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'''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 | '''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 roar voice clips from ''[[Super Smash Bros. Brawl]]'', although they have been heavily altered. | ||
Bowser is ranked 24th out of | Bowser is ranked 24th out of 55 on the [[tier list]], placing him in the C tier. This is 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. Many of Bowser's previous weaknesses have been remedied: he is much more mobile,<ref name="Upgraded">[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> has much greater range, and has noticeably improved combo and grab games. 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 outstanding power. | ||
However, Bowser retains an extremely poor defensive game | However, Bowser retains an extremely poor defensive game, despite the addition of universal [[armor]] in [[Tough Guy]] and it is considered among the worst in ''SSB4''; Bowser's 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. | ||
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. | 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| | [[File:Bowser SSB4 Pivot Grab.gif|300px|right|thumbnail|Bowser's pivot grab is infamous for its range.]] | ||
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]] | Unlike in ''Melee'' and ''Brawl'', Bowser boasts a respectable level of speed to go alongside his renowned power.<ref name="Upgraded"/> While he retains a slow [[Walk|walking speed]], average [[air speed]], slow [[air acceleration]] and the slowest [[jumpsquat]], and while his [[falling speed]] is much lower relative to the cast compared to ''Brawl'' (the 42nd fastest out of 58 characters as opposed to the 19th-20th fastest out of 38), 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'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]]. | ||
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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. | 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 | 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. 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 | 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 cannot be used out of shield, but 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. | 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]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Bowser has been [[buff]]ed significantly in the transition to ''SSB4''. Most of his moveset and animations have been completely revamped for the better: his range has been increased and his mobility is much faster overall.<ref name="Upgraded"/> His endurance and recovery have also been greatly improved, which improves his survivability, whereas his attacks have become even more powerful than they were in ''Melee''. Lastly, Bowser now sports a significantly more reliable combo game thanks to his up throw being heavily altered in update [[1.1.3]] giving it excellent combo potential. All of these improvements have rendered his disadvantage state and punishment games safer and more rewarding, respectively, than in previous games, while also remedying many of his flaws. | |||
The changes to gameplay physics and mechanics brought about by ''SSB4'' also significantly aid Bowser. The universal nerfing of [[camp]]able projectiles significantly helps his approach, although he still susceptible to it because of his larger size. The removal of [[chain grab]]bing eliminates the [[zero-to-death]] or otherwise heavily damaging combos that plagued Bowser in ''Melee'' and ''Brawl''. The changes to shield mechanics, namely the bonus shield damage and the increased [[shieldstun]] makes his attacks safer and harder to punish, as well as allowing him to shatter a shield more easily. Lastly, the introduction of the [[rage]] mechanic results in his outstanding endurance and power becoming even more useful than ever before. | |||
Bowser has | Bowser has, however, received a few nerfs. While helping his endurance, his increased weight and the changes to [[hitstun canceling]] now render him more vulnerable to combos, similarly to in ''Melee''. Bowser's [[grab release]] animation now has 10 extra frames of ending lag to match the rest of the cast which when combined with the general changes to aerial grab releases and the removal of chain grabbing completely removes his grab release's utility. The frame data on his attacks is also slightly slower in general to compensate for the increased power in many of his moves. Lastly, [[Flying Slam]] also now causes Bowser to be KO'd first while the opponent does not go through their grab released animation, making [[Sacrificial KO#Grab-based sacrificial KOs|Bowsercide]] a less viable tactic to KO an opponent. He also lost his [[Koopa hopping]] technique further hindering Flying Slam's utility. His overall damage output has also been decreased. To compound these nerfs, a great number of ''Brawl'' veterans, namely his fellow bottom-tier characters {{SSB4|Mario}} and {{SSB4|Captain Falcon}}, have been buffed to more drastic degrees than him in their transitions. | ||
These changes, however, are notably offset by the very useful buffs Bowser has received. When combined with the mechanics benefiting him more than they harmed him, this has resulted in him faring much better than he ever did in previous installments. He is widely agreed to be a viable character, and is overall one of the characters to be buffed the most in the transition to ''Smash 4'', alongside {{SSB4|Mario}}, {{SSB4|Luigi}}, {{SSB4|Captain Falcon}}, {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Sheik}}, {{SSB4|Mewtwo}}, {{SSB4|Sonic}}, and {{SSB4|Link}}. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Bowser has a sleeker design, | *{{change|Due to the aesthetic used in ''SSB4'', Bowser has a sleeker design, and his overall color scheme is significantly more vibrant. Unlike in previous installments, he now stands upright, and his pupils are smaller. Altogether, these changes make Bowser virtually identical to his appearance in ''{{s|mariowiki|Super Mario 3D Land}}''.}} | ||
*{{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|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|[[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|[[Dash]], [[roll]], [[double jump]], [[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|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.}} | *{{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.}} | ||
*{{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 is significantly less vocal. He no longer vocalizes when jumping or performing his dash attack, any tilt attack, and any aerial attack.}} | ||
<!--*{{bugfix|Bowser's Final Smash eyes no longer detach from him while possessing a [[Smash Ball]] and performing [[Screw Attack]]s.}}--> | |||
*{{change|Bowser's body now faces the screen regardless of whether he's facing left or right.}} | *{{change|Bowser's body now faces the screen regardless of whether he's facing left or right.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change| | *{{change|Like other large characters, such as {{SSB4|Donkey Kong}} and {{SSB4|King Dedede}}, Bowser's general size in proportion to the other playable characters is also greater than in previous installments. This improves his [[range]], but makes his hurtbox larger.}} | ||
*{{change|Bowser's new upright posture has 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. It is amplified if he has low damage and/or is crouching, but not while attacking or crawling. Its effectiveness wanes as Bowser receives more damage, to the point that it will eventually become unusable.}} | |||
*{{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 | *{{change|Bowser is [[Weight|heavier]] (120 → 130). This improves his endurance, but makes him more susceptible to combos.}} | ||
*{{buff|Bowser [[walk]]s faster (0.8 → 0.858). | *{{buff|Bowser [[walk]]s faster (0.8 → 0.858). His walking speed while carrying heavy [[item]]s also now surpasses Donkey Kong's, although DK still surpasses him in regard to jumping or falling with them.}} | ||
*{{buff|Bowser [[dash]]es much faster (1.527 → 1.792), going from merely just average in ''Brawl'' to the 17th fastest in ''Smash 4''.}} | |||
*{{buff|Bowser [[dash]]es much faster (1.527 → 1.792), going from | *{{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|Like all characters returning from ''Brawl'', | **{{nerf|However, since his regular falling speed remains unchanged, it is much lower relative to the cast, going from average to largely below average.}} | ||
**{{nerf|However, since his regular falling speed remains unchanged | *{{nerf|Bowser's [[air speed]] is slower (1.034 → 1.0), especially relative to the cast, now being just average.}} | ||
*{{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, which is further suggested by the changes made to hitstun canceling.}} | |||
*{{nerf|Bowser's [[air speed]] is slower (1.034 → 1.0), especially relative to the cast, | *{{buff|[[Double jump]] is significantly higher.}} | ||
*{{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, | *{{buff|[[Item throw]] is stronger (1.31432 → 1.33432).}} | ||
*{{ | *{{change|The changes to [[hitstun canceling]] both help and hinder Bowser. They significantly improve his combo potential, but make him more susceptible to combos.}} | ||
*{{buff| | *{{buff|The removal of [[chain grab]]bing significantly improves Bowser's endurance.}} | ||
*{{change|The changes to [[hitstun canceling]] both help and hinder Bowser. They significantly improve his combo potential | |||
*{{buff|The removal of [[chain grab]]bing significantly improves Bowser's endurance | |||
*{{buff|[[Roll]]s have less startup (frame 5 → 4) and ending lag (FAF 40 → 34).}} | *{{buff|[[Roll]]s have less startup (frame 5 → 4) and ending lag (FAF 40 → 34).}} | ||
*{{buff|[[Air dodge]] has less ending lag (FAF 50 → 35).}} | *{{buff|[[Air dodge]] has less ending lag (FAF 50 → 35).}} | ||
*{{nerf|Air dodge has a slightly shorter duration (frames 4-30 → 4-29).}} | *{{nerf|Air dodge has a slightly shorter duration (frames 4-30 → 4-29).}} | ||
*{{buff|[[Spot dodge]] has less ending lag (FAF 33 → 29) | *{{buff|[[Spot dodge]] has less ending lag (FAF 33 → 29).}} | ||
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 3-24 → 4-19).}} | *{{nerf|Spot dodge has more startup lag with a shorter duration (frames 3-24 → 4-19).}} | ||
*{{buff|The | *{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] make some of Bowser's attacks much better at pressuring shields.}} | ||
*{{nerf|Bowser's [[grab release]] has | *{{nerf|Bowser's [[grab release]] has increased 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 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]]: | *[[Neutral attack]]: | ||
**{{change|Bowser has a new neutral attack: | **{{change|Bowser has a new neutral attack: an alternating pair of punches.}} | ||
**{{buff|Compared to the previous neutral attack, its second hit deals more damage (5% → 6.5%).}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt deals more damage (11% → 12%), slightly improving its KO potential.}} | |||
**{{buff|Forward tilt deals more damage (11% → 12%), improving its KO potential.}} | **{{nerf|Forward tilt no longer has a 40% bonus [[trip]] chance when angled down.}} | ||
**{{nerf|Forward tilt | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has | **{{buff|Up tilt has larger coverage around Bowser, no longer whiffing against opponents right in front of him. It also has decreased ending lag (FAF 51 → 41), giving it better combo potential.}} | ||
**{{nerf|Up tilt deals less damage (12% → 9%), hindering its KO potential. | **{{nerf|Up tilt deals less damage (12% → 9%), hindering its KO potential. It also has increased start-up lag (frame 8 → 11).}} | ||
*[[Down tilt]]: | |||
*[[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.}} | **{{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| | **{{buff|Compared to the previous down tilt, this new animation properly matches its hitboxes' placements, and the second hit has more range.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{change|Bowser has a new dash attack, a side kick, similar to Meta Knight’s 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 | **{{buff|Compared to the previous dash attack, it deals more damage (11% (clean)/8% (late) → 12%/10%) and has significantly more range. It also has different knockback (120 (base)/30 (scaling) → 110/35) compared to the previous dash attack.}} | ||
**{{nerf|Dash attack has more start-up lag (frame 10 → 11) and much smaller hitboxes compared to the previous dash attack.}} | |||
**{{nerf|Dash attack has more | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{change|Bowser has a new forward smash: a | **{{change|Bowser has a new forward smash: a dropkick.}} | ||
**{{buff| | **{{buff|Compared to the previous forward smash, its sweetspots have more knockback scaling (81 → 98), making it much better at KOing. It also has less start-up lag (frame 27 → 22) and significantly more range. It has late hitboxes that [[Priority#Moves that cannot rebound|cannot rebound]], making it safer, while its sourspots have increased knockback (22 (base)/81 (scaling) → 10/103) and launch at the same angle as the sweetspots (60° → [[Sakurai angle|361°]]).}} | ||
**{{nerf|Forward smash only hits once, reducing its overall damage potential (33%/31% → 23%/20%). It also has more ending lag (FAF 67 → 70).}} | |||
**{{nerf|Forward smash | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash | **{{buff|Up smash has increased knockback scaling (80 (sweetspot)/90 (sourspot) → 90/100), improving its KO potential. Additionally, its first hit has a longer duration (frames 16-22 → 16-23) and its sweetspot can now hit grounded opponents. Lastly, the first hit cannot rebound, preventing it from being canceled out by opposing attacks.}} | ||
**{{nerf|Up smash's landing hit has more startup (frame 31 → 37), and deals less damage (12%/10% → 6%) with its base knockback only slightly compensated (60 → 80), hindering its KO potential. The move also has more ending lag (FAF 53 → 58).}} | |||
**{{nerf| | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has a | **{{buff|Down smash's first hit has been transitioned into a separate hitbox that is active right before Bowser starts spinning, giving it faster startup (frame 14 → 10). The weakening of [[SDI]] also makes the move significantly more difficult to escape from.}} | ||
**{{nerf|Down smash has more ending lag (FAF 69 → 72), and its second to sixth hits deal less damage (2% → 1%), reducing its total damage output (21% → 16%). It also has decreased knockback scaling (140 → 130), hindering its KO potential.}} | |||
**{{change|Down smash's angle was altered (65° → 48°).}} | |||
**{{nerf|Down smash has more ending lag (FAF | |||
**{{ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Bowser has a new neutral aerial: an aerial cartwheel. | **{{change|Bowser has a new neutral aerial: an aerial cartwheel.}} | ||
**{{buff| | **{{buff|Compared to the previous neutral aerial, it consists of multiple hitboxes instead of a clean hit and late hit, increasing its overall damage potential (13% → 24%), has more range, a longer duration (frames 8-23 → 8-29), and less landing lag (24 frames → 20).}} | ||
**{{nerf|Neutral aerial [[autocancel]]s later (frame 40 → 45) compared to the previous neutral aerial.}} | |||
**{{change|Neutral aerial launches at a higher angle (361° → 75°). This grants it combo potential, but removes its edgeguarding potential.}} | |||
**{{nerf|Neutral aerial | |||
**{{ | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{ | **{{buff|Forward aerial has increased range. Its sweetspot also covers a significantly larger portion of Bowser's arm. These changes significantly improve its spacing, edgeguarding, and KO potential.}} | ||
**{{nerf|Forward aerial has increased start-up lag (frame 8 → 11).}} | |||
***{{buff|Despite this, its duration has been increased (frames 8-10 → 11-14).}} | |||
**{{nerf|Forward aerial has | |||
***{{buff| | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{change|Bowser has a new back aerial, a dropkick.}} | **{{change|Bowser has a new back aerial, a dropkick.}} | ||
**{{buff|Compared to the previous back aerial, it deals more damage (15%/7% → 19%) and has slightly higher knockback (25 (base)/83 (scaling) → 20/88), making it significantly more powerful. It also has less ending lag (FAF 50 → 45), more horizontal range, and can autocancel from a short hop (frame 45 → 31).}} | |||
**{{nerf|Back aerial has smaller hitboxes (9u/5u → 7u/5.5u), a shorter duration (frames 9-16 → 9-11), it incurs more landing lag (35 frames → 40), and has less vertical range compared to the previous back aerial. It also no longer grants [[invincibility]] on Bowser's shell.}} | |||
**{{nerf|Back aerial has | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has | **{{buff|Up aerial has significantly decreased start-up lag (frame 16 → 9), improving its utility as a combo finisher.}} | ||
***{{nerf|However, its total duration | ***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}} | ||
**{{nerf|Up aerial deals less damage (17% → 15%) and has decreased knockback scaling (93 → 85), hindering its KO potential, although it’s still one of the strongest up aerials in the game. It also has a smaller hitbox (7u → 6u).}} | |||
**{{nerf|Up aerial deals less damage (17% → 15%) and has decreased knockback scaling (93 → 85), hindering its KO potential, although | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial is now a | **{{buff|Down aerial is now a [[stall-then-fall]] that deals a single, highly damaging hit (3% (hits 1-9) → 16%), has a larger hitbox (4u → 7u), increased base knockback (10 → 30), and now [[meteor smash]]es during its first few frames (80° → 275°), while launching vertically during its later frames (270° → 56°). Altogether, these changes grant it KO, edgeguarding and anti-juggling potential, and improve its safety while on-stage. Due to being a stall-then-fall, it can also be used to [[down air stall]].}} | ||
**{{nerf|Due to consisting of one hit instead of nine, down aerial deals less total damage (29% → 18%). It also has slightly increased start-up lag (frame 14 → 17) and is much riskier to use off-stage, causing Bowser to [[self-destruct]] if initiated from ground height.}} | |||
**{{nerf|Due to consisting of one hit instead of nine, down aerial | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{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.}} | **{{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|Dash grab has | **{{buff|Dash grab has decreased ending lag (FAF 50 → 48).}} | ||
**{{ | **{{nerf|Pivot grab has increased start-up (frame 9 → 11) and ending lag (FAF 40 → 46).}} | ||
**{{buff|Standing and pivot grabs have larger grabboxes (5.5u → 6u).}} | **{{buff|Standing and pivot grabs have larger grabboxes (5.5u → 6u).}} | ||
***{{buff|Pivot grab has additionally been positioned further out (z offset: -23 → z stretch: -26 | ***{{buff|Pivot grab has additionally been positioned further out (z offset: -23/-16/-9 → z stretch: -26), further increasing its already disjointed range.}} | ||
**{{nerf|Standing and dash grab have been moved closer to Bowser (z offset: -18/-13/-8 (standing), -22/-16/-10 (dash) → z stretch: -14, -15.5), reducing their range.}} | |||
**{{nerf|Standing and dash grab have been moved closer to Bowser (z offset: -18 (standing)/- | ***{{nerf|Dash grab additionally also has a smaller grabbox (5.5u → 4.8u).}} | ||
**{{nerf| | |||
**{{change|In order to reflect his new grab animations, Bowser now holds the opponent with only one arm, after grabbing them.}} | **{{change|In order to reflect his new grab animations, Bowser now holds the opponent with only one arm, after grabbing them.}} | ||
***{{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.}} | ***{{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.}} | ||
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**{{nerf|Pummel's hitbox is now static, rather than being attached to Bowser's head. This gives it less vertical range.}} | **{{nerf|Pummel's hitbox is now static, rather than being attached to Bowser's head. This gives it less vertical range.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw deals more damage (10% → 12%) and has increased knockback scaling (50 → 66), | **{{buff|Forward throw deals more damage (10% → 12%) and has increased knockback scaling (50 → 66), granting it KO potential.}} | ||
**{{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.}} | **{{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]]: | *[[Back throw]]: | ||
**{{buff| | **{{change|Bowser has a new back throw: a one-armed throw, similar to Donkey Kong's back throw.}} | ||
**{{buff|Compared to the previous back throw, it deals more damage (10% → 12%) and has more knockback scaling (50 → 66), granting it KO potential.}} | |||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw has less ending lag (FAF | **{{buff|Up throw has reduced knockback (120 ([[set knockback|set]])/100 (scaling) → 25 (base)/180 (scaling)), less ending lag (FAF 69 → 64) and launches at a higher angle (70° → 82°). Coupled with the changes to hitstun canceling, this grants it significant combo potential. Its first seven hits also have a lower [[hitlag]] multiplier (1× → 0.5×), allowing the move to progress faster, while its eight hit has drastically increased knockback against bystanders (0 (base)/100 (scaling) → 80/200).}} | ||
**{{nerf|Up throw's first seven hits deal less damage (1% → 0.5%), reducing the move's total damage output (10% → 6.5%).}} | |||
**{{nerf| | |||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw | **{{buff|Down throw has increased knockback (75 (base)/30 (scaling) → 90/80).}} | ||
**{{change|Down throw's damage output has been altered (12% (hit 1)/— (throw) → 10%/2%). While this further increases the knockback of the throw, it reduces the move's utility in [[doubles]] play, as the first hit deals less damage and knockback to bystanders.}} | |||
**{{ | *[[Floor attack]]: | ||
*[[Floor attack]] | **{{buff|[[Floor attack]]s deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}} | ||
**{{buff|Floor | **{{change|Floor attacks' angles have been altered (361° → 48°).}} | ||
**{{ | |||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{change|Bowser has a new edge attack, an inward slash similar to his | **{{change|Bowser has a new [[edge attack]], an inward slash similar to his 100%+ edge attack in previous installments.}} | ||
**{{nerf| | **{{nerf|This new edge attack deals less damage (8% → 7%), has less range, and drastically more startup with a shorter duration (frames 8-17 → 22-24) in comparison to the previous edge attack. This significantly reduces its utility, no longer being one of the best edge attacks in the game.}} | ||
**{{buff|Edge attack grants more [[intangibility]] (frames 1-4 → 1-19) compared to the previous edge attack, and no longer has set knockback (110 (set)/100 (scaling) → 90 (base)/20 (scaling)).}} | |||
**{{buff|Edge attack grants | |||
===Special moves=== | ===Special moves=== | ||
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**{{nerf|Clean Fire Breath deals less damage (2% → 1.2%).}} | **{{nerf|Clean Fire Breath deals less damage (2% → 1.2%).}} | ||
**{{nerf|Fire Breath's turning speed to change its trajectory is much lower (2.8 → 1.55).}} | **{{nerf|Fire Breath's turning speed to change its trajectory is much lower (2.8 → 1.55).}} | ||
**{{nerf|Fire Breath's flames have a shorter duration (19 frames → 11).}} | **{{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.}} | ***{{buff|Despite this, they still travel a similar distance due to their increased speed.}} | ||
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*[[Flying Slam]]: | *[[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|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 | **{{buff|Upon grabbing an opponent, Flying Slam now grants Bowser 23 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.}} | ***{{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|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|Flying Slam has received a hitbox while Bowser is falling that can hit bystanders.}} | ||
***{{buff|Altogether, these changes significantly improve its safety | ***{{buff|Altogether, these changes significantly improve its safety.}} | ||
**{{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.}} | **{{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.}} | ***{{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.}} | **{{buff|Flying Slam's throw has increased knockback scaling (50 → 60), improving its KO potential.}} | ||
**{{buff|Flying Slam's throw release hitbox has increased base knockback (30 → 60).}} | |||
**{{change|Bowser releases his opponent sooner from Flying Slam's throw (frame 14 → 8).}} | **{{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.}} | ***{{buff|This makes Flying Slam harder to DI despite its longer startup animation.}} | ||
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**{{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 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|Flying Slam's grab has more ending lag (FAF 38 (grounded)/44 (aerial) → 43/49).}} | ||
**{{nerf| | **{{nerf|Aerial Flying Slam's grab no longer restores Bowser double jump if he performs a double jump near the ground, 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.}} | **{{nerf|[[Bowsercide]] now always KOes Bowser first and the opponent is released from Flying Slam when this occurs, significantly hindering its utility.}} | ||
*[[Whirling Fortress]] | *[[Whirling Fortress]]: | ||
*Grounded Whirling Fortress: | |||
**{{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|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 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 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 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 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 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 | **{{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.}} | ||
**{{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|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|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).}} | **{{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 Whirling Fortress: | ||
**{{buff|Aerial Whirling Fortress grants much more height (1.85 → 2.3), and mashing the special move button can now further | **{{buff|Aerial Whirling Fortress grants much more height (1.85 → 2.3), and mashing the special move button can now further increases 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 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.}} | **{{buff|The weakening of SDI makes the aerial version more difficult to escape from.}} | ||
Line 360: | Line 224: | ||
**{{buff|Bowser Bomb has less landing lag (60 frames → 55).}} | **{{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 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.}} | **{{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 even 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.}} | **{{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}}: | *{{B|Giga Bowser|Final Smash}}: | ||
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'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{nerf|Up tilt deals 1% less damage|10%|9%, slightly hindering its KO potential.}} | |||
*{{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]]''' | ||
*{{buff|Neutral aerial deals more damage|5% (hits 1-4)|6% and its landing lag decreased|24 frames|20.}} | |||
*{{buff|Fire Shot deals 1% more damage|5% (clean)/4% (late)|6%/5%; its base knockback increased: 25 → 35; its hit radius increased: 4u (clean)/3.5u (late) → 5u (both); its late hit's duration increased: 15 frames → 20; and its ending lag now matches [[Fire Breath]]'s. Altogether, these changes improve its spacing potential.}} | |||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|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. 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}}. | ||
|ftiltname= | |ftiltname= | ||
|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 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. | ||
|utiltname= | |utiltname= | ||
|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 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. | ||
|dtiltname= | |dtiltname= | ||
|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=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. | ||
|dashname= | |dashname= | ||
|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, similar to {{SSB4|Meta Knight}}'s dash attack. Good for hitting prone or tumbling opponents and has high base knockback. | ||
|fsmashname= | |fsmashname= | ||
|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 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. | ||
|usmashname= | |usmashname= | ||
|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=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. | ||
|dsmashname= | |dsmashname= | ||
|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=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. | ||
|nairname= | |nairname= | ||
|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) (occasionally, 2 or more of the hits can combine, dealing their combined damage in one attack) | ||
|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=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. | ||
|fairname= | |fairname= | ||
|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=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. | ||
|bairname= | |bairname= | ||
|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. 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. | ||
|uairname= | |uairname= | ||
|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. 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. | ||
|dairname= | |dairname= | ||
|dairdmg=16% (drop), 2% (landing) | |dairdmg=16% (drop), 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 | |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. | ||
|grabname= | |grabname= | ||
|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=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]]. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.1% | |pummeldmg=3.1% | ||
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game. | |pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game. | ||
|fthrowname= | |fthrowname= | ||
|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 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. | ||
|bthrowname= | |bthrowname= | ||
|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. 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. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=0.5% (hits 1-7), 1% (hit 8), 2% (throw) | |uthrowdmg=0.5% (hits 1-7), 1% (hit 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 | |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 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. | ||
|dthrowname= | |dthrowname= | ||
|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 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. | ||
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|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 | |nsc2desc=Deals more damage 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% (collateral) | ||
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|dsc1name=Turbulent Bomb | |dsc1name=Turbulent Bomb | ||
|dsc1dmg=4% (hop), 9% (Ground Pound), 9% (landing) | |dsc1dmg=4% (hop), 9% (Ground Pound), 9% (landing) | ||
|dsc1desc=The Ground Pound emits a [[ | |dsc1desc=The Ground Pound emits a [[Wind|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}}. | ||
|dsc2name=Slip Bomb | |dsc2name=Slip Bomb | ||
|dsc2dmg=18% (Ground Pound), 13% (landing), 2% (shockwave) | |dsc2dmg=18% (Ground Pound), 13% (landing), 2% (shockwave) | ||
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|fsdmg=— | |fsdmg=— | ||
|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. 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]]. | ||
|- | |||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{| | {{Crowd | ||
|- | |char=Bowser | ||
|char-jp=Koopa | |||
|game=SSB4 | |||
|desc-us=Bow-ser! | |||
|desc-jp=Koo-pa! *claps 3 times* | |||
| | |pitch-us=Group chant | ||
|pitch-jp=Male}} | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=2311 | |set10=2311 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results and, if possible, wins over notable players in some shape or form. Winning tournaments without notable players present is generally not enough to warrant a spot. 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.'' | ''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.'' | ||
====Active==== | |||
*{{Sm|Boozer|Australia}} - The former best Bowser in Australia, ranked 15th on the [[Australian Power Rankings]] V3. Placed 1st at [[Expand Gong 2]]. | |||
*{{Sm|DD|Australia}} - Currently the best Bowser in Australia, ranked 12th on the [[Australian Power Rankings]] V4. He has wins over {{Sm|Extra}}, {{Sm|Jdizzle}}, {{Sm|Duon}} and {{Sm|Tru4}}. | |||
*{{Sm|Deluxemenu|USA}} - Placed 9th at both [[DreamHack Austin 2017]] and [[Low Tier City 5]] as well as 25th at [[Clutch City Clash]]. He has taken sets off of {{Sm|Zinoto}} and {{Sm|DKwill}}. | |||
*{{Sm|KingKong|Canada}} - The best Bowser player in Canada. Placed 7th at [[Smash Intensifies]] and [[Smash INTENSIFIES 2]], and 65th at [[The Big House 6]]. Ranked 11th on the [[Montreal Power Rankings]]. He taken sets off of {{Sm|Holy}}, {{Sm|SuperGirlKels}} and {{Sm|Venom}}. | |||
*{{Sm|Kisha|Japan}} - The best Bowser player in Japan. Placed 17th at [[Umebura S.A.T.]], 9th at [[Single Game Championships: Umebura X Single-Chu]], and 17th at [[Umebura Japan Major 2017]]. He has multiple wins over {{Sm|Ranai}} and a win over {{Sm|Taiheita}}. | |||
*{{Sm|Linus|USA}} - Formerly ranked 11th on the [[Michigan Smash 4 Power Rankings]]. He has wins over {{Sm|Dark Wizzy}} and {{Sm|Day}}. | |||
*{{Sm|LordMix|USA}} - One of the best Bowser players in North America and the world. Placed 4th at [[MomoCon 2016]], 13th at Clutch City Clash, and 25th at [[MomoCon 2017]]. Ranked 3rd on the [[Georgia Power Rankings]]. He has wins over {{Sm|VoiD}}, {{Sm|Mew2King}}, {{Sm|Vinnie}}, {{Sm|Day}}, {{Sm|Fatality}}, {{Sm|ScAtt}}, {{Sm|Wrath}}, and {{Sm|Prince Ramen}}. | |||
*{{Sm|Nairo|USA}} (#2) - The best Bowser player in the world. Placed 4th at [[UGC Smash Open]], 5th at [[2GGT: ZeRo Saga]], 17th at [[GENESIS 4]], and 1st at [[Super Smash Con 2017]]. | |||
*{{Sm|Paru|Japan}} - One of the best Bowser players in Japan. Placed 17th at [[Umebura Japan Major 2017]]. | |||
*{{Sm|Rizeasu|Japan}} (#68) - A master of diversity. Uses Bowser as a secondary to Marth. Placed 4th at [http://challonge.com/Karisuma10T Karisuma 10] and [[Sumabato 15]], 5th at [http://challonge.com/Hirosuma5T Hirosuma 5], 9th at [[Sumabato 9]] [[Sumabato 12]], [[Karisuma Tokaigi Qualifiers]] and [[Sumabato 17]]. Ranked 20th on the JAPAN Power Rankings. | |||
*{{Sm|Viviff The Great|USA}} - Placed 49th at GENESIS 4. Ranked 1st on the [[Oregon Power Rankings]]. | |||
*{{Sm|Vreyvus|Sweden}} - Placed 33rd at [[B.E.A.S.T 6]] and [[B.E.A.S.T 7]]. Formerly ranked ranked 6th on the [[Swedish Power Rankings]]. | |||
====Inactive==== | |||
*{{Sm|Le Troof|USA}} - Placed 25th at [[Super Smash Con 2015]] and 49th at [[Pound 2016]] prior to his hiatus. | |||
*{{Sm|Shu|Japan}} - Placed 13th at [[Umebura 20]] and 25th at [[Umebura BenQ ZOWIE Cup]] before switching to {{SSB4|Sheik}}. | |||
===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. | |||
==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.'' | |||
::{{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 games|console1=NES|game1=Super Mario Bros. (10/1985)|console2=N64|game2=Super Mario 64 (09/1996)}} | |||
:'''Giga Bowser''' | |||
::{{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.'' | |||
::{{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.'' | |||
<center> | |||
<gallery> | |||
BowserTrophy3DS.png|Classic (3DS) | |||
BowserAltTrophy3DS.png|Alt. (3DS) | |||
BowserTrophyWiiU.png|Classic (Wii U) | |||
BowserAltTrophyWiiU.png|Alt. (Wii U) | |||
GigaBowserTrophyWiiU.png|[[Giga Bowser (Final Smash)]] | |||
</gallery> | |||
</center> | |||
== | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[A Battle of Scale]]''': As a tiny {{SSB4|Olimar}}, the player must defeat a giant Bowser. | *'''[[A Battle of Scale]]''': As a tiny {{SSB4|Olimar}}, the player must defeat a giant Bowser. | ||
*'''[[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''. | ||
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*'''{{SSB4|The Final Battle}}''': The player must defeat Bowser, Ganondorf and {{SSB4|King Dedede}}. | *'''{{SSB4|The Final Battle}}''': The player must defeat Bowser, Ganondorf and {{SSB4|King Dedede}}. | ||
*'''[[The Original Heavyweights]]''': As Mario, the player must defeat Bowser and {{SSB4|Donkey Kong}}. | *'''[[The Original Heavyweights]]''': As Mario, the player must defeat Bowser and {{SSB4|Donkey Kong}}. | ||
===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]]''': Mario and Luigi must defeat Bowser Jr., but if the match lasts too long, they must also defeat a giant Bowser. | ||
*'''[[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}} in a [[Coin Battle]]. | ||
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*'''[[Solidarity]]''': Olimar and Rosalina & Luma must defeat Mario and Luigi, and then they must defeat Bowser and Bowser Jr. | *'''[[Solidarity]]''': Olimar and Rosalina & Luma must defeat Mario and Luigi, and then they must defeat Bowser and Bowser Jr. | ||
*'''[[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. | ||
==[[Alternate costume (SSB4)#Bowser|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Bowser|Alternate costumes]]== | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |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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Sonic kicks Bowser SSB4.jpg|Bowser being damaged by the last hit of {{SSB4|Sonic}}'s neutral attack. | Sonic kicks Bowser SSB4.jpg|Bowser being damaged 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|Bowser, Mario, {{SSB4|Pikachu}}, and {{SSB4|Pit}} fighting 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|Bowser, {{SSB4|Mega Man}} and {{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|Using his down [[taunt]] alongside {{SSB4|Peach}} and a [[Fairy Bottle]]. | ||
Diddy SSB4 Overcharge Blast.jpg|Bowser being damaged by {{SSB4|Diddy Kong}}'s overcharged [[Peanut Popgun]]. | Diddy SSB4 Overcharge Blast.jpg|Bowser being damaged by {{SSB4|Diddy Kong}}'s overcharged [[Peanut Popgun]]. | ||
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*Bowser's alt. trophy in {{forwiiu}} resembles his All-Star Mode trophy in ''Melee''. | *Bowser's alt. 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. | *Bowser, {{SSB4|Dr. Mario}}, and {{SSB4|Lucina}} are the only characters who are not playable in a Solo Event unless selected. | ||
**Bowser is also the only one who isn't unlockable, or a clone. | |||
*Bowser's artwork in this game resembles his artwork in some ''Mario'' games, starting with ''Super Mario Galaxy'', although with his head, arms, and feet posed differently. | |||
==References== | ==References== |