**{{buff|The final hit has less startup lag (frame 32 → 31).}}
***{{nerf|However, there is a longer gap between the sixth and final hit (1 frame → 3).}}
**{{change|The final hit's angle was altered (65° → 48°).}}
***{{buff|This improves its KO potential near the horizontal blastzone, as well as making it less susceptible to DI.}}
***{{nerf|However, this hinders its vertical KO potential (including from center stage positions on tournament legal stages without DI), as well as removing its ability to set up juggles.}}
**{{nerf|Down smash has more ending lag (FAF 67 → 72).}}
**{{nerf|Hits 2-6 deal less damage (2% → 1%), reducing down smash's total damage output (21% → 16%).}}
**{{nerf|Hits 2-6 have smaller hitboxes (5.5u/5.5u/4.4u/4.4u → 4.2u/4.2u/3.7u/3.7u), they have been moved closer to Bowser (z offset: -9/9/-6/6 → -7.2/7.2/-5/5) and the upper hitboxes have been moved lower down (y offset: 11 → 9), reducing their range.}}
**{{nerf|The final hit has decreased knockback scaling (140 → 130), hindering its KO potential.}}
**{{nerf|The final hit's hitboxes have been moved closer to Bowser (z offset: -9/9/-6/6 → -7.2/7.2/-5/5) and the upper hitboxes have been moved lower down (y offset: 12 → 9), reducing its range.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials except down aerial have a shorter initial [[auto-cancel]] window (frames 1-7 (neutral)/1-8 (forward/back)/1-9 (up) → 1-3 (neutral/forward)/1-2 (back/up).}}
*{{buff|Bowser has a new [[neutral aerial]], a cartwheel. Its overall damage potential has increased by 11% (13% → 24%), it has less ending and landing lag, its hitbox is larger and lasts longer and it consists of multiple hits.}}
*[[Neutral aerial]]:
*{{buff|[[Forward aerial]]'s sweetspot takes up a much larger portion of Bowser's arm and it has less ending and landing lag, making it useful for edge-guarding. The move's hitboxes also reach farther above and below Bowser. It can now be [[auto-cancel]]ed in a short hop.}}
**{{change|Bowser has a new neutral aerial: an aerial cartwheel. Bowser's hands and feet consist of hitboxes (which slowly appear as time goes on) which deal 6% each and launch opponents vertically (361° → 75°)}}
*{{nerf|Forward aerial has more start-up (frame 8 → 11).}}
**{{buff|All four of neutral aerial's hitboxes can connect, greatly increasing its maximum damage potential (13% → 24%).}}
*{{change|Forward aerial's animation has slightly changed. Bowser now slashes diagonally instead of straight down.}}
**{{buff|Neutral aerial has more range overall, as the move now has four hitboxes which circle around Bowser.}}
*{{buff|Bowser has a new [[back aerial]], a dropkick. It deals 4% more damage (15% → 19% (clean), 7% → 11% (late)) and has altered knockback (25 (base)/83 (growth) → 20/88), allowing it to KO below 100% from the center of Final Destination. It also has less ending lag and can auto-cancel from a [[short hop]].}}
**{{buff|Neutral aerial has a longer duration (frames 8-13 (clean)/14-23 → 8-29 (hit 1)/14-29 (hit 2)/18-29 (hits 3 & 4).}}
*{{nerf|Back aerial has slightly less range behind Bowser due to a smaller hitbox size, though its range is still very high. It also has a significantly lower duration, lasting only 4 frames (Frames 9-12), and lacks a sourspot to keep opponents at bay.}}
**{{buff|Neutral aerial has less landing lag (24 frames → 20).}}
*{{nerf|[[Up aerial]] deals 2% less damage (17% → 15%) and has less knockback growth (93 → 85), now KOing 20% later.}}
***{{buff|Altogether, these changes combined with the changes to hitstun cancelling/DI, improves neutral aerial's damage racking and combo potential, as the move launches opponents vertically.}}
*{{buff|Up aerial has significantly faster start-up (frame 16 9).}}
**{{nerf|Each hit of neutral aerial deals less damage (13% → 6%) and their knockback was not fully compensated (20 (base)/80 (scaling) → 20/50 (hit 1)/20/100 (hit 2)/60/90 (hits 3 & 4), hindering its KO potential.}}
*{{buff|Instead of being a [[drill (archetype)|drill]], down aerial is now a [[stall-then-fall]] that hits opponents once with increased base knockback (10 → 30). It [[meteor smash]]es during the first few frames and hits all opponents with diagonal upward knockback during the later frames. This overhaul is beneficial, as it transitions down aerial into a very powerful anti-juggle, KOing and edge-guarding option. The shockwave it produces upon landing also launches opponents farther, making it more difficult to punish its landing. Because it is now a stall-then-fall, it can also be used to down aerial stall.}}
***{{buff|However, this does improve its combo potential.}}
*{{nerf|Down aerial's new function does not allow it to be cancelled until the move ends and does not [[edge sweetspot]], making it very unsafe to use off-stage. It also has slightly more start-up and it deals 13% less damage (29% → 16%).}}
***{{nerf|In addition to this, the move's vertical launch angle significantly hinders its edgeguarding potential.}}
**{{nerf|Due to its multi-hit nature (along with each hitbox having different knockback), neutral aerial is far less consistent and reliable to use (especially outside of lower percents), making it difficult to effectively utilise.}}
**{{nerf|Neutral aerial's hitboxes are smaller compared to the previous hitbox (8u → 5.5u).}}
***{{nerf|In addition to this, the move now has a large blindspot in the middle of Bowser's body.}}
**{{nerf|Neutral aerial auto-cancels later (frame 40 → 45).}}
**{{nerf|Neutral aerial has a longer animation (49 frames → 66), increasing the amount of time Bowser cannot grab ledges after performing the move.}}
*[[Forward aerial]]:
**{{change|Forward aerial has an altered animation.}}
***{{buff|This new animation more accurately represents the move's hitboxes, with the move now always covering Bowser's hand.}}
***{{nerf|However, this new animation is longer (45 frames → 53).}}
**{{change|The sweetspot has been moved slightly higher up (z offset: 0 → -0.7).}}
**{{nerf|Forward aerial has more startup lag (frame 8 → 11).}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
**{{nerf|The sweetspot has been moved closer to Bowser (x offset: 5 → 4.4), reducing its range.}}
*[[Back aerial]]:
**{{change|Bowser has a new back aerial, a dropkick.}}
***{{nerf|This new animation is marginally longer than the previous animation (49 frames → 50).}}
**{{buff|Back aerial deals more damage (15% (clean)/7% (late) → 19%) and knockback (25 (base)/83 (scaling) → 20/88), significantly improving its KO potential.}}
**{{buff|Back aerial has less ending lag (FAF 50 → 45).}}
**{{buff|Back aerial auto-cancels much earlier (frame 45 → 31), now being able to do so in a short hop.}}
**{{change|As with most back aerial's, back aerial now always launches opponents behind Bowser.}}
**{{nerf|Back aerial has a smaller hitbox (9u/5u → 7u) which is now static, decreasing its range. The move has gone from being disjointed, to now failing to fully cover Bowser's feet, especially during its first active frame.}}
**{{nerf|Back aerial no longer has a late hit, shortening its duration (frames 9-11 (clean)/12-16 (late) → 9-11) and reducing its utility.}}
**{{nerf|Back aerial has more landing lag (35 frames → 40).}}
**{{nerf|Back aerial no longer grants [[invincibility]] on Bowser's shell or even on his feet.}}
*[[Up aerial]]:
**{{buff|Up aerial has much less startup lag (frame 16 → 9), making it much easier to land and overall improving its utility.}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|Up aerial gains head intangibility much sooner (frame 10 → 3).}}
**{{buff|Up aerial has a marginally shorter animation (47 frames → 46).}}
**{{change|Up aerial's hitbox is now displaced horizontally rather than vertically (y offset: 2.4 → x offset: 2.4). When combined with up aerial's new animation, this makes the hitbox more accurately cover Bowser's head but it also decreases the move's vertical range.}}
**{{nerf|Up aerial deals less damage (17% → 15%) and has decreased knockback scaling (93 → 85), hindering its KO potential, although it is still one of the strongest up aerials in the game.}}
**{{nerf|Up aerial has a smaller hitbox (7u 6u).}}
*[[Down aerial]]:
**{{buff|Down aerial is now a single hitting [[stall-then-fall]] which compared to the previous final hit, deals more damage (3% → 16%) and has increased base knockback (10 → 30), drastically improving its KO potential.}}
***{{buff|Down aerial's stall-then-fall attribute combined with its increased strength makes it a much more effective and devastating landing option, especially near the ledge due to the clean hit's meteor smash hitbox.}}
***{{nerf|However, its stall-then-fall properties also make it even more dangerous to use off stage.}}
**{{buff|Down aerial has a larger hitbox (4u/4u → 7u), increasing its range despite only having one hitbox now.}}
**{{buff|Down aerial has a longer duration (frames 14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36, 38 → 17-24 (clean)/25-49 (late)).}}
**{{change|Down aerial's angles have been altered (270° (hit 9) → 275° (clean)/56° (late)).}}
**{{change|The landing hit can no longer hit aerial opponents.}}
***{{buff|This prevents the landing hit from cancelling out the knockback from the main attack.}}
***{{nerf|However, this also hinders down aerial's damage racking potential.}}
**{{nerf|Due to consisting of one hit instead of nine, down aerial's maximum damage potential is much lower (27% → 18%).}}
**{{nerf|Down aerial has more startup lag (frame 14 → 17).}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{change|Grab animation has been changed. Bowser now grabs and holds opponents with one arm, similarly to the [[Koopa Klaw]]'s grab from ''Melee''. Bowser also no longer falls over when he whiffs a dash grab.}}
**{{change|Bowser's grabs have new animations where Bowser only grabs with one hand, as opposed to both. He also no longer topples over during his dash grab.}}
*{{buff|All grabs have improved reach, now being among the farthest reaching non-tether grabs in the game and, except for pivot grab, they have faster start-up and ending lag.}}
**{{buff|Dash grab has less ending lag (FAF 50 → 48).}}
*{{nerf|Pivot grab has more start-up and ending lag.}}
**{{buff|Bowser's grabs have more range inside of him, especially dash grab (z offset: 8 (standing)/10 (dash)/-8 (pivot) → 5/2/-5).}}
*{{buff|Forward and back throws deal 2% more damage (10% → 12%) and have more knockback growth (50 → 66), making them equally capable of KOing around 138% when near the ledge or even lower with the rage mechanic.}}
**{{buff|Standing and pivot grabs have larger grabboxes (5.5u → 6u).}}
*{{change|Forward throw's animation has changed. Bowser now places the opponent on his head and tosses his head horizontally.}}
***{{buff|Pivot grab has additionally been positioned further out (z offset: -23 → z stretch: -26.5), further increasing its already disjointed range.}}
*{{change|Bowser has a new back throw, where he uses one arm in a sideways motion to throw opponents behind him similarly to Donkey Kong's back throw.}}
***{{nerf|Dash grab has a smaller grabbox (5.5u → 4.8u).}}
*{{buff|Up throw no longer has set knockback (25 (base)/180 (growth)), but it has less ending lag (frame 68 61) and launches opponents at a more vertical angle (70° → 82°), allowing it to combo into other moves.}}
**{{nerf|Standing and dash grab have been moved closer to Bowser (z offset: -18 (standing)/-22 (dash) → z stretch: -14, -15.5), reducing their range.}}
*{{nerf|Up throw deals 4% less damage (10% → 6%).}}
**{{nerf|Pivot grab has more startup (frame 9 → 11) and ending lag (FAF 40 → 46).}}
*{{buff|Down throw has significantly more knockback (75 (base)/30 (growth) → 90/80), KOing at around 150% near an edge.}}
**{{change|In order to reflect his new grab animations, Bowser now holds the opponent with only one arm, after grabbing them.}}
*{{change|Bowser has a new edge attack, where he crawls up onto the stage and slashes forward similarly to his above 100% ledge attack in previous games.}}
***{{nerf|This new grabbing animation holds opponents lower to the ground, preventing Bowser from forcing smaller characters into an aerial grab release unless he grabs them in mid-air.}}
*[[Pummel]]:
**{{buff|Pummel deals slightly more damage (3% → 3.1%).}}
**{{nerf|Pummel's hitbox is now static, rather than being attached to Bowser's head. This gives it less vertical range.}}
*[[Forward throw]]:
**{{buff|Forward throw deals more damage (10% → 12%) and has increased knockback scaling (50 → 66), now being a viable KO option at higher percents.}}
**{{buff|Forward throw has less ending lag (FAF 60 → 59).}}
**{{change|Forward throw's animation has slightly changed. Bowser now rears his head to the side and sways it upward to throw the opponent, instead of rearing his head downward and then whipping it upward.}}
*[[Back throw]]:
**{{buff|Back throw deals more damage (10% → 12%) and has more knockback scaling (50 → 66), now being a viable KO option at higher percents.}}
**{{buff|Back throw has less ending lag (FAF 40 → 39).}}
**{{change|Back throw has a new animation where Bowser performs a one-armed throw, similar to Donkey Kong's back throw.}}
*[[Up throw]]:
**{{buff|Up throw has less ending lag (FAF 70 → 64).}}
**{{buff|The first seven hits deal less hitlag (1x → 0.5x), allowing the throw to be performed faster.}}
**{{nerf|The first seven hits deal less damage (1% → 0.5%), reducing the move's total damage output (10% → 6.5%).}}
**{{buff|The eighth hit deals much more knockback (0 (base)/100 (scaling) → 80/200), making the throw much more potent against bystanders.}}
**{{nerf|The eighth hit has a shorter duration (frames 49-52 49-51).}}
**{{buff|Up throw launches opponents at a higher angle (70° → 82°).}}
**{{buff|Up throw deals less knockback at lower percents (120 (set)/100 (scaling) → 25 (base)/180). When combined with its reduced ending lag, higher launch angle and the changes to hitstun canceling/DI, this drastically improves its combo potential. It can easily lead into moves such as up tilt and neutral aerial at lower percents while at higher percents, it can lead reliably into an up aerial for an early KO (especially with rage), now making Bowser's up throw his most useful move.}}
***{{nerf|However, the move's lack of set knockback hinders its combo potential at higher percents while still being too weak to KO.}}
*[[Down throw]]:
**{{buff|Down throw's hitbox has a longer duration (frame 45 → 45-46).}}
**{{nerf|The hitbox deals less damage (12% → 10%).}}
**{{buff|Down throw's throw now deals damage (0% → 2%) and has significantly increased knockback (75 (base)/30 (scaling) → 90/80).}}
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|The back hits have less startup lag (frame 26 (front)/23 (back) → 22 (both)).}}
**{{nerf|Floor attacks have more startup lag (frame 10 (front)/18 (back) → 19 (both)).}}
**{{nerf|Floor attacks have less intangibility (frame 1-27 (front)/1-24 (back) → 1-23 (both)).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
*[[Edge attack]]:
**{{change|Bowser has a new edge attack, an inward slash similar to his previous over 100% edge attack, albeit faster.}}
**{{nerf|Compared to the previous under 100% edge attack, this new edge attack has much more startup with a shorter duration (frames 8-17 → 22-24), no longer being the fastest in the game.}}
***{{buff|However, this decreases its ending lag as its total duration was not fully compensated (FAF 55 → 56).}}
**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a slightly higher angle (361° → 45°).}}
**{{nerf|Edge attack has less range due to its new animation.}}
**{{buff|Edge attack grants much more intangibility (frames 1-4 → 1-19).}}
**{{buff|Edge attack no longer has set knockback (110 (set)/100 (scaling) → 90 (base)/20).}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{nerf|Trip attack has decreased intangibility (frames 1-8 → 1-7).}}


===Special moves===
===Special moves===
*[[Fire Breath]]:
*{{buff|[[Fire Breath]]'s flames are larger and have improved range. The move also has faster start-up and ending lag.}}
**{{buff|Fire Breath's flames are larger when it is at full charge.}}
*{{nerf|Fire Breath cannot [[flinch]] at its furthest range.}}
**{{buff|Fire Breath's flames travel faster (1.9 (speed)/2.8 (horizontal momentum) → 3.5/4.0).}}
*{{change|Like all rapidly hitting attacks, landing Fire Breath repeatedly on the same opponent will push Bowser back at the same time the opponent is pushed away. This hinders the move's damage output, as opponents will not stay trapped for as long as before. However, it improves the move's safety, as opponents will no longer be able to [[SDI]] through the flames to [[punish]] Bowser for using the move.}}
**{{buff|Fire Breath's far hitbox deals more damage (1% → 1.2%).}}
*{{buff|[[Flying Slam]] has more knockback growth (50 60), KOing about 20% sooner and reliably below 120%. A whiffed grab also auto-cancels upon landing for its entire duration. In addition, Bowser has more control over the trajectory of Flying Slam, and he is now invincible before he leaves the ground.}}
**{{buff|Fire Breath has a lower SDI multiplier (1.25x → 0.8x) which along with the weakening of the mechanic, makes Fire Breath more difficult to escape from.}}
*{{nerf|Flying Slam grab has less vertical reach, making it more difficult to grab opponents from the air, and [[Koopa hopping]] is no longer possible.}}
**{{change|Fire Breath now slightly pushes Bowser back while slightly pushing the opponent away (45 units per hit, after 3 hits).}}
*{{nerf|Bowser is now KO'd first during [[Bowsercide]], meaning he will lose instead of winning or causing [[Sudden Death]] if he performs it when him and his opponent are on their last stocks, although this may not always be the case. This also releases the opponent and thus allows them to potentially recover back to the stage.}}
***{{buff|This can make the move safer as it makes it more difficult for Bowser's opponent to punish him.}}
*{{buff|Grounded [[Whirling Fortress]] is now a multiple hitting attack, making it an even more effective [[out of shield]] punishing option as Bowser no longer needs to be in range to hit with the initial hitbox to deal significant knockback.}}
***{{nerf|However, this also significantly hinders Fire Breath's damage racking potential and Bowser can slide off edges during this backwards push, hindering its safety when used near the ledge when facing away from it.}}
*{{buff|Airborne Whirling Fortress can now gain significantly more vertical height by [[button mashing]] the special button, gains height at a faster speed, and can now grab ledges from behind, significantly improving Bowser's recovery.}}
**{{change|Fire Breath has an increased hitlag multiplier (0.5x → 1x).}}
*{{buff|[[Bowser Bomb]] deals more [[shield damage]] (0 5), which when combined with the [[shield]] changes makes the move capable of breaking full shields if all of its hitboxes connect. It also descends faster, and Bowser performs it much faster when initiated from the ground.}}
**{{nerf|Clean Fire Breath deals less damage (2% → 1.2%).}}
*{{nerf|{{B|Giga Bowser|Final Smash}}'s duration is shorter.}}
**{{nerf|Fire Breath's turning speed to change its trajectory is much lower (2.8 → 1.55).}}
**{{nerf|Clean Fire Breath has a shorter duration (7 frames → 6).}}
**{{nerf|Fire Breath's flames have a shorter duration (19 frames → 11).}}
***{{buff|Despite this, they still travel a similar distance due to their increased speed.}}
**{{nerf|Fire Breath's flames shrink in size at a faster rate, with the move reaching minimum charge much sooner.}}
**{{nerf|Fire Breath takes longer to recharge.}}
**{{nerf|Fire Breath has increased base knockback (9 (clean)/5 (late) → 20), making it connect less reliably into itself.}}
***{{buff|However, this does make the clean hit safer if the opponent manages to SDI out of it.}}
**{{nerf|Late Fire Breath now no longer causes hitstun, significantly hindering its effectiveness at far ranges.}}
***{{nerf|Altogether, these changes significantly hinder Fire Breath's damage racking potential.}}
*[[Flying Slam]]:
**{{buff|Grounded Flying Slam is now capable of grabbing aerial opponents, although the move has much smaller grabboxes (2u/2u) against aerial opponents.}}
**{{buff|Upon grabbing an opponent, Flying Slam now grants Bowser 16 frames of intangibility after he grabs his opponent, making it harder to intercept.}}
***{{nerf|However, the move has more lag before Bowser jumps (22 frames 25), theoretically making it easier to DI.}}
**{{buff|Bowser and his opponent have greater initial aerial acceleration when Bowser jumps (0.15 → 0.21 (Bowser), 0.18 → 0.19 (Opponent)). This gives Bowser more control over Flying Slam's trajectory.}}
**{{buff|Flying Slam has received a hitbox while Bowser is falling that can hit bystanders.}}
***{{buff|Altogether, these changes significantly improve its safety when Bowser grabs the opponent.}}
**{{buff|When Bowser lands with Flying Slam after grabbing an opponent, he jumps higher, falls faster and retains much more momentum. This allows him to control his trajectory when he lands and he can now land on platforms above him to reduce its ending lag.}}
***{{nerf|However, Bowser now lands before he can double jump when used on a flat surface. This makes it more difficult for Bowser to utilise his aerial followups if he is at center stage, away from platforms.}}
**{{buff|Flying Slam's throw has increased knockback scaling (50 → 60), improving its KO potential.}}
**{{change|Bowser releases his opponent sooner from Flying Slam's throw (frame 14 → 8).}}
***{{buff|This makes Flying Slam harder to DI despite its longer startup animation.}}
***{{nerf|However, this increases its ending lag as its total duration was unchanged.}}
**{{nerf|Flying Slam's grab has a shorter duration (frames 8-10 (grounded)/17-19 (aerial) → 8/17).}}
**{{nerf|Flying Slam's grabboxes are smaller (6u/4u → 5u/4u (grounded), 9u/8u/8u → 6u/4.5u (aerial) and the far grabbox does not reach as far (z offset: 20 → 17.5 (grounded), 18 → 15.5 (aerial)), reducing its range, especially the aerial version.}}
**{{nerf|Flying Slam's grab has more ending lag (FAF 38 (grounded)/44 (aerial) → 43/49).}}
**{{nerf|When Bowser lands with Flying Slam, he now immediately lands, rather than going into an animation transition frame before landing. This removes Bowser's ability to double jump or use his specials the moment he lands, removing [[Koopa hopping]].}}
**{{nerf|[[Bowsercide]] now always KOes Bowser first and the opponent is released from Flying Slam when this occurs, significantly hindering its utility.}}
*[[Whirling Fortress]] (grounded):
**{{nerf|Grounded Whirling Fortress deals less damage overall (11% (hit 1)/5% (hit 2, clean)/3% (hit 2, late)/16% (maximum) → 1% (hits 1-7)/4% (hit 8)/11% (total)).}}
**{{nerf|The grounded version has more ending lag (FAF 80 → 82).}}
**{{nerf|The grounded version now consistently deals no shield damage (3 (hit 1)/0 (hit 2) → 0 (all hits)).}}
**{{nerf|The grounded version no longer grants intangibility on frames 1-5 upon start up, hindering its use as a defensive move to stuff out approaches, or as an Out of Shield option.}}
**{{nerf|The grounded version has reduced ground speed (1.5 → 1.3).}}
**{{nerf|The grounded version can no longer slide off edges. While this does make the move safer to use, it also hinders its use as a movement option on platforms and it prevents Bowser from using it to grab the edge and reduce its ending lag.}}
**{{nerf|The grounded version is now a multi-hit move, rather than a move with two hits, with the first hit being powerful, while the second hit is weaker. The first seven hits are semi-spikes (180°), with set knockback (50/70 (set)/100 (scaling)) and a below average SDI multiplier (0.8×), making the first seven hits much weaker and making the move less reliable overall.}}
***{{buff|However, the move's multi hitting properties does make it safer on shield if the move is landed early.}}
**{{nerf|The grounded version's loop hits have very small hitboxes (5.8u/5.8u → 2.5u/2.5u/2.5u) in comparison to the previous second hit.}}
**{{nerf|Compared to the grounded version's previous first hit, the last hit launches at a lower angle (80° → 60°), and its knockback scaling was not fully compensated (80 → 150), hindering its KO potential.}}
**{{nerf|The grounded version's final hit has smaller hitboxes compared to the previous first hit (9.5u/9.5u → 8u/8u).}}
*Whirling Fortress (aerial):
**{{buff|Aerial Whirling Fortress grants much more height (1.85 → 2.3), and mashing the special move button can now further increase its height, significantly improving its recovery potential, despite its increased gravity (0.05 → 0.055).}}
**{{buff|The aerial version can now grab edges from behind much sooner (frame 48 → 8), now matching grabbing edges from the front.}}
**{{buff|The weakening of SDI makes the aerial version more difficult to escape from.}}
**{{change|The aerial version has smaller hitboxes (10u (hit 1)/9u (hits 2-6)/8.2u (hits 7-11) → 7u/6u/5u) although they are now extended.}}
***{{buff|This gives them more horizontal range.}}
***{{nerf|However, this also gives them less vertical range.}}
**{{nerf|When Bowser lands with Whirling Fortress before entering free fall, he will now always enter his landing lag animation, rather than transferring the remaining duration of the move into the grounded version. This means Bowser can no longer land just before he enters free fall to eliminate all landing lag, giving the move a consistent 50 frames of landing lag regardless of when he lands.}}
*[[Bowser Bomb]]:
**{{buff|Bowser Bomb has less landing lag (60 frames 55).}}
**{{buff|The rising hit has decreased set knockback (110 → 90), which along with the changes to hitstun canceling, allows it to reliably lead into the second hit, which is now guaranteed.}}
**{{buff|The 1.19x damage multiplier to shields drastically improves Bowser Bomb's shield pressuring ability, as due to its shield damage, it can now break full shields in a single use if both the drop and landing hitbox connect.}}
**{{nerf|Bowser Bomb has smaller hitboxes (8.2u (rising)/9.7u (falling) → 8u/8.3u) and the rising hit has been moved closer to Bowser (z offset: 19 → 17), reducing its range.}}
*{{B|Giga Bowser|Final Smash}}:
**{{nerf|Giga Bowser has a shorter duration (11 seconds → 8).}}
**{{change|Giga Bowser has naturally seen some buffs and nerfs to his attributes and attacks although unlike his normal self, Giga Bowser's moveset and animations remain largely unchanged.}}


==Update history==
==Update history==
Bowser has received numerous buffs from game updates. However, he received one major nerf in update [[1.0.4]], as Flying Slam no longer KOs the opponent first if a [[Sacrificial KO#Grab-based sacrificial KOs|Bowsercide]] is performed. On the flipside, Flying Slam has been significantly compensated for, as Bowser now has more control of its trajectory, it transitions faster, has a larger grab range, and now has invincibility frames before he leaves the ground. His up tilt, neutral aerial and Fire Shot have also been improved to varying degrees, while he significantly benefits from the changes on shield mechanics in updates [[1.1.0]] and [[1.1.1]]; the changes grant his attacks even more chances of breaking a character's shield and give him an open attacking opportunity, but weakens his [[out of shield]] punishes with his Whirling Fortress. Update 1.1.3 heavily buffed his grab game by re-purposing his up throw into a very reliable combo starter, though this was toned down somewhat in update [[1.1.4]].
Bowser has received numerous buffs from game updates. However, he received one major nerf in update [[1.0.4]]: Flying Slam no longer KOs the opponent first if a [[Sacrificial KO#Grab-based sacrificial KOs|Bowsercide]] is attempted. On the flip side, Flying Slam has been significantly compensated for: he more control of its trajectory, it transitions faster, has larger grab range, and has invincibility frames before he leaves the ground. His up tilt, neutral aerial and Fire Shot have also been improved to varying degrees, while he significantly benefits from the changes on shield mechanics in [[1.1.0]] and [[1.1.1]]; the changes grant his attacks even more chances of breaking a character's shield and give him an open attacking opportunity, but weakens his [[out of shield]] punishes with his Whirling Fortress. 1.1.3 heavily buffed his powerful, but combo-lacking grab game; while up throw's damage output was weakened, it is now a reliable combo starter into many of Bowser's powerful moves, though this was toned down somewhat in the following [[1.1.4]] update. Overall, while the buffs so far do not address Bowser's more critical weaknesses, they have arguably helped to counterbalance them.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*Up tilt:
*{{nerf|Up tilt deals 1% less damage|10%|9%.}}
**{{nerf|Up tilt deals 1% less damage|10%|9%, slightly hindering its KO potential.}}
*{{buff|Up tilt's start-up and ending lag decreased: 12 frames → 11 (start-up), 51 frames → 41 (ending).}}
**{{buff|Up tilt's start-up|frame 12|11 and ending lag decreased: frame 51 → 41.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
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'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*Neutral aerial:
*{{buff|Neutral aerials' multi-hits deals 1% more damage (5% 6%) and has 4 frames less of landing lag|24 frames|20.}}
**{{buff|Neutral aerial deals more damage|5% (hits 1-4)|6%}}
*{{buff|Fire Shot has been improved. It deals 1% more damage: 5% (clean), 4% (late) 6% (clean), 5% (late), its base knockback increased: 25 → 35, its hit radius increased: 4u (clean), 3.5u (late) → 5u (both), its late hit lasts 5 frames longer: 15 frames → 20 and its ending lag now matches [[Fire Breath]]'s.}}
**{{buff|Neutral aerial's landing lag has decreased|24 frames|20.}}
*[[Fire Shot]]:
**{{buff|Fire Shot deals 1% more damage|5% (clean)/4% (late)|6%/5%}}
**{{buff|Fire Shot's base knockback increased: 25 → 35}}
**{{buff|Fire Shot's hit radius increased: 4u (clean)/3.5u (late) → 5u (both)}}
**{{buff|Fire Shot's late hit's duration increased: 15 frames → 20}}
**{{buff|Fire Shot has less ending lag, now matching [[Fire Breath]]'s.}}


'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
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==Moveset==
==Moveset==
*Bowser has a unique attribute called Tough Guy. It is universal [[armor]] against attacks that deal less than 19 units of knockback. This is most apparent when Bowser has low damage, and it can be amplified by [[crouching]], but not while [[crawling]] or attacking. It will decrease as Bowser starts taking more damage.<ref name="ToughGuy">[https://smashboards.com/threads/all-things-bowser-can-tough-guy.430851/ All things Bowser can Tough Guy]</ref>
*Bowser has universal [[armor]] against attacks that deal negligible knockback. This attribute is called "Tough Guy" in the [[tips]]. However, it lasts until 50%-100% and is mostly limited to weak [[neutral attack]]s (usually neutral infinites) and very few projectiles (such as [[Fireball]], [[PK Fire]], or {{SSB4|Mega Man}}'s forward tilt). The armor is significantly amplified on a low damage ratio or if Bowser is crouching, but not while crawling or attacking.
*Bowser can crawl, although it has no practical use because of his large hurtbox.
*Bowser can [[crawl]], though it has no practical use due to his large crouching hurtbox.
''For a gallery of Bowser's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=Koopa Palm Strike ({{ja|クッパ掌打|Kuppa Shōtei}}) / Koopa Pursuit Attack ({{ja|クッパ追い打ち|Kuppa Oiuchi}})
|neutralname=&nbsp;
|neutral1dmg=5%
|neutral1dmg=5%
|neutral2dmg=6.5%
|neutral2dmg=6.5%
|neutraldesc=Two alternating punches. Both hits render Bowser's arms are [[Intangibility|intangible]] throughout their durations. The first hit has set knockback and can be [[jab cancel]]ed into other moves, such as a dash grab or [[Bowser Bomb]]. Conversely, the second hit deals more damage, and is strong enough to KO around 140% near the edge. This is similar to his defense punches from {{s|mariowiki|Mario & Luigi: Bowser’s Inside Story}}.
|neutraldesc=Two alternating punches. Bowser's arms are intangible as long as their hitboxes are active. First hit has set knockback and can be [[jab cancel]]led into other moves, such as a dash grab, while the second hit has noticeable KO potential around 155% near the ledge.
|ftiltname=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}})
|ftiltname=&nbsp;
|ftiltdmg=12%
|ftiltdmg=12%
|ftiltdesc=A backhanded punch. Fairly powerful with fast start-up and good range, it also renders Bowser's arm intangible throughout its duration. It is based on the second hit of his {{s|mariowiki|Drill Claw}} attack in ''{{s|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''. Can KO at around 110% near the edge.
|ftiltdesc=A backhanded punch. Fairly powerful, with fast-start-up and good reach, along with his arm being intangible as long as the hitbox is active, allowing it to effectively disrupt most oncoming attacks. The attack is based on the second hit of his {{s|supermariowiki|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=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=An overhead arcing swipe. It has respectable utility, as it can be a good combo option at low percentages either by starting and then chaining into itself, acting as a follow-up from up throw, or acting as a KOing option around 150%. It also renders his arm intangible throughout its duration. However, it has a blind spot right next to his torso.
|utiltdesc=An overhead arcing slash. Has respectable utility, as it can be a good combo move at low percents either by starting and then chaining into itself or act as a follow-up from up throw, or be a KOing option around 150%.
|dtiltname=Spoiled Brat Punch ({{ja|だだっ子パンチ|Dadakko Panchi}})
|dtiltname=&nbsp;
|dtiltdmg=14% (hit 1), 11% (hit 2)
|dtiltdmg=14% (hit 1), 11% (hit 2)
|dtiltdesc=Lays in a prone position and throws two alternating [[wikipedia:Hook (boxing)|hooks]]. Both hits render his arms intangible throughout their durations. It has a chance to [[trip]] at low percentages, but the first hit does not connect into the second hit past medium percentages. The first hit has slightly higher base knockback, whereas the second hit has slightly longer range, making it a decent KOing option near the edge, with the first hit KOing under 100% at the edge, and even hitting players hanging on the edge.
|dtiltdesc=Two sweeping, alternating punches. Has a chance to trip at low percents, but the first hit does not connect into the second hit after medium percents. The second hit reaches slightly farther than the first.
|dashname=Jumping Kick ({{ja|ジャンピングキック|Janpingu Kikku}})
|dashname=&nbsp;
|dashdmg=12% (clean), 10% (late)
|dashdmg=12% (clean), 10% (late)
|dashdesc=A side kick, similar to {{SSB4|Meta Knight}}'s dash attack. Good for hitting prone or tumbling opponents and has high base knockback.
|dashdesc=A side kick, similarly to [[Meta Knight]]'s dash attack, but with more ending lag. Good for hitting prone or tumbling opponents.
|fsmashname=Megaton Drop Kick ({{ja|メガトンドロップキック|Megaton Doroppu Kikku}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|23}} (clean feet), {{ChargedSmashDmgSSB4|20}} (clean body), {{ChargedSmashDmgSSB4|17}} (late feet), {{ChargedSmashDmgSSB4|14}} (late body)
|fsmashdmg={{ChargedSmashDmgSSB4|23}} (clean feet), {{ChargedSmashDmgSSB4|20}} (clean body), {{ChargedSmashDmgSSB4|17}} (late feet), {{ChargedSmashDmgSSB4|14}} (late body)
|fsmashdesc=A dropkick. It is the third strongest forward smash in the game, being surpassed only by {{SSB4|King Dedede}} and maximum [[Aura]] {{SSB4|Lucario}}'s. Its outstanding damage output also threatens shields, as they will receive severe damage from it. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. Its clean hitboxes render his legs intangible, whereas its late hitboxes have [[Priority#Moves that cannot rebound|anti-rebounding priority]]. Even from the center of the stage, it can KO at 70% uncharged.
|fsmashdesc=A dual-legged dropkick. It is the third strongest forward smash in the game, behind {{SSB4|King Dedede}} and max [[aura]] Lucario's, as well as being somewhat fast for its power. Shields will take severe damage by the attack, as they can almost break from the move if fully charged. When spaced properly, this move can hit opponents hanging on an edge, or lingering just below it.
|usmashname=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|20}} (hit 1 center), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|20}} (hit 1 center), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} (hit 2)
|usmashdesc=Lays in a prone position and then hops to thrust his shell's spikes upward. It renders his shell [[Invincibility|invincible]] and grants anti-rebounding priority throughout its duration, which make it all but impossible to challenge from above. However, it will still clank against a move that has invincibility frames. It also hits on both sides when Bowser lands from his hop, but these hits lack KO potential because of their significantly lower damage outputs. When sweetspotted, it can KO at 90% uncharged.
|usmashdesc=Gets down on all fours and hops to thrust his shell upward. Bowser's shell is fully invincible, nullifying any move that happens to trade with it, making this move all but impossible to challenge from above. However, it will still clank if the opponent's move has invincibility frames. It also hits on both sides following the hop, but with considerably less knockback.
|dsmashname=Buzzsaw ({{ja|バズソー|Bazusō}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-6), {{ChargedSmashDmgSSB4|9}} (hit 7)
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-6), {{ChargedSmashDmgSSB4|9}} (hit 7)
|dsmashdesc=Withdraws in his shell and then spins around rapidly. It hits multiple times, and is strong enough to function as a fairly reliable KOing option under 150% and while near the edge.
|dsmashdesc=Spins around in his shell, hitting multiple times with his spikes. Fairly reliable KOing option under 150%.
|nairname=Koopa Wheel ({{ja|クッパホイール|Kuppa Hoīru}})
|nairname=&nbsp;
|nairdmg=6% (hits 1-4) (occasionally, 2 or more of the hits can combine, dealing their combined damage in one attack)
|nairdmg=6% (hits 1-4)
|nairdesc=An {{s|wikipedia|aerial cartwheel}}. It can combo into forward and up aerials at low to medium percentages. It is a mechanically unusual attack, as both its third and fourth hits are present at once (on Bowser's top and bottom half respectively). As such, connecting with the fourth hit before the third hit will result in the third hit missing the opponent. Despite this quirk, it is the third most damaging aerial attack in the game, being surpassed only by maximum Aura Lucario's back aerial and {{SSB4|Yoshi}}'s down aerial.
|nairdesc=A cartwheeling attack. Can combo into forward and up aerials at low to medium percents. A mechanically unusual attack, as both the third and fourth hits are present at once (on Bowser's top and bottom half respectively), and so connecting with the fourth hit before the third hit will mean the third hit cannot strike that opponent. The third most damaging aerial attack in the game, doing 24% if all hits land, behind max aura {{SSB4|Lucario}}'s back aerial and {{SSB4|Yoshi}}'s down aerial.
|fairname=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}})
|fairname=&nbsp;
|fairdmg=13% (hand), 12% (arm), 11% (body)
|fairdmg=13% (hand), 12% (arm), 11% (body)
|fairdesc=Swipes downward with his claws. It has quick start-up, a respectable damage output, and great range, as it can even hit opponents below him. It can also autocancel from a short hop. Altogether, these traits make arguably Bowser's most useful aerial.
|fairdesc=Slashes forward in a diagonal arc. Good range, quick start-up and can KO reliably at 100% off-stage. It can autocancel from a short hop and has great reach, which has seen it considered to be his most useful aerial.
|bairname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|bairname=&nbsp;
|bairdmg=19%
|bairdmg=19%
|bairdesc=A dropkick. It is very powerful, as it can either KO around 100% from center-stage and as low as 60% at the edge, though it does not have much vertical range. The second strongest and most damaging back aerial in the game behind maximum Aura Lucario's back aerial. Autocancels from a short hop.
|bairdesc=A dropkick. Very powerful, it can either KO around 100% from the center of Final Destination or as low as 60% at the edge, though it does not have much vertical range. The second strongest and most damaging back aerial in the game behind max aura {{SSB4|Lucario}}'s back aerial.
|uairname=Heading ({{ja|ヘディング|Hedingu}})
|uairname=&nbsp;
|uairdmg=15%
|uairdmg=15%
|uairdesc=An upward headbutt. Although it is not as strong as in ''Brawl'', it is still a viable KOing option due to KOing around 100% while near the upper blast line. By extension, it is a [[Combo#Types of combos|KO confirm]] follow-up from up throw at high percentages.
|uairdesc=An upward headbutt. Very powerful, though not as strong as in ''Brawl'', KOing near the upper blast line at around 100%.
|dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}})
|dairname=&nbsp;
|dairdmg=16% (drop), 2% (landing)
|dairdmg=16% (attack), 2% (landing)
|dairdesc=Withdraws into his shell, turns upside down, and propels himself downward. A [[stall-then-fall]], it emits a small shockwave on both sides when he lands. It [[meteor smash]]es during the first few frames and deals respectable diagonal knockback during its later frames. Due to its large hitbox, its meteor smashing hitbox can effectively edgeguard when near the edge. Like other stall-then-falls, it will almost certainly cause a [[self-destruct]] if used off-stage. Resembles an attack used by Spinies and Buzzy Beetles where they withdraw into their shell and drop from the ceiling.
|dairdesc=Retracts into his shell, turns upside down, and propels himself downward. A [[stall-then-fall]], it has [[quake|a small hitbox on both sides when he lands]]. [[Meteor smash]]es during the first few frames. Due to the move's large hitbox, its meteor smashing hitbox can effectively edgeguard when near the ledge. Will almost certainly cause a [[self-destruct]] if used off-stage.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Bowser has a fairly large grab range for a non-disjointed or non-tether grab, especially when pivot grabbing, as his pivot grab can cover the entirety of a [[Battlefield (SSB4)|Battlefield]] [[platform]].
|grabdesc=Grasps his opponent with his hand. Fairly large grab range for a non-disjointed or non-tether grab, especially when pivot grabbing.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=3.1%
|pummeldmg=3.1%
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=Headbutts the opponent. Moderately slow.
|fthrowname=Slingshot ({{ja|スリングショット|Suringushotto}})
|fthrowname=&nbsp;
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Places the opponent in between his horns, rears his head back, and then powerfully sways his head forward to launch the opponent. It is the strongest forward throw in the game, KOing around 120% near the edge. However, its throw hitbox is not active until frame 36, which results in it taking longer to throw opponents than back throw.
|fthrowdesc=Places the opponent in between his horns, rears his head back and then launches the opponent. Bowser's strongest throw and the strongest forward throw in the game, KOing around 135% near the ledge.
|bthrowname=Back Throw ({{ja|バックスルー|Bakku Surū}})
|bthrowname=&nbsp;
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Throws the opponent backward in a sideways motion. It has the exact same damage output and knockback values as his forward throw, which make it a viable KOing option around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw.
|bthrowdesc=Throws the opponent backward in a sideways motion. Can KO at reasonably low percents, around 140% near the ledge.
|uthrowname=Fresh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}})
|uthrowname=&nbsp;
|uthrowdmg=0.5% (hits 1-7), 1% (hit 8), 2% (throw)
|uthrowdmg=0.5% (hits 1-8), 2% (throw)
|uthrowdesc=Throws the opponent slightly upward, withdraws into his shell, and then spins rapidly in order to repeatedly stab them with his shell's spikes. While it is Bowser's least damaging throw (dealing up to 6.5% damage), it is also his best combo starter, as it can combo into up tilt, up smash, neutral aerial, up aerial, forward aerial, back aerial, and even Flying Slam. Its aerial combos are especially effective against fast-fallers, although its Flying Slam combo requires a hard read. The final hit before the throw deals very high semi spike knockback to fighters who are caught in the crossfire. On a side note, unlike in ''Brawl'', instead of always dealing fixed knockback, the throw hitbox's knockback now grows stronger as the target's damage increases.
|uthrowdesc=Throws the opponent slightly upward, withdraws into his shell and then spins rapidly in order to repeatedly stab them with his shell's spikes. As of update 1.1.3, it deals drastically lower knockback, which allows it to combo into up tilt and up smash, as well as up, neutral, forward or back aerials on fast-fallers.
|dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}})
|dthrowname=&nbsp;
|dthrowdmg=10% (hit 1), 2% (throw)
|dthrowdmg=10% (hit 1), 2% (throw)
|dthrowdesc=Places the opponent on the ground and [[Wikipedia:Professional wrestling attacks#Big splash|splash]]es them. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. Despite this, it actually has KO potential unlike in ''Brawl'', thanks to its throw hitbox now dealing damage. Its first hit can also damage nearby bystanders. It KOs around 150% near the edge, and can be used as an alternative to his forward and back throws for setting up an edgeguard.
|dthrowdesc=Places the opponent on the floor and [[Wikipedia:Professional wrestling attacks|splash]]es them as they beg for mercy. Its high base knockback, high ending lag and low knockback growth prevent any kind of follow-ups and results in it KOing around 150% near the ledge, though it can launch opponents off-stage if forward and back throws become [[stale]].
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Swipes his claws behind himself and in front of himself while stumbling to his feet.
|floorfdesc=Stumbles to his feet and claws at opponents behind and in front of him.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swipes his claws around himself while getting up.
|floorbdesc=Gets up and swipes while spinning.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Swipes his claws around himself while getting up.
|floortdesc=Attacks surrounding opponents with a wide slash.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Swipes inward while climbing up. One of the longest ranged edge attacks in the game.
|edgedesc=Climbs onto the stage and slashes. One of the farthest reaching edge attacks in the game, making it surprisingly useful.
|nsdefname=Fire Breath
|nsdefname=Fire Breath
|nsdefdmg=1.2% (loop)
|nsdefdmg=1.2% (loop hits)
|nsdefdesc=[[mariowiki:Fire Breath|Expels a stream of fire from his mouth]]. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward, which can potentially gimp recovering opponents, although the flames at the very end of the stream do not cause [[flinch]]ing.
|nsdefdesc=Breathes an intense stream of fire that gradually loses strength and range. The move slowly regains its strength when not in use, and the flames at the very end of the stream cannot cause opponents to flinch. Can be angled up or down, and potentially used to gimp recovering opponents.
|nsc1name=Fire Shot
|nsc1name=Fire Shot
|nsc1dmg=6% (clean), 5% (late)
|nsc1dmg=6% (clean), 5% (late)
|nsc1desc=Expels a large {{s|mariowiki|Fireball}} from his mouth instead of a stream of fire. The Fireball pierces opponents, similarly to [[Super Dragon]]'s. Unlike Fire Breath, it will not weaken over time when used in succession.
|nsc1desc=A large fireball that goes straight through enemies. Unlike Fire Breath, it will not weaken over time when used in succession.
|nsc2name=Fire Roar
|nsc2name=Fire Roar
|nsc2dmg=2.7% (clean), 1.8% (late)
|nsc2dmg=2.7% (clean), 1.8% (late)
|nsc2desc=Deals more damage and has longer range, but its flames shrink in size at a drastically quicker rate and take longer to recharge.
|nsc2desc=Stronger and has longer range, but loses range quickly and takes longer to recharge.
|ssdefname=Flying Slam
|ssdefname=Flying Slam
|ssdefdmg=18% (throw), 15% (collateral)
|ssdefdmg=18% (throw), 15% (bystanders)
|ssdefdesc=Grabs an opponent, jumps with them into the air and backflips repeatedly before [[Wikipedia:Suplex#Belly-to-belly suplex|belly-to-belly suplexing]] them onto the ground. It deals immense vertical knockback that can KO at 120%, making it a very reliable KOing option. Its power and launching angle makes it difficult to properly DI, especially if the user has high gravity. The suplex can also hit other opponents on the ground that it lands into for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential [[sacrificial KO]].
|ssdefdesc=Grabs an opponent, jumps with them into the air and backflips repeatedly before [[Wikipedia:Suplex|belly-to-belly suplexing]] them against the ground. Deals immense vertical knockback that can KO at 120%. Its power and launching angle makes the attack difficult to properly DI, especially if the user has high gravity. The slam can also hit other opponents on the ground that it lands into for similarly powerful knockback. Can be used to dive off-stage with the opponent for a potential [[sacrificial KO]].
|ssc1name=Dash Slam
|ssc1name=Dash Slam
|ssc1dmg=12% (throw), 10% (collateral)
|ssc1dmg=12% (throw), 10% (bystanders)
|ssc1desc=Dashes forward before performing the belly-to-belly suplex with less vertical distance, but deals less damage. Its angle is more horizontal than vertical.
|ssc1desc=Dashes forward before performing the belly-to-belly suplex with less vertical distance, at the cost of damage. Its angle is more horizontal than vertical.
|ssc2name=Dash Slash
|ssc2name=Dash Slash
|ssc2dmg=8% (clean), 6% (late)
|ssc2dmg=8% (clean), 6% (late)
|ssc2desc=A dashing slash that covers a lot of ground, even in mid-air. It deals moderate knockback, but noticeably less than Flying Slam, along with being weaker, and can be blocked or [[counter]]ed. Despite this, it is considered one of the most useful special custom moves in the game, due to its complete autocancel property and pseudo-[[wavedash]], which makes it a fairly safe approaching option and grants it combo potential. It is comparable to [[Koopa Klaw]], albeit without the grab.
|ssc2desc=Instead of grabbing opponents, Bowser dashes forward and slashes them, dealing high knockback at the cost of damage. Similar to the [[Koopa Klaw]], though without the grab. It is considered one of the most useful special custom moves due to its complete autocancel property and pseudo-[[wavedash]], which grants safe approaches and combo set-ups.
|usdefname=Whirling Fortress
|usdefname=Whirling Fortress
|usdefdmg=1% (grounded hits 1-7), 4% (grounded hit 8)<br>10% (aerial hit 1), 3% (aerial hits 2-6), 2% (aerial hits 7-11)
|usdefdmg=1% (ground loop), 4% (ground last), 10% (air hit 1), 3% (air hits 2-6), 2% (air hits 7-11)
|usdefdesc=Withdraws into his shell and spins around rapidly, similarly to his down smash. It is capable of moving forward or backward while doing so, which makes it a very useful [[out of shield]] option. In the air, it propels Bowser diagonally upward, while button mashing enables it to cover more vertical distance. It can travel a deceptively long distance, but can be intercepted quite easily in the air.
|usdefdesc=Enters his shell and spins rapidly, being able to move forward and backwards while doing so. It acts as a recovery when performed in the air, propelling Bowser forward and upwards, but Bowser remains grounded when he performs it on the ground. Very versatile and a useful out of shield option. In the air, button mashing enables it to cover more vertical distance. Surprisingly long-ranged, but can be intercepted easily.
|usc1name=Flying Fortress
|usc1name=Flying Fortress
|usc1dmg=4%
|usc1dmg=4%
|usc1desc=Covers more vertical distance, but at the cost of horizontal distance. It deals less damage due to only hitting once (contrary to the in-game description saying it deals none), but its single hit launches opponents. If used immediately out of knockback, the move may not offer any vertical movement at all, drastically hindering Bowser's recovery. The move goes straight up on the ground.
|usc1desc=Increased vertical recovery at the cost of horizontal distance. Only hits once, but can launch foes that are hit.
|usc2name=Sliding Fortress
|usc2name=Sliding Fortress
|usc2dmg=6%
|usc2dmg=6%
|usc2desc=Covers more horizontal distance, but at the cost of vertical distance. It only hits once, deals less knockback, and has increased ending lag. Isn’t as effective in the air as on the ground.
|usc2desc=Increased horizontal recovery, but it only hits once, inflicts less knockback, has longer ending lag, and does not cover as much vertical distance.
|dsdefname=Bowser Bomb
|dsdefname=Bowser Bomb
|dsdefdmg=4% (hop), 20% (Ground Pound), 11% (landing)
|dsdefdmg=4% (hop), 20% (drop), 11% (landing)
|dsdefdesc=A {{s|mariowiki|Ground Pound}}. It deals immense vertical knockback to anyone hit and can KO under 100%, making it one of Bowser's most reliable KOing options. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of its grounded hitboxes connect. It will almost certainly cause a [[self-destruct]] if used off-stage due to its ending lag, though it can grab ledges if Bowser directly faces one while falling, and starts the move at a full-hop height.
|dsdefdesc=Leaps diagonally into the air, hitting any opponents up with him in the vicinity of the leap, and then immediately performs a {{s|mariowiki|Ground Pound}}. Deals immense vertical knockback to anyone hit and can KO under 100%, making it one of Bowser's most reliable KOing options. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of the grounded hitboxes connect. Will almost certainly cause a [[self-destruct]] if used off-stage.
|dsc1name=Turbulent Bomb
|dsc1name=Turbulent Bomb
|dsc1dmg=4% (hop), 9% (Ground Pound), 9% (landing)
|dsc1dmg=4% (hop), 9% (drop), 9% (landing)
|dsc1desc=The Ground Pound emits a [[Windbox|gale]] instead of a shockwave at its impact, pushing away any opponents next to where Bowser lands instead of damaging them. It deals less overall damage and knockback. Bowser also leaps lower, but it covers more horizontal distance, making it useful for gimping opponents with poor recoveries, such as {{SSB4|Little Mac}} and {{SSB4|Captain Falcon}}.
|dsc1desc=A gale at the move's impact pushes away anyone next to Bowser's landing spot, but removes the shockwave hitbox and inflicts less knockback. Bowser also leaps lower, but the attack covers more horizontal distance. Useful for gimping opponents with poor recoveries, like {{SSB4|Little Mac}} and {{SSB4|Captain Falcon}}.
|dsc2name=Slip Bomb
|dsc2name=Slip Bomb
|dsc2dmg=18% (Ground Pound), 13% (landing), 2% (shockwave)
|dsc2dmg=18% (drop), 13% (landing), 2% (shockwave)
|dsc2desc=The Ground Pound [[trip]]s any opponents standing near Bowser at its impact, although its high ending lag means it can still be punished by those who trip near Bowser. Bowser also leaps higher, covering more vertical distance, but at the cost of horizontal distance and its leaping hitbox.
|dsc2desc=Makes those standing near Bowser trip when he lands. However, it deals no damage when rising. Bowser also leaps higher, covering less horizontal distance. Its high ending lag means it can still be punished by those who trip near Bowser.
|fspage=Giga Bowser (Final Smash)
|fspage=Giga Bowser (Final Smash)
|fsname=Giga Bowser
|fsname=Giga Bowser
|fsdmg=&mdash;
|fsdmg=&mdash;
|fsdesc=Transforms into [[Giga Bowser]], the final boss of ''Melee''{{'}}s Adventure Mode. Giga Bowser has total flinch resistance during his transformation. Instead of using the moves that Bowser gained in ''SSB4'', Giga Bowser reuses all of Bowser's moves and animations from ''Melee'' and ''Brawl'', complete with his smash attacks inflicting elemental [[effect]]s. The transformation lasts for 480 frames, but some of Giga Bowser's attacks are actually inferior to Bowser's attacks in terms of damage or knockback dealt, and the attacks are far less potent when compared to a Bowser who acquires a [[Super Mushroom]], or is made giant-sized by a [[Lightning Bolt]].
|fsdesc=Transforms into Giga Bowser, the final boss of ''Melee''{{'}}s Adventure Mode. Giga Bowser has total flinch resistance during his transformation. Giga Bowser regains all of Bowser's moves and animations from ''Melee'' and ''Brawl'' instead of using the ones gained in ''SSB4'', likely to fit more with his bestial motif, while his smash attacks still inflict elemental damage.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 130
|rweight = 1
|dash = 1
|rdash = 57-58
|run = 1.792
|rrun = 17
|walk = 0.858
|rwalk = 53
|trac = 0.0577
|rtrac = 27
|airfric = 0.0075
|rairfric = 43-48
|air = 1.0
|rair = 31-34
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.04
|raddaccel = 1-53
|gravity = 0.068
|rgravity = 46-55
|fall = 1.39
|rfall = 42
|ff = 2.224
|rff = 42
|jumpsquat = 8
|rjumpsquat = 58
|jumpheight = 33
|rjumpheight = 32-33
|shorthop = 15.699792
|rshorthop = 38
|djump = 32.611839
|rdjump = 36
}}
===[[Announcer]] call===
<gallery>
Bowser English Announcer SSB4-SSBU.wav|English
Bowser Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Bowser French Announcer SSBU.wav|French
Bowser French EU Announcer SSBU.wav|French (PAL)
Bowser German Announcer SSBU.wav|German
Bowser Italian Announcer SSBU.wav|Italian
Bowser Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Emerges from a wall of flames.
|desc=Enters the stage through a wall of flames. He is hunched over as he does so, but when he fully enters the stage he stands upright.
|char=Bowser
|char=Bowser
|game=SSB4}}
|game=SSB4}}
Line 578: Line 268:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Bowser
|char=Bowser
|desc-up=Throws his head back and spins it in a circle while roaring and with steam billowing out of his mouth.
|desc-up=Rears his head back, spins it in a circle, and roars. The roaring clip is also used during down smash, much like in ''Melee'' and ''Brawl''.
|desc-side=Leans forward and furiously snaps his jaws five times.
|desc-side=Leans forward and chomps his jaws furiously five times, with drool coming out of his mouth.
|desc-down=Bounces precariously on one leg, as if he were [[teetering]].}}
|desc-down=Balances precariously on one leg, as if [[teetering]].}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Sways his head around and back while exhaling steam from his mouth and pretending to roar.
|desc-1=Leans back and exhales steam.
|desc-2=Clenches his fists and bashes them together, then bends over slightly and pretends to roar.
|desc-2=Clenches his fists and releases steam from his nose.
|image-1=BowserIdlePose1WiiU.jpg
|image-1=BowserIdlePose1WiiU.jpg
|image-2=BowserIdlePose2WiiU.jpg}}
|image-2=BowserIdlePose2WiiU.jpg}}
Line 595: Line 285:
|game=SSB4
|game=SSB4
|desc-us=Bow-ser!
|desc-us=Bow-ser!
|desc-jp=Koo-pa! *claps 3 times*
|desc-jp=Koopa! *claps 3 times*
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Male}}
|pitch-jp=Male}}
Line 602: Line 292:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=Victory! (Bowser and Bowser Jr.).ogg
|victory-theme=Victory! (Bowser and Bowser Jr.).ogg
|victory-desc=A rock-based remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}''
|victory-desc=An original rock-based remix of the sound clip that plays when Mario reaches the end of a level in ''[[Super Mario Bros.]]'' This is also shared with {{SSB4|Bowser Jr.}}
|desc-1=Takes a step forward while swiping his right hand's claws, then takes another step forward while swiping with his left hand's claws.
|desc-1=Takes two steps forward while swiping with his claws twice.
|desc-2=Leans forward and then rears back triumphantly.
|desc-2=Steps up, builds up a little and roars.
|desc-3=Repeatedly spins around in his shell, similarly to his down smash, before emerging to strike a pose while grinning.
|desc-3=Spins around in his shell and comes out grinning.
|char=Bowser}}
|char=Bowser}}


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Opinions on Bowser's viability have greatly fluctuated through ''SSB4''{{'}}s metagame, but the general opinion is that he has fared much better than in ''Melee'' or ''Brawl''. Around the metagame's early lifespan, due to all of the top spots taken at early ''SSB4'' tournaments (including a Bowser ditto for the Grand Finals in the pre-release San Diego Comic Con {{for3ds}} tournament), Bowser was initially considered the best character in the game. Players took little time to notice the significant buffs he received, and to further compliment this, characters that were excessively challenging for him in ''Brawl'', such as {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Falco}}, the {{SSBB|Ice Climbers}} and most notoriously {{SSB4|King Dedede}}, were either heavily nerfed or, in the case of the Ice Climbers, removed entirely. However, as time went on, perception on Bowser's viability noticeably fell. The first instance of this came about from a significant nerf to vectoring in update 1.0.4, followed by his weaknesses starting to come afloat, which were the same as, and as exploitable as they were in previous installments. He also lacked any noteworthy results at high-level play in a heavy contrast compared to the early lifespan of the metagame, and his perception began declining much like in ''Brawl''.
Despite his lowered perception within the community, update [[1.1.3]] brought immense buffs, the most notable of which were to [[Flying Slam]], [[Whirling Fortress]] and his now-infamous up throw. These buffs allowed Bowser to perform considerably better at locals, as his playerbase managed to achieve a few placements at high-level play, largely thanks to players such as {{Sm|LordMix}} and {{Sm|KingKong}}. This ultimately culminated in Bowser being placed at 30th on the first ''4BR'' [[tier list]], resulting in him becoming the second lowest ranking mid-tier character; while a far cry compared to the positive opinions of his viability during the initial release, it was still his best placement in the series at the moment.
However, update [[1.1.4]] nerfed his infamous up throw by weakening its guaranteed KO set-ups, though it brought further buffs to Flying Slam. Update [[1.1.5]] also brought more buffs to his survivability and recovery by increasing his weight and air speed, respectively. Thanks to the recent results of his playerbase, Bowser only dropped slightly to 32nd on the second tier list. As the tiers were expanded for the second tier list, Bowser maintained his status as a mid-tier character despite his placement drop, with the drop being largely attributable to the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}} into the game between the first and second tier lists.
In the current metagame, many argued that Bowser's tier placement was somewhat low, with {{Sm|ZeRo}} considering Bowser to be a high-tier character, and {{Sm|Nairo}} utilizing Bowser to great effect in a number of upsets. This was later reflected with Bowser's placement of 25th on the third tier list; in addition to becoming both the second highest ranking mid-tier character and surpassing {{SSB4|Donkey Kong}} as the highest ranking super heavyweight, this tier rise was the fourth highest between the second and third tier lists. He then saw a slight rise to 24th on the fourth and current tier list; the expansion of the tiers have resulted on him now becoming a high-tier character, despite losing his status to the best super heavyweight to Donkey Kong once again.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=2311
|set10=2311
}}
}}
===Most historically significant 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 Using this criteria, please refrain from adding Nukunuku or Cassius.-->
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''See also: [[:Category:Bowser players (SSB4)]]''


*{{Sm|Boozer|Australia}} - The best Bowser player in Australia. Placed 1st at {{Trn|Expand Gong 2}}, 5th at both {{Trn|DI Another Day 2}} and {{Trn|Battle Arena Melbourne 9}}, and 13th at both {{Trn|Battle Arena Melbourne 8}} and {{Trn|Battle Arena Melbourne 10}}. Ranked as high as 4th on the [[Australian Power Rankings]].
===Notable players===
*{{Sm|Deluxemenu|USA}} - Placed 9th at both {{Trn|DreamHack Austin 2017}} and {{Trn|Low Tier City 5}}, 13th at {{Trn|Austin's Really Feeling It 16}}, 17th at {{Trn|Clutch City Clash 2}}, and 33rd at {{Trn|CEO 2017}} with wins over players such as {{Sm|Zinoto}}, {{Sm|Javi}}, and {{Sm|Dark Wizzy}}.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Greward|Spain}} - Co-mained Bowser alongside {{SSB4|Mega Man}}. Placed 2nd at {{Trn|Tech Republic 2}}, 3rd at {{Trn|Sonic Boom 2016: Summer Edition}}, and 9th at both {{Trn|Smash Valley}} and {{Trn|Syndicate 2016}}.
*{{Sm|Ash23|USA}}
*{{Sm|Kisha|Japan}} - Co-mained Bowser alongside {{SSB4|Mega Man}} and is the best Bowser player in Japan. Placed 5th at {{Trn|Sumabato Tokaigi Qualifier}}, 7th at {{Trn|Sumabato 25}}, 9th at {{Trn|Umebura 28}}, and 17th at both {{Trn|Umebura S.A.T.}} and {{Trn|Umebura Japan Major 2017}} with wins over players such as {{Sm|Ranai}}, {{Sm|Nietono}}, and {{Sm|ikep}}.
*{{Sm|Chaos|USA}}
*{{Sm|LordMix|USA}} - One of the best Bowser players in the United States. Placed 4th at {{Trn|MomoCon 2016}}, 13th at {{Trn|Clutch City Clash}}, 25th at {{Trn|MomoCon 2017}}, and 33rd at {{Trn|DreamHack Atlanta 2017}} with wins over players such as {{Sm|VoiD}}, {{Sm|Fatality}}, and {{Sm|ScAtt}}. Ranked as high as 3rd on the [[Georgia Power Rankings]].
*{{Sm|Daromith|Canada}}
*{{Sm|Nairo|USA}} (#2) - Uses Bowser as a secondary alongside {{SSB4|Zero Suit Samus}} and is the best Bowser player in the world. Placed 1st at {{Trn|Super Smash Con 2017}}, 4th at {{Trn|UGC Smash Open}}, 5th at {{Trn|2GGT: ZeRo Saga}}, and 17th at {{Trn|GENESIS 4}}.
*{{Sm|D~POLLO|Mexico}}
*{{Sm|Rizeasu|Japan}} (#68) - Uses Bowser alongside a variety of characters. Placed 2nd at {{Trn|Sumabato Tokaigi Qualifier 2}} and 9th at both {{Trn|Sumabato 12}} and {{Trn|Sumabato 17}}. Ranked as high as 20th on the [[JAPAN Power Rankings]].
*{{Sm|HIKARU|Japan}}
*{{Sm|KENT|Japan}}
*{{Sm|KingKong|Canada}}
*{{Sm|Le Troof|USA}}
*{{Sm|LordMix|USA}}
*{{Sm|Nukunuku|Japan}}
*{{Sm|Zork|USA}}
 
==Trophies==
:'''Bowser'''
::{{flag|ntsc}} {{GameIcon|ssb4-3ds}} ''The archenemy of Mario and the reason Peach spends more time kidnapped than in her own castle. His plans aren't always the best, and occasionally he even finds himself on Mario's side. In Smash Bros., he's a serious heavyweight who laughs off weaker attacks. Hit him hard to send him flying!''
 
::{{flag|ntsc}} {{GameIcon|ssb4-wiiu}} ''Mario's archnemesis and the reason Peach spends more time in "another castle" than in her own. His plans almost never work out, and occasionally he even finds himself on Mario's side. In Smash Bros., he's a serious heavyweight who laughs off weaker attacks. You've gotta hit him hard to send him flying!''
 
::{{flag|pal}} ''Mario's princess-kidnapping arch-enemy. Yes, he's quite the villain, but he can also be a bit of a buffoon, too. And sometimes, he even ends up on Mario's side! As a serious heavyweight, he's tough to launch, and using standard attacks on him will only make him laugh. If you want to send him flying, make sure to whack him really hard!''
 
{{Trophy games|console1=NES|game1=Super Mario Bros. (10/1985)|console2=N64|game2=Super Mario 64 (09/1996)}}
 
:'''Bowser (Alt.)'''
::{{flag|ntsc}} {{GameIcon|ssb4-3ds}} ''Bowser makes good use of his heavy physique with his down special Bowser Bomb, slamming down with his bottom. If he's on the ground, he'll jump into the air before crashing down. Also, he can gain a bit of altitude if you press the special button repeatedly while executing Whirling Fortress, his up special.''
 
::{{flag|ntsc}} {{GameIcon|ssb4-wiiu}} ''Bowser makes good use of his heavy physique with his down special Bowser Bomb, slamming down with his backside. If he's on the ground, he'll jump into the air before crashing down. Also, he can gain a bit of altitude if you press the special button repeatedly while executing his up special Whirling Fortress.''


==[[Trophies]]==
::{{flag|pal}} ''Down special Bowser Bomb makes good use of Bowser's bulky physique to crush opponents. If you use it on the ground, he'll jump first, hitting anyone on the way up with his horns, then hit for a combo on the way down. When you use his Whirling Fortress up special in the air, press the button repeatedly to climb higher.''
{{Trophy/Fighter
 
|name=Bowser
{{Trophy games|console1=NES|game1=Super Mario Bros. (10/1985)|console2=N64|game2=Super Mario 64 (09/1996)}}
|image-3ds=BowserTrophy3DS.png
 
|image-wiiu=BowserTrophyWiiU.png
:'''Giga Bowser'''
|mode=Classic
::{{flag|ntsc}} ''Prepare to behold Bowser in all his Koopa glory. This fearsome form first appeared all the way back in Melee. While transformed, Bowser deals extra damage, is better at launching foes, and even gains special effects on some of his attacks. He won't flinch and can't be thrown, but he does still take damage.''
|desc-3ds-ntsc=The archenemy of Mario and the reason Peach spends more time kidnapped than in her own castle. His plans aren't always the best, and occasionally he even finds himself on Mario's side. In Smash Bros., he's a serious heavyweight who laughs off weaker attacks. Hit him hard to send him flying!
|desc-wiiu-ntsc=Mario's archnemesis and the reason Peach spends more time in "another castle" than in her own. His plans almost never work out, and he occasionally even finds himself on Mario's side. In Smash Bros., he's a serious heavyweight who laughs off weaker attacks. You've gotta hit him hard to send him flying!
|desc-pal=Mario's princess-kidnapping arch-enemy. Yes, he's quite the villain, but he can also be a bit of a buffoon, too. And sometimes, he even ends up on Mario's side! As a serious heavyweight, he's tough to launch, and using standard attacks on him will only make him laugh. If you want to send him flying, make sure to whack him really hard!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=10/1985|console2=N64|game2=Super Mario 64|release2=09/1996}}
|gamelist-pal={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=05/1987|console2=N64|game2=Super Mario 64|release2=03/1997}}
}}
{{clrl}}


{{Trophy/Fighter
::{{flag|pal}} ''The definitive way to prove that Bowser's the king. This fearsome form made its debut all the way back in Melee. While transformed, Bowser deals more damage, launches foes further, and certain attacks have extra effects like freezing opponents. He won't flinch, and he can't be thrown either, but he will still take damage.''
|name=Bowser (Alt.)
|image-3ds=BowserAltTrophy3DS.png
|image-wiiu=BowserAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Bowser makes good use of his heavy physique with his down special Bowser Bomb, slamming down with his bottom. If he's on the ground, he'll jump into the air before crashing down. Also, he can gain a bit of altitude if you press the special button repeatedly while executing Whirling Fortress, his up special.
|desc-wiiu-ntsc=Bowser makes good use of his heavy physique with his down special Bowser Bomb slamming down with his backside. If he's on the ground, he'll jump into the air before crashing down. Also, he can gain a bit of altitude if you press the special button repeatedly while executing his up special Whirling Fortress.
|desc-pal=Down special Bowser Bomb makes good use of Bowser's bulky physique to crush opponents. If you use it on the ground, he'll jump first, hitting anyone on the way up with his horns, then hit for a combo on the way down. When you use his Whirling Fortress up special in the air, press the button repeatedly to climb higher.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=10/1985|console2=N64|game2=Super Mario 64|release2=09/1996}}
|gamelist-pal={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=05/1987|console2=N64|game2=Super Mario 64|release2=03/1997}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Giga Bowser
<gallery>
|image=GigaBowserTrophyWiiU.png
BowserTrophy3DS.png|Classic (3DS)
|desc-ntsc=Prepare to behold Bowser in all his Koopa glory. This fearsome form first appeared all the way back in Melee. While transformed, Bowser deals extra damage, is better at launching foes, and even gains special effects on some of his attacks. He won't flinch and can't be thrown, but he does still take damage.
BowserAltTrophy3DS.png|Alt. (3DS)
|desc-pal=The definitive way to prove that Bowser's the king. This fearsome form made its debut all the way back in Melee. While transformed, Bowser deals more damage, launches foes further, and certain attacks have extra effects like freezing opponents. He won't flinch, and he can't be thrown either, but he will still take damage.
BowserTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
BowserAltTrophyWiiU.png|Alt. (Wii U)
}}
GigaBowserTrophyWiiU.png|[[Giga Bowser (Final Smash)]]
{{clrl}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
===Solo Events===
===Solo Events===
*'''[[A Battle of Scale]]''': As a tiny {{SSB4|Olimar}}, the player must defeat a giant Bowser.
*'''[[A Battle of Scale]]''': A giant Bowser must be defeated by a tiny {{SSB4|Olimar}}.
*'''[[All-Star Battle: Melee]]''': Bowser is one of the opponents fought in this event. All opponents debuted in ''Melee''.
*'''[[All-Star Battle: Melee]]''': Bowser is one of the opponents fought in this event. All opponents debuted in ''Melee'' and have been in the ''Super Smash Bros.'' series since then.
*'''[[Beautification]]''': As {{SSB4|Rosalina & Luma}}, the player must [[flower]] two Bowsers and two {{SSB4|Ganondorf}}s.
*'''[[Beautification]]''': Two Bowsers and two {{SSB4|Ganondorf}}s must be [[flower]]ed by {{SSB4|Rosalina & Luma}}.
*'''[[Enough with the Kidnapping]]''': As {{SSB4|Peach}}, the player must defeat Bowser and {{SSB4|Bowser Jr.}}
*'''[[Enough with the Kidnapping]]''': As {{SSB4|Peach}}, the player must defeat Bowser and {{SSB4|Bowser Jr.}}
*'''[[Family Ties]]''': As Bowser Jr., the player is aided by a giant Bowser and must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}.
*'''[[Family Ties]]''': A giant Bowser will arrive to aid {{SSB4|Bowser Jr.}}
*'''{{SSB4|The Final Battle}}''': The player must defeat Bowser, Ganondorf and {{SSB4|King Dedede}}.
*'''{{SSB4|The Final Battle}}''': The player must defeat Bowser, along with {{SSB4|Ganondorf}} and {{SSB4|King Dedede}}.
*'''[[The Original Heavyweights]]''': As Mario, the player must defeat Bowser and {{SSB4|Donkey Kong}}.
*'''[[The Original Heavyweights]]''': Bowser and {{SSB4|Donkey Kong}} must be defeated by {{SSB4|Mario}}.


===Co-op Events===
===Co-op Events===
*'''[[A Lurking Menace]]''': Mario and Luigi must defeat Bowser Jr., but if the match lasts too long, they must also defeat a giant Bowser.
*'''[[A Lurking Menace]]''': A giant Bowser arrives if {{SSB4|Mario}} and {{SSB4|Luigi}} take too long to defeat {{SSB4|Bowser Jr.}}
*'''[[A Royal Errand]]''': {{SSB4|Robin}} and {{SSB4|Marth}} must collect 500G from Bowser and {{SSB4|Wario}} in a [[Coin Battle]].
*'''[[A Royal Errand]]''': {{SSB4|Robin}} and {{SSB4|Marth}} must collect 500G from Bowser and {{SSB4|Wario}}.
*'''[[Final Battle Team-Up]]''': Bowser appears as an opponent to be defeated.
*'''[[Final Battle Team-Up]]''': Bowser appears as an opponent to be defeated.
*'''[[Peach in Peril]]''': Bowser and Bowser Jr. must defeat all opponents except Peach, where KOing her results in a failure.
*'''[[Peach in Peril]]''': Bowser and {{SSB4|Bowser Jr.}} must defeat all opponents except for Peach, where KOing her results in failure.
*'''[[Solidarity]]''': Olimar and Rosalina & Luma must defeat Mario and Luigi, and then they must defeat Bowser and Bowser Jr.
*'''[[Solidarity]]''': Bowser and {{SSB4|Bowser Jr.}} appear as opponents after {{SSB4|Mario}} and {{SSB4|Luigi}} have been defeated.
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


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{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Bowser Palette (SSB4).png|link=Palette swap (SSB4)#Bowser]]
|colspan=8|[[Image:Bowser Palette (SSB4).png|link=Palette swap (SSB4)#Bowser]]
|-
|-
|{{Head|Bowser|g=SSB4|s=50px}}
|{{Head|Bowser|g=SSB4|s=50px}}
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Bowser amiibo.png|Bowser's [[amiibo]].
Bowser amiibo.png|Bowser's [[amiibo]].
BowserWiiUSSB4E32013.png|Bowser's appearance during [[E3]].
BowserWiiUSSB4E32013.png|Bowser's appearance during [[E3]].
BowserDropKick.jpg|Using his new forward smash on {{SSB4|Mario}}.
BowserDropKick.jpg|Using his new forward smash against {{SSB4|Mario}}.
Bowser3DS.jpg|Using [[Flying Slam]] on {{SSB4|Link}} in {{for3ds}}.
Bowser3DS.jpg|Using [[Flying Slam]] against {{SSB4|Link}} in {{for3ds}}.
BowserShieldSSB4.png|[[Shield]]ing against Mario's up smash.
BowserShieldSSB4.png|[[Shield]]ing.
WhirlingFortressSSB4.png|Using [[Whirling Fortress]] against {{SSB4|Fox}}'s [[Blaster (Fox)|Blaster]].
WhirlingFortressSSB4.png|Using [[Whirling Fortress]] near {{SSB4|Fox}}.
Flying Slam 3D.png|Using Flying Slam against Mario in {{for3ds}}.
Flying Slam 3D.png|Using Flying Slam against Mario in {{for3ds}}.
Smash4 Bowser Flying Kick.jpg|Bowser and {{SSB4|Samus}} on [[Arena Ferox]].
Smash4 Bowser Flying Kick.jpg|Bowser and {{SSB4|Samus}} on [[Arena Ferox]].
Mario & Bowser Battlefield 3DS.jpg|Bowser and Mario on Battlefield.
Mario & Bowser Battlefield 3DS.jpg|Bowser and Mario on Battlefield.
Sonic kicks Bowser SSB4.jpg|Bowser being damaged by the last hit of {{SSB4|Sonic}}'s neutral attack.
Sonic kicks Bowser SSB4.jpg|Getting kicked by the last hit of {{SSB4|Sonic}}'s neutral attack.
Mario Pikachu Bowser Pit On Pilotwing.jpg|Bowser, Mario, {{SSB4|Pikachu}}, and {{SSB4|Pit}} fighting on [[Pilotwings]].
Mario Pikachu Bowser Pit On Pilotwing.jpg|Mario, {{SSB4|Pikachu}}, Bowser and {{SSB4|Pit}} on [[Pilotwings]].
Mega Man Bowser Wii Fit.jpg|Bowser, {{SSB4|Mega Man}} and {{SSB4|Wii Fit Trainer}} on [[Wii Fit]].
Mega Man Bowser Wii Fit.jpg|{{SSB4|Mega Man}}, Bowser and the {{SSB4|Wii Fit Trainer}} on [[Wii Fit]].
Fairy In Bottle.jpg|Using his down [[taunt]] alongside {{SSB4|Peach}} and a [[Fairy Bottle]].
Fairy In Bottle.jpg|Down [[taunt]]ing with {{SSB4|Peach}} and a [[Bottled Fairy]].
Diddy SSB4 Overcharge Blast.jpg|Bowser being damaged by {{SSB4|Diddy Kong}}'s overcharged [[Peanut Popgun]].
Diddy SSB4 Overcharge Blast.jpg|Getting blasted by {{SSB4|Diddy Kong}}'s overcharged [[Peanut Popgun]].
</gallery>
</gallery>


==Trivia==
==Trivia==
*Although Bowser was the last [[veteran]] confirmed during the E3 2013 event, he was the first veteran to debut in ''Melee'' to be confirmed.
*Although Bowser was the last veteran confirmed during the E3 2013 event, he was the first veteran to debut in ''Melee'' to be confirmed.
*Bowser is the only veteran in ''SSB4'' who has a new victory theme.
*Bowser is the only character to have his victory theme change between ''Brawl'' and ''SSB4''.
*Bowser's alt. trophy in {{forwiiu}} resembles his All-Star Mode trophy in ''Melee''.
*Bowser's alternate trophy in {{forwiiu}} resembles his All-Star Mode trophy in ''Melee''.
*Bowser, {{SSB4|Dr. Mario}}, and {{SSB4|Lucina}} are the only characters who are not playable in a Solo Event unless selected.


==References==
==References==
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{{SSB4Characters}}
{{SSB4Characters}}
{{Mario universe}}
{{Mario universe}}
[[Category:Bowser (SSB4)| ]]
 
[[Category:Bowser (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Bowser (SSB4)]]

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