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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, his pupils are smaller and his overall color scheme is significantly more vibrant, much like his appearance in ''{{s|mariowiki|Super Mario 3D Land}}''.}} | ||
Unlike in previous installments, he now stands upright, and his pupils are smaller. Altogether, these changes make Bowser virtually identical to his appearance in | |||
*{{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]], [[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|Bowser is | *{{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, now stands upright, which is also reflected in his new walking and dashing animations. This makes him harder to hit horizontally but easier to hit vertically.}} | ||
**{{change|Bowser's new upright posture has also been translated into his moveset, be it through a tweaked animation or a completely new move.}} | **{{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 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]]).}} | ||
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*{{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|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 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''.}} | *{{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''.}} | ||
*{{buff|Like all characters returning from ''Brawl'', | *{{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.}} | ||
**{{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.}} | **{{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 is noticeably [[Weight|heavier]] (120 → 130), significantly improving his endurance and | *{{buff|Bowser is noticeably [[Weight|heavier]] (120 → 130), significantly improving his endurance and makes him suffer less from the removal of [[momentum canceling]] than other returning veterans.}} | ||
*{{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.}} | *{{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.}} | ||
*{{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’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.}} | ||
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*{{buff|Bowser's [[item throw]] is stronger (1 → 1.1).}} | *{{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.}} | *{{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 | *{{buff|The removal of [[chain grab]]bing significantly improves Bowser's endurance.}} | ||
*{{nerf|The changes to weight dependent throws hinders Bowser, as it makes weight dependent throws faster against him despite his significantly increased weight.}} | *{{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).}} | *{{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).}} | ||
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*{{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 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.}} | *{{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 | *{{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 (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]]: | *[[Neutral attack]]: | ||
**{{change|Bowser has a new neutral attack: his | **{{change|Bowser has a new neutral attack: he clenches his fist and perform punches.}} | ||
**{{nerf|Both hits have more startup lag (frame 6 (hit 1)/8 (hit 2) → 7/9).}} | **{{nerf|Both hits have more startup lag (frame 6 (hit 1)/8 (hit 2) → 7/9).}} | ||
***{{buff|However, their total durations were unchanged, giving them slightly less ending lag.}} | ***{{buff|However, their total durations were unchanged, giving them slightly less ending lag.}} | ||
**{{buff|The first hit's far hitbox is larger (4u → 5u).}} | **{{buff|The first hit's far hitbox is larger (4u → 5u).}} | ||
**{{buff|The first hit's | **{{buff|The first hit's near hitbox launches opponents slightly higher (83° → 85°), making it connect more reliably into the second hit.}} | ||
**{{nerf|The first hit's near hitboxes are smaller (5u/4.5u → 3u/4u).}} | **{{nerf|The first hit's near hitboxes are smaller (5u/4.5u → 3u/4u).}} | ||
**{{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 | **{{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 hit (x offset: -8 → -7), reducing its range.}} | ||
**{{buff|The second hit deals more damage (5% → 6.5%).}} | **{{buff|The second hit deals more damage (5% → 6.5%).}} | ||
**{{nerf|The second hit's near hitboxes are smaller (6u/5.5u → 3u/4u).}} | **{{nerf|The second hit's near hitboxes are smaller (6u/5.5u → 3u/4u).}} | ||
**{{nerf|The | **{{nerf|The first hit's far hitbox has been moved closer to Bowser (x offset: 7.3 → 5), while its nearest hitbox has been moved further away from hit (x offset: -8 → -6), reducing its range.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{change|Forward tilt has an altered animation where Bowser now closes his fist when performing the move.}} | **{{change|Forward tilt has an altered animation where Bowser now closes his fist when performing the move.}} | ||
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***{{buff|However, this also improves its ability to set up juggles.}} | ***{{buff|However, this also improves its ability to set up juggles.}} | ||
**{{nerf|Up tilt has more startup lag (frame 8 → 11).}} | **{{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 | ***{{buff|However due to its new animation, up tilt's hitboxes now start right in front of Bowser, allowing to move the hit opponents in front of him.}} | ||
**{{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).}} | **{{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]]: | *[[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|This new animation properly matches its hitboxes' placements, with the move now fully covering Bowser's hand | **{{buff|This new animation properly matches its hitboxes' placements, with the move now fully covering Bowser's hand.}} | ||
***{{buff|This new animation is also shorter (51 frames → 45), allowing Bowser to crawl earlier after performing the move.}} | ***{{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 | ***{{change|Despite its altered animation and hitbox placements, down tilt still roughly has the same amount of range it had before.}} | ||
*[[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.}} | ||
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**{{change|Bowser has a new forward smash: a single hitting dropkick with a clean hit and a late hit, rather than two separate hits.}} | **{{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).}} | **{{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 → | ***{{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 → 18).}} | ||
**{{buff|Forward smash now grants [[invincibility]] to Bowser's feet.}} | **{{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 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|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.}} | **{{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 | ***{{nerf|However, as this move 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|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).}} | **{{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).}} | ||
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**{{nerf|Forward smash has more ending lag (FAF 66 → 70).}} | **{{nerf|Forward smash has more ending lag (FAF 66 → 70).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's main hit has increased knockback scaling (80 (sweetspot)/90 (sourspot) → 90/100), improving its KO potential.}} | **{{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|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.}} | **{{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 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 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 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.}} | **{{nerf|The landing hit uses one smaller extended hitbox (6u/6u/6u → 5.5u), decreasing its overall range.}} | ||
*[[Down smash]]: | *[[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|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 weakening of [[SDI]] makes down smash significantly more difficult to escape from.}} | ||
**{{buff|The final hit has less startup lag (frame 32 → 31).}} | **{{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).}} | ***{{nerf|However, there is a longer gap between the sixth and final hit (1 frame → 3) and this increases the move's ending lag.}} | ||
**{{change|The final hit's angle was altered (65° → 48°).}} | **{{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.}} | ***{{buff|This improves its KO potential near the horizontal blastzone, as well as making it less susceptible to DI.}} | ||
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===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).}} | *{{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).}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{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°)}} | **{{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°)}} | ||
**{{buff|All four of neutral aerial's hitboxes can connect, greatly increasing its maximum damage potential (13% → 24%).}} | **{{buff|All four of neutral aerial's hitboxes can connect, greatly increasing its maximum damage potential (13% → 24%).}} | ||
**{{buff|Neutral aerial has more range overall, as the move now has four hitboxes which circle around Bowser.}} | **{{buff|Neutral aerial has more range overall, as the move now has four hitboxes which circle around Bowser.}} | ||
**{{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).}} | **{{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).}} | ||
**{{buff|Neutral aerial has less landing lag (24 frames → 20).}} | **{{buff|Neutral aerial has less landing lag (24 frames → 20).}} | ||
***{{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|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.}} | ||
Line 205: | Line 179: | ||
**{{change|Forward aerial has an altered animation.}} | **{{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.}} | ***{{buff|This new animation more accurately represents the move's hitboxes, with the move now always covering Bowser's hand.}} | ||
***{{nerf|However | ***{{nerf|However this new animation is longer (45 frames → 53).}} | ||
**{{change|The sweetspot has been moved slightly higher up (z offset: 0 → -0.7).}} | **{{change|The sweetspot has been moved slightly higher up (z offset: 0 → -0.7).}} | ||
**{{nerf|Forward aerial has more startup lag (frame 8 → 11).}} | **{{nerf|Forward aerial has more startup lag (frame 8 → 11).}} | ||
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**{{change|Bowser has a new back aerial, a dropkick.}} | **{{change|Bowser has a new back aerial, a dropkick.}} | ||
***{{nerf|This new animation is marginally longer than the previous animation (49 frames → 50).}} | ***{{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 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 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.}} | **{{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.}} | **{{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 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 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 has more landing lag (35 frames → 40).}} | ||
**{{nerf|Back aerial no longer grants [[invincibility]] on Bowser's shell or even on his feet.}} | **{{nerf|Back aerial no longer grants [[invincibility]] on Bowser's shell or even on his feet.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
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**{{nerf|Up aerial has a smaller hitbox (7u → 6u).}} | **{{nerf|Up aerial has a smaller hitbox (7u → 6u).}} | ||
*[[Down aerial]]: | *[[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 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.}} | ***{{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.}} | ***{{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 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)).}} | **{{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|Down aerial's angles have been altered (270° (hit 9) → 275° (clean)/56° (late)).}} | ||
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***{{buff|This prevents the landing hit from cancelling out the knockback from the main attack.}} | ***{{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|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|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).}} | **{{nerf|Down aerial has more startup lag (frame 14 → 17).}} | ||
***{{buff|However, its total duration was unchanged, giving it less ending lag.}} | ***{{buff|However, its total duration was unchanged, giving it less ending lag.}} | ||
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*[[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.}} | ||
Line 265: | Line 238: | ||
**{{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 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).}} | **{{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.}} | **{{change|Back throw has a new animation where Bowser performs a one-armed throw, similar to Donkey Kong's back throw.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw has less ending lag (FAF 70 → 64).}} | **{{buff|Up throw has less ending lag (FAF 70 → 64).}} | ||
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**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a slightly higher angle (361° → 45°).}} | **{{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.}} | **{{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 grants much more intangibility (frames 1-4 → 1-19).}} | ||
**{{buff|Edge attack no longer has set knockback (110 (set)/100 (scaling) → 90 (base)/20).}} | **{{buff|Edge attack no longer has set knockback (110 (set)/100 (scaling) → 90 (base)/20 (scaling)).}} | ||
*[[Trip attack]]: | *[[Trip attack]]: | ||
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}} | **{{buff|Trip attack deals more shield damage (1 → 8) per hit.}} | ||
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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]] (grounded): | *[[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|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 (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|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 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.}} | ||
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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 | ||
Line 650: | Line 542: | ||
|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== |