Editing Bowser (SSB4)

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|ranking = 24
|ranking = 24
}}
}}
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was indirectly announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Instead of using his voice actor Kenny James who has voiced Bowser since ''Super Mario Galaxy'' in 2007, Bowser retains his realistic roaring effects from ''[[Super Smash Bros. Brawl]]'', although they have been heavily altered.
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') 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 54 on the [[tier list]], placing him in the C tier, a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 33rd out of 38, and is the first time in the series that Bowser has not been ranked as a bottom-tier character, thus resulting in his best placement in the series yet. This is due to his substantially enhanced mobility, in addition to much more effective combo and grab games, all of which were among his biggest weaknesses in ''Melee'' and ''Brawl''. Aside from his new benefits, he retains his excellent endurance, overall high damage output, and very strong KOing options. Lastly, the implementation of [[rage]] supplements his already considerable power.
Bowser is ranked 24th out of 54 on the [[tier list]], placing him in the C tier, a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 33rd out of 38, and is the first time in the series that Bowser has not been ranked as a bottom-tier character, thus resulting in his best placement in the series yet. This is due to his substantially enhanced mobility, in addition to much more effective combo and grab games, all of which were among his biggest weaknesses in ''Melee'' and ''Brawl''. Aside from his new benefits, he retains his excellent endurance, overall high damage output, and very strong KOing options. Lastly, the implementation of [[rage]] supplements his already considerable power.
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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Bowser has a sleeker design, his shell is noticeably more detailed, his pupils are smaller and his overall color scheme is significantly more vibrant, much like his appearance in ''{{s|mariowiki|Super Mario 3D Land}}''.}}
*{{change|Due to the aesthetic used in ''SSB4'', Bowser has a sleeker design, his shell is noticeably more detailed, his pupils are smaller, and his overall color scheme is significantly more vibrant, much like his appearance in ''{{s|mariowiki|Super Mario 3D Land}}''.}}
*{{change|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}}''.}}
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|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=Koopa Palm Strike ({{ja|クッパ掌打|Kuppa Shōtei}}) / Koopa Pursuit Attack ({{ja|クッパ追い打ち|Kuppa Oiuchi}})
|neutralname=&nbsp;
|neutral1dmg=5%
|neutral1dmg=5%
|neutral2dmg=6.5%
|neutral2dmg=6.5%
|neutraldesc=Two alternating punches. Both hits render Bowser's arms are [[Intangibility|intangible]] throughout their durations. The first hit has set knockback and can be [[jab cancel]]ed into other moves, such as a dash grab or [[Bowser Bomb]]. Conversely, the second hit deals more damage, and is strong enough to KO around 140% near the edge. This is similar to his defense punches from {{s|mariowiki|Mario & Luigi: Bowser’s Inside Story}}.
|neutraldesc=Two alternating punches. 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=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}})
|ftiltname=&nbsp;
|ftiltdmg=12%
|ftiltdmg=12%
|ftiltdesc=A backhanded punch. Fairly powerful with fast start-up and good range, it also renders Bowser's arm intangible throughout its duration. It is based on the second hit of his {{s|mariowiki|Drill Claw}} attack in ''{{s|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''. Can KO at around 110% near the edge.
|ftiltdesc=A backhanded punch. Fairly powerful with fast start-up and good 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=Ceiling Scratch ({{ja|天井ひっかき|Tenjō Hikkaki}})
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=An overhead arcing swipe. It has respectable utility, as it can be a good combo option at low percentages either by starting and then chaining into itself, acting as a follow-up from up throw, or acting as a KOing option around 150%. It also renders his arm intangible throughout its duration. However, it has a blind spot right next to his torso.
|utiltdesc=An overhead arcing 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=Spoiled Brat Punch ({{ja|だだっ子パンチ|Dadakko Panchi}})
|dtiltname=&nbsp;
|dtiltdmg=14% (hit 1), 11% (hit 2)
|dtiltdmg=14% (hit 1), 11% (hit 2)
|dtiltdesc=Lays in a prone position and throws two alternating [[wikipedia:Hook (boxing)|hooks]]. Both hits render his arms intangible throughout their durations. It has a chance to [[trip]] at low percentages, but the first hit does not connect into the second hit past medium percentages. The first hit has slightly higher base knockback, whereas the second hit has slightly longer range, making it a decent KOing option near the edge, with the first hit KOing under 100% at the edge, and even hitting players hanging on the edge.
|dtiltdesc=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=Jumping Kick ({{ja|ジャンピングキック|Janpingu Kikku}})
|dashname=&nbsp;
|dashdmg=12% (clean), 10% (late)
|dashdmg=12% (clean), 10% (late)
|dashdesc=A side kick, similar to {{SSB4|Meta Knight}}'s dash attack. Good for hitting prone or tumbling opponents and has high base knockback.
|dashdesc=A side kick, similar to {{SSB4|Meta Knight}}'s dash attack. Good for hitting prone or tumbling opponents and has high base knockback.
|fsmashname=Megaton Drop Kick ({{ja|メガトンドロップキック|Megaton Doroppu Kikku}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|23}} (clean feet), {{ChargedSmashDmgSSB4|20}} (clean body), {{ChargedSmashDmgSSB4|17}} (late feet), {{ChargedSmashDmgSSB4|14}} (late body)
|fsmashdmg={{ChargedSmashDmgSSB4|23}} (clean feet), {{ChargedSmashDmgSSB4|20}} (clean body), {{ChargedSmashDmgSSB4|17}} (late feet), {{ChargedSmashDmgSSB4|14}} (late body)
|fsmashdesc=A dropkick. It is the third strongest forward smash in the game, being surpassed only by {{SSB4|King Dedede}} and maximum [[Aura]] {{SSB4|Lucario}}'s. Its outstanding damage output also threatens shields, as they will receive severe damage from it. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. Its clean hitboxes render his legs intangible, whereas its late hitboxes have [[Priority#Moves that cannot rebound|anti-rebounding priority]]. Even from the center of the stage, it can KO at 70% uncharged.
|fsmashdesc=A 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=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|20}} (hit 1 center), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|20}} (hit 1 center), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} (hit 2)
|usmashdesc=Lays in a prone position and then hops to thrust his shell's spikes upward. It renders his shell [[Invincibility|invincible]] and grants anti-rebounding priority throughout its duration, which make it all but impossible to challenge from above. However, it will still clank against a move that has invincibility frames. It also hits on both sides when Bowser lands from his hop, but these hits lack KO potential because of their significantly lower damage outputs. When sweetspotted, it can KO at 90% uncharged.
|usmashdesc=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=Buzzsaw ({{ja|バズソー|Bazusō}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-6), {{ChargedSmashDmgSSB4|9}} (hit 7)
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-6), {{ChargedSmashDmgSSB4|9}} (hit 7)
|dsmashdesc=Withdraws in his shell and then spins around rapidly. It hits multiple times, and is strong enough to function as a fairly reliable KOing option under 150% and while near the edge.
|dsmashdesc=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=Koopa Wheel ({{ja|クッパホイール|Kuppa Hoīru}})
|nairname=&nbsp;
|nairdmg=6% (hits 1-4) (occasionally, 2 or more of the hits can combine, dealing their combined damage in one attack)
|nairdmg=6% (hits 1-4) (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=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}})
|fairname=&nbsp;
|fairdmg=13% (hand), 12% (arm), 11% (body)
|fairdmg=13% (hand), 12% (arm), 11% (body)
|fairdesc=Swipes downward with his claws. It has quick start-up, a respectable damage output, and great range, as it can even hit opponents below him. It can also autocancel from a short hop. Altogether, these traits make arguably Bowser's most useful aerial.
|fairdesc=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=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|bairname=&nbsp;
|bairdmg=19%
|bairdmg=19%
|bairdesc=A dropkick. It is very powerful, as it can either KO around 100% from center-stage and as low as 60% at the edge, though it does not have much vertical range. The second strongest and most damaging back aerial in the game behind maximum Aura Lucario's back aerial. Autocancels from a short hop.
|bairdesc=A dropkick. 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=Heading ({{ja|ヘディング|Hedingu}})
|uairname=&nbsp;
|uairdmg=15%
|uairdmg=15%
|uairdesc=An upward headbutt. Although it is not as strong as in ''Brawl'', it is still a viable KOing option due to KOing around 100% while near the upper blast line. By extension, it is a [[Combo#Types of combos|KO confirm]] follow-up from up throw at high percentages.
|uairdesc=An upward headbutt. 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=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}})
|dairname=&nbsp;
|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. Resembles an attack used by Spinies and Buzzy Beetles where they withdraw into their shell and drop from the ceiling.
|dairdesc=Withdraws into his shell, turns upside down, and propels himself downward. A [[stall-then-fall]], it emits a small shockwave on both sides when he lands. It [[meteor smash]]es during the first few frames and deals respectable diagonal knockback during its later frames. Due to its large hitbox, its meteor smashing hitbox can effectively edgeguard when near the edge. Like other stall-then-falls, it will almost certainly cause a [[self-destruct]] if used off-stage. Resembles an attack used by Spinies and Buzzy Beetles where they withdraw into their shell and drop from the ceiling.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Bowser has a fairly large grab range for a non-disjointed or non-tether grab, especially when pivot grabbing, as his pivot grab can cover the entirety of a [[Battlefield (SSB4)|Battlefield]] [[platform]].
|grabdesc=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=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=3.1%
|pummeldmg=3.1%
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=Slingshot ({{ja|スリングショット|Suringushotto}})
|fthrowname=&nbsp;
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Places the opponent in between his horns, rears his head back, and then powerfully sways his head forward to launch the opponent. It is the strongest forward throw in the game, KOing around 120% near the edge. However, its throw hitbox is not active until frame 36, which results in it taking longer to throw opponents than back throw.
|fthrowdesc=Places the opponent in between his horns, rears his head back, and then 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=Back Throw ({{ja|バックスルー|Bakku Surū}})
|bthrowname=&nbsp;
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Throws the opponent backward in a sideways motion. It has the exact same damage output and knockback values as his forward throw, which make it a viable KOing option around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw.
|bthrowdesc=Throws the opponent backward in a sideways motion. 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=Flesh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}})
|uthrowname=&nbsp;
|uthrowdmg=0.5% (hits 1-7), 1% (hit 8), 2% (throw)
|uthrowdmg=0.5% (hits 1-7), 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 semi spike knockback to fighters who are caught in the crossfire. On a side note, unlike in ''Brawl'', instead of always dealing fixed knockback, the throw hitbox's knockback now grows stronger as the target's damage increases.
|uthrowdesc=Throws the opponent slightly upward, withdraws into his shell, and then spins rapidly in order to repeatedly stab them with his shell's spikes. While it is Bowser's least damaging throw (dealing up to 6.5% damage), it is also his best combo starter, as it can combo into up tilt, up smash, neutral aerial, up aerial, forward aerial, back aerial, and even Flying Slam. Its aerial combos are especially effective against fast-fallers, although its Flying Slam combo requires a hard read. The final hit before the throw deals very high semi spike knockback to fighters who are caught in the crossfire. On a side note, unlike in ''Brawl'', instead of always dealing fixed knockback, the throw hitbox's knockback now grows stronger as the target's damage increases.
|dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}})
|dthrowname=&nbsp;
|dthrowdmg=10% (hit 1), 2% (throw)
|dthrowdmg=10% (hit 1), 2% (throw)
|dthrowdesc=Places the opponent on the ground and [[Wikipedia:Professional wrestling attacks#Big splash|splash]]es them. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. Despite this, it actually has KO potential unlike in ''Brawl'', thanks to its throw hitbox now dealing damage. Its first hit can also damage nearby bystanders. It KOs around 150% near the edge, and can be used as an alternative to his forward and back throws for setting up an edgeguard.
|dthrowdesc=Places the opponent on the 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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|djump = 32.611839
|djump = 32.611839
|rdjump = 36
|rdjump = 36
|ellag = 6
|rellag = 57-58
}}
}}


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Bowser
!{{{name|}}}
|char-jp=Koopa
!Cheer (English)
|game=SSB4
!Cheer (Japanese)
|desc-us=Bow-ser!
!Cheer (Spanish)
|desc-jp=Koo-pa! *claps 3 times*
|-
|pitch-us=Group chant
! scope="row"|Cheer
|pitch-jp=Male}}
|[[File:Bowser Cheer English SSB4 SSBU.ogg|center]]||[[File:Bowser Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Bowser Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Bowser Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Bow - ser! || Koo - pa! *claps 3 times* || Boooow - ser!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Bowser Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Bowser Cheer French PAL SSB4.ogg|center]]||[[File:Bowser Cheer German SSB4.ogg|center]]||[[File:Bowser Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Bow - ser ! || Bow - ser! || Bow - ser!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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*{{Sm|Nairo|USA}} (#2) - Uses Bowser as a secondary alongside {{SSB4|Zero Suit Samus}} and is the best Bowser player in the world. Placed 1st at {{Trn|Super Smash Con 2017}}, 4th at {{Trn|UGC Smash Open}}, 5th at {{Trn|2GGT: ZeRo Saga}}, and 17th at {{Trn|GENESIS 4}}.
*{{Sm|Nairo|USA}} (#2) - Uses Bowser as a secondary alongside {{SSB4|Zero Suit Samus}} and is the best Bowser player in the world. Placed 1st at {{Trn|Super Smash Con 2017}}, 4th at {{Trn|UGC Smash Open}}, 5th at {{Trn|2GGT: ZeRo Saga}}, and 17th at {{Trn|GENESIS 4}}.
*{{Sm|Rizeasu|Japan}} (#68) - Uses Bowser alongside a variety of characters. Placed 2nd at {{Trn|Sumabato Tokaigi Qualifier 2}} and 9th at both {{Trn|Sumabato 12}} and {{Trn|Sumabato 17}}. Ranked as high as 20th on the [[JAPAN Power Rankings]].
*{{Sm|Rizeasu|Japan}} (#68) - Uses Bowser alongside a variety of characters. Placed 2nd at {{Trn|Sumabato Tokaigi Qualifier 2}} and 9th at both {{Trn|Sumabato 12}} and {{Trn|Sumabato 17}}. Ranked as high as 20th on the [[JAPAN Power Rankings]].
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Bowser is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside {{SSB4|Link}}, {{SSB4|Samus}}, {{SSB4|Peach}}, {{SSB4|Zelda}}, {{SSB4|R.O.B.}}, and {{SSB4|Duck Hunt}}.
==={{GameIcon|SSB4-U}}[[Event Match]]es===
====Solo Events====
*'''[[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''.
*'''[[Beautification]]''': As {{SSB4|Rosalina & Luma}}, the player must [[flower]] two Bowsers and two {{SSB4|Ganondorf}}s.
*'''[[Enough with the Kidnapping]]''': As {{SSB4|Peach}}, the player must defeat Bowser and {{SSB4|Bowser Jr.}}
*'''[[Family Ties]]''': As Bowser Jr., the player is aided by a giant Bowser and must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}.
*'''{{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}}.
====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 Royal Errand]]''': {{SSB4|Robin}} and {{SSB4|Marth}} must collect 500G from Bowser and {{SSB4|Wario}} in a [[Coin Battle]].
*'''[[Final Battle Team-Up]]''': Bowser appears as an opponent to be defeated.
*'''[[Peach in Peril]]''': Bowser and Bowser Jr. must defeat all opponents except Peach, where KOing her results in a failure.
*'''[[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.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Bowser.png|Classic Mode
SSB4-3DS Congratulations All-Star Bowser.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Bowser.png|Classic Mode
SSB4-Wii U Congratulations All-Star Bowser.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Bowser's default trophy is obtained by clearing Classic Mode as Bowser. His alternate trophy is obtained by clearing All-Star Mode as Bowser in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Bowser). The Giga Bowser trophy is obtained only in the Wii U version by clearing All-Star Mode as Bowser.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Bowser
|name=Bowser
Line 734: Line 680:
}}
}}
{{clrl}}
{{clrl}}
==In [[Event Match]]es==
===Solo Events===
*'''[[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''.
*'''[[Beautification]]''': As {{SSB4|Rosalina & Luma}}, the player must [[flower]] two Bowsers and two {{SSB4|Ganondorf}}s.
*'''[[Enough with the Kidnapping]]''': As {{SSB4|Peach}}, the player must defeat Bowser and {{SSB4|Bowser Jr.}}
*'''[[Family Ties]]''': As Bowser Jr., the player is aided by a giant Bowser and must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}.
*'''{{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}}.
===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 Royal Errand]]''': {{SSB4|Robin}} and {{SSB4|Marth}} must collect 500G from Bowser and {{SSB4|Wario}} in a [[Coin Battle]].
*'''[[Final Battle Team-Up]]''': Bowser appears as an opponent to be defeated.
*'''[[Peach in Peril]]''': Bowser and Bowser Jr. must defeat all opponents except Peach, where KOing her results in a failure.
*'''[[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.


==[[Alternate costume (SSB4)#Bowser|Alternate costumes]]==
==[[Alternate costume (SSB4)#Bowser|Alternate costumes]]==

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