Editing Bowser (SSB4)
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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= | |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. 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= | |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 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= | |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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|djump = 32.611839 | |djump = 32.611839 | ||
|rdjump = 36 | |rdjump = 36 | ||
}} | }} | ||
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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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*{{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]]. | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Bowser | |name=Bowser | ||
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}} | }} | ||
{{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]]== |