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'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') is a playable character in ''[[Super Smash Bros. Brawl]]''. Confirmed on the [[Smash Bros. DOJO!!]] website on July 3, 2007, he returns from his ''{{b|Super Smash Bros.|series}}'' series debut in ''[[Super Smash Bros. Melee]]''. | '''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') is a playable character in ''[[Super Smash Bros. Brawl]]''. Confirmed on the [[Smash Bros. DOJO!!]] website on July 3, 2007, he returns from his ''{{b|Super Smash Bros.|series}}'' series debut in ''[[Super Smash Bros. Melee]]''. | ||
Rather than | Rather than utilizing recycled voice clips from ''Mario Kart 64'' as well as realistic sounds, or being voiced by Kenny James, who voiced Bowser in ''{{s|mariowiki|Super Mario Strikers}}'', as well as ''{{s|mariowiki|Super Mario Galaxy}}'', he now uses heavily modified stock pig sound effects taken from the Serafine L2 Sound Library, with his star KO scream also incorporating an elk bugle. The same stock sound effects are also used for [[Ridley]] in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. for Wii U]]'', through with considerably less modification. | ||
Bowser ranks 33rd out of 38 on the [[tier list]], putting him in 3rd place on the F tier, a slight improvement from his last place ranking in ''Melee''. Compared to his ''Melee'' incarnation, Bowser is faster and more mobile character at the expense of slightly less power. Despite the slight power nerf, Bowser is still one of the strongest characters in ''Brawl'', possessing a moveset full of potential finishers, several of which can even reliably KO under 100%. Along with his trademark power, Bowser holds distinction as the heaviest character, with strong [[momentum cancelling]] to complement it, giving Bowser one of the best endurance potentials in ''Brawl''. Additionally, Bowser has gained an excellent aerial grab in [[Flying Slam]], which also gives him access to the [[Koopa hopping]] technique to improve his mobility and approach. Bowser also has some great [[reach]] throughout his moveset, a 10-frame advantage on [[grab release]]s that gives him grab release options on nearly every character, and a powerful, five-frame move in [[Whirling Fortress]] that can be immediately used [[out of shield]] to escape pressure. Despite his speed [[buff]]s, Bowser is still one of the slowest characters in ''Brawl'', possessing only average dashing speed and the slowest [[initial dash]] speed, and he can have difficulty in keeping up with several characters. He is also one of the largest characters, which combines with his massive weight to make him quite vulnerable to [[combo]]s and [[chain throw]]s, some of which are infinite or even a zero-to-death (most notoriously from {{SSBB|King Dedede}}). Importantly, Bowser has significant trouble landing, with all of his landing options being slow, punishable, predictable, which is also compounded by his laggy aerials. Finally, Bowser possesses an easily [[gimp]]able recovery that gains barely any vertical height, and his lack of an effective [[projectile]] makes it difficult for him to break through opposing [[camp]]ing. His flaws overpower his strengths, resulting in mostly terrible match-ups and, when combined with his miniscule [[tournament]] representation, some of the worst tournament results of any character. | Bowser ranks 33rd out of 38 on the [[tier list]], putting him in 3rd place on the F tier, a slight improvement from his last place ranking in ''Melee''. Compared to his ''Melee'' incarnation, Bowser is faster and more mobile character at the expense of slightly less power. Despite the slight power nerf, Bowser is still one of the strongest characters in ''Brawl'', possessing a moveset full of potential finishers, several of which can even reliably KO under 100%. Along with his trademark power, Bowser holds distinction as the heaviest character, with strong [[momentum cancelling]] to complement it, giving Bowser one of the best endurance potentials in ''Brawl''. Additionally, Bowser has gained an excellent aerial grab in [[Flying Slam]], which also gives him access to the [[Koopa hopping]] technique to improve his mobility and approach. Bowser also has some great [[reach]] throughout his moveset, a 10-frame advantage on [[grab release]]s that gives him grab release options on nearly every character, and a powerful, five-frame move in [[Whirling Fortress]] that can be immediately used [[out of shield]] to escape pressure. Despite his speed [[buff]]s, Bowser is still one of the slowest characters in ''Brawl'', possessing only average dashing speed and the slowest [[initial dash]] speed, and he can have difficulty in keeping up with several characters. He is also one of the largest characters, which combines with his massive weight to make him quite vulnerable to [[combo]]s and [[chain throw]]s, some of which are infinite or even a zero-to-death (most notoriously from {{SSBB|King Dedede}}). Importantly, Bowser has significant trouble landing, with all of his landing options being slow, punishable, predictable, which is also compounded by his laggy aerials. Finally, Bowser possesses an easily [[gimp]]able recovery that gains barely any vertical height, and his lack of an effective [[projectile]] makes it difficult for him to break through opposing [[camp]]ing. His flaws overpower his strengths, resulting in mostly terrible match-ups and, when combined with his miniscule [[tournament]] representation, some of the worst tournament results of any character. | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|As with all characters, Bowser has received a boost in texture quality and now more closely resembles his | *{{change|As with all characters, Bowser has received a boost in texture quality and now more closely resembles his appearances in the ''Mario'' games, such as yellower skin, being more scaly, and his arms and legs being less muscular.}} | ||
*{{change|Bowser has two new [[alternate costume]]s, a grey skin and a brown skin.}} | *{{change|Bowser has two new [[alternate costume]]s, a grey skin and a brown skin.}} | ||
*{{change|As on-screen appearances were not present in ''Melee'', Bowser now receives one}}. | *{{change|As on-screen appearances were not present in ''Melee'', Bowser now receives one}}. | ||
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**{{nerf|It has less base knockback (50 → 40), and its sweetspot deals less damage (14% → 13%), hindering its KO potential.}} | **{{nerf|It has less base knockback (50 → 40), and its sweetspot deals less damage (14% → 13%), hindering its KO potential.}} | ||
**{{change|Forward aerial now has a [[slash]] effect instead of a normal effect.}} | **{{change|Forward aerial now has a [[slash]] effect instead of a normal effect.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's clean hit deals more damage (13% → 15%) with more knockback scaling (80 → 83), making it a reliable KO move.}} | **{{buff|Back aerial's clean hit deals more damage (13% → 15%) with more knockback scaling (80 → 83), making it a reliable KO move. The move now also grants invincibility on Bowser's shell (frames 3-15), allowing it to cancel out opposing attacks and protect Bowser much more effectively.}} | ||
**{{nerf|It has a shorter duration (frames 9-17 → 9-15), and its clean hit no longer semi-spikes as effectively (24° → 35°). Its late hit also has a smaller hitbox (8.8u → 8u), and deals less damage (9% → 7%), albeit with knockback compensated (25 (base)/80 (scaling) → 35/100).}} | **{{nerf|It has a shorter duration (frames 9-17 → 9-15), and its clean hit no longer semi-spikes as effectively (24° → 35°). Its late hit also has a smaller hitbox (8.8u → 8u), and deals less damage (9% → 7%), albeit with knockback compensated (25 (base)/80 (scaling) → 35/100).}} | ||
**{{change|Its hitbox size has been altered (8.8 → 9/5).}} | **{{change|Its hitbox size has been altered (8.8 → 9/5).}} | ||
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==Moveset== | ==Moveset== | ||
''For a | :''For a visual representation of Bowser's attack hitboxes, see [[/Hitboxes|this page]].'' | ||
*Bowser can [[crawl]], although it has little practical use due to his large crouching hurtbox. | *Bowser can [[crawl]], although it has little practical use due to his large crouching hurtbox. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=5% | |neutral2dmg=5% | ||
|neutraldesc=Two quick claw swipes. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. It has respectable jab cancelling potential, with the first hit linking into a forward tilt if the opponent does not air dodge. Decent knockback but lacks KO power. | |neutraldesc=Two quick claw swipes. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. It has respectable jab cancelling potential, with the first hit linking into a forward tilt if the opponent does not air dodge. Decent knockback but lacks KO power. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% | |ftiltdmg=11% | ||
|ftiltdesc=Does a backhanded punch while leaning his body forward. Can be aimed up or down. Has decent KO potential, and it can KO at 154% when angled up from the center of Final Destination. If angled down, has a decent chance of tripping. Bowser's lower arm is intangible while the hitboxes are out. However, it has poor frame data to compensate for it's strengths. The attack is based on the second hit of his [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Drill Claw|Drill Claw]] attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''. | |ftiltdesc=Does a backhanded punch while leaning his body forward. Can be aimed up or down. Has decent KO potential, and it can KO at 154% when angled up from the center of Final Destination. If angled down, has a decent chance of tripping. Bowser's lower arm is intangible while the hitboxes are out. However, it has poor frame data to compensate for it's strengths. The attack is based on the second hit of his [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Drill Claw|Drill Claw]] attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=12% | |utiltdmg=12% | ||
|utiltdesc=Swats the air above him. A decent juggling move but has high ending lag. This is also a very powerful KO move and can KO at 109% despite its surprising speed. Like his forward tilt, Bowser's lower arm cannot be hit while the hitboxes are out. | |utiltdesc=Swats the air above him. A decent juggling move but has high ending lag. This is also a very powerful KO move and can KO at 109% despite its surprising speed. Like his forward tilt, Bowser's lower arm cannot be hit while the hitboxes are out. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=14% (hit 1), 11% (hit 2) | |dtiltdmg=14% (hit 1), 11% (hit 2) | ||
|dtiltdesc=Claw swipes while crouched. Does two hits; unlike most multi-hit moves, the first hit is the stronger one. High knockback for its kind with speed make this another speedy KO move, KOing at 89% at the ledge, or 123% from the center of Final Destination. Like his neutral combo, the active arm cannot be hit. | |dtiltdesc=Claw swipes while crouched. Does two hits; unlike most multi-hit moves, the first hit is the stronger one. High knockback for its kind with speed make this another speedy KO move, KOing at 89% at the ledge, or 123% from the center of Final Destination. Like his neutral combo, the active arm cannot be hit. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc=A running headbutt. Has good vertical knockback, though it cannot KO until past 200%. This move's high ending lag makes it easily [[punish]]able if whiffed. | |dashdesc=A running headbutt. Has good vertical knockback, though it cannot KO until past 200%. This move's high ending lag makes it easily [[punish]]able if whiffed. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|10}} (hit 1), {{ChargedSmashDmgSSBB|23}}/{{ChargedSmashDmgSSBB|21}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBB|10}} (hit 1), {{ChargedSmashDmgSSBB|23}}/{{ChargedSmashDmgSSBB|21}} (hit 2) | ||
|fsmashdesc=Rears back and then performs a very strong headbutt. This is the most damaging forward smash in the game. If used correctly, the second hit can prevent shield grabbing. Uncharged it KOs at 53% at the ledge and 81% from the center of {{SSBB|Final Destination}} if both hits connect, while fully charged it's extremely powerful, KOing at just 17% at the ledge, and 38% from the center. | |fsmashdesc=Rears back and then performs a very strong headbutt. This is the most damaging forward smash in the game. If used correctly, the second hit can prevent shield grabbing. Uncharged it KOs at 53% at the ledge and 81% from the center of {{SSBB|Final Destination}} if both hits connect, while fully charged it's extremely powerful, KOing at just 17% at the ledge, and 38% from the center. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|20}}/{{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|10}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBB|20}}/{{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|10}} (hit 2) | ||
|usmashdesc=Hunkers down on all fours and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback (one of the strongest up smashes in the game), KOing at 100% when uncharged and 62% when fully charged. | |usmashdesc=Hunkers down on all fours and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback (one of the strongest up smashes in the game), KOing at 100% when uncharged and 62% when fully charged. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-6), {{ChargedSmashDmgSSBB|9}} (hit 7) | |dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-6), {{ChargedSmashDmgSSBB|9}} (hit 7) | ||
|dsmashdesc=Retracts into his shell and spins around. Multi-hit attack that does up to seven hits. Very high knockback, but it is possible to SDI upwards to jump out of the move. KOs at 100% when uncharged and 61% when fully charged. | |dsmashdesc=Retracts into his shell and spins around. Multi-hit attack that does up to seven hits. Very high knockback, but it is possible to SDI upwards to jump out of the move. KOs at 100% when uncharged and 61% when fully charged. | ||
|nairname= | |nairname= | ||
|nairdmg=13% (clean), 9% (late) | |nairdmg=13% (clean), 9% (late) | ||
|nairdesc=Spins around inside his shell. It has low knockback, not KOing until around 165%. | |nairdesc=Spins around inside his shell. It has low knockback, not KOing until around 165%. | ||
|fairname= | |fairname= | ||
|fairdmg=13% (hand), 12% (arm), 11% (shoulder) | |fairdmg=13% (hand), 12% (arm), 11% (shoulder) | ||
|fairdesc=A quick slash forwards. Decent knockback with surprising speed, and when sweetspotted can KO at 105% from the ledge, and at 150% from the center of Final Destination. | |fairdesc=A quick slash forwards. Decent knockback with surprising speed, and when sweetspotted can KO at 105% from the ledge, and at 150% from the center of Final Destination. | ||
|bairname= | |bairname= | ||
|bairdmg=15% (clean), 7% (late) | |bairdmg=15% (clean), 7% (late) | ||
|bairdesc=Thrusts out his shell behind him, dealing massive damage and above average knockback, which can KO at 98% at the ledge, or at 136%. Low startup, but high ending lag and landing lag if not auto-cancelled. | |bairdesc=Thrusts out his shell behind him, dealing massive damage and above average knockback, which can KO at 98% at the ledge, or at 136%. Low startup, but high ending lag and landing lag if not auto-cancelled. | ||
|uairname= | |uairname= | ||
|uairdmg=17% | |uairdmg=17% | ||
|uairdesc=Swings his head upward. Has noticeable startup, but its very high damage and knockback make it one of the strongest up aerials in the game (2nd strongest up air in the game), and can KO Mario at 92% from the ground. It is hindered, however, by its high startup and low hitbox duration. | |uairdesc=Swings his head upward. Has noticeable startup, but its very high damage and knockback make it one of the strongest up aerials in the game (2nd strongest up air in the game), and can KO Mario at 92% from the ground. It is hindered, however, by its high startup and low hitbox duration. | ||
|dairname= | |dairname= | ||
|dairdmg=3% (hits 1-9), 2% (landing) | |dairdmg=3% (hits 1-9), 2% (landing) | ||
|dairdesc=Retracts into his shell and spins himself into the ground. Limited shockwave if it hits the ground. The last hit can meteor smash, but it's weak and not recommended overall. Often used for [[SHFF]]s, due to its high overall damage output and extra hit upon landing. | |dairdesc=Retracts into his shell and spins himself into the ground. Limited shockwave if it hits the ground. The last hit can meteor smash, but it's weak and not recommended overall. Often used for [[SHFF]]s, due to its high overall damage output and extra hit upon landing. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Hits foe with his head. Very slow pummel. | |pummeldesc=Hits foe with his head. Very slow pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Launches foe forward using his head. Decent knockback, but will rarely KO, not doing so until 187% at the ledge. | |fthrowdesc=Launches foe forward using his head. Decent knockback, but will rarely KO, not doing so until 187% at the ledge. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Almost identical to Bowser's forward throw, but has a faster execution, and the altered animation causes it to throw opponents from further out, allowing it to KO earlier at 177% from the ledge. | |bthrowdesc=Almost identical to Bowser's forward throw, but has a faster execution, and the altered animation causes it to throw opponents from further out, allowing it to KO earlier at 177% from the ledge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hits 1-8), 2% (throw) | |uthrowdmg=1% (hits 1-8), 2% (throw) | ||
|uthrowdesc=Tosses foe upwards, retreats into his shell, and spins, damaging the foe with his spikes. Damage also applies to bystanders. Deals decent damage overall, but the throw always deals set knockback, making it incapable of scoring KOs by itself. | |uthrowdesc=Tosses foe upwards, retreats into his shell, and spins, damaging the foe with his spikes. Damage also applies to bystanders. Deals decent damage overall, but the throw always deals set knockback, making it incapable of scoring KOs by itself. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=12% (hit 1), 0% (throw) | |dthrowdmg=12% (hit 1), 0% (throw) | ||
|dthrowdesc=Sets opponent on floor, then flings himself forward, performing a body slam on his opponent. The full damage of the attack is also applied to bystanders, but it doesn't deal much knockback at low damage percentages. The throw doesn't deal any damage, and its knockback isn't strong enough to KO, even at 999% damage, unless the grabbed fighter is tiny-sized and near a stage ledge. | |dthrowdesc=Sets opponent on floor, then flings himself forward, performing a body slam on his opponent. The full damage of the attack is also applied to bystanders, but it doesn't deal much knockback at low damage percentages. The throw doesn't deal any damage, and its knockback isn't strong enough to KO, even at 999% damage, unless the grabbed fighter is tiny-sized and near a stage ledge. | ||
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|dsname=Bowser Bomb | |dsname=Bowser Bomb | ||
|dsdmg=4% (hop), 20% (drop), 11% (landing) | |dsdmg=4% (hop), 20% (drop), 11% (landing) | ||
|dsdesc=Leaps into the air and plummets downwards. A great KOing and punishing option. When both hits connect, it can KO Mario from ground on Final Destination at 77%. However, due to hitstun cancelling, the first hit is not a true combo into the second. The main attack does not have any [[freeze frame]]s | |dsdesc=Leaps into the air and plummets downwards. A great KOing and punishing option. When both hits connect, it can KO Mario from ground on Final Destination at 77%. However, due to hitstun cancelling, the first hit is not a true combo into the second. The main attack does not have any [[freeze frame]]s. | ||
|fsname=Giga Bowser | |fsname=Giga Bowser | ||
|fspage=Giga Bowser (Final Smash) | |fspage=Giga Bowser (Final Smash) | ||
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|fsdesc=Turns into Giga Bowser. During the transformation, Bowser will have [[armor]], and most of his attacks gain elemental attributes. Transformation lasts for 11 seconds. | |fsdesc=Turns into Giga Bowser. During the transformation, Bowser will have [[armor]], and most of his attacks gain elemental attributes. Transformation lasts for 11 seconds. | ||
|- | |- | ||
}} | }} | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
{{audio|Needs Japanese and Korean announcer calls | {{audio|Needs Japanese and Korean announcer calls.}} | ||
<gallery> | <gallery> | ||
Bowser English Announcer SSBB.wav|English | Bowser English Announcer SSBB.wav|English | ||
Bowser French EU Announcer SSBU.wav|French | Bowser French Announcer SSBU.wav|French | ||
Bowser French EU Announcer SSBU.wav|French (PAL) | |||
Bowser German Announcer SSBU.wav|German | Bowser German Announcer SSBU.wav|German | ||
Bowser Italian Announcer SSBU.wav|Italian | Bowser Italian Announcer SSBU.wav|Italian | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|bowser=yes}} | |||
Bowser has a terrible matchup spread overall. He only counters {{SSBB|Jigglypuff}}, soft counters {{SSBB|Ganondorf}}, and has seven even matchups. However, he gets soft countered by five characters, countered by sixteen, hard countered by four, and has two close to unwinnable matchups. Bowser only does well against characters that have poor neutral games or terrible speed, such as against {{SSBB|Ike}} and Jigglypuff. Conversely, he struggles against characters who can take advantage of his terrible neutral game and recovery, like {{SSBB|Falco}}, {{SSBB|Olimar}}, and {{SSBB|Meta Knight}}, and especially characters that can chaingrab him, like {{SSBB|Wario}}, {{SSBB|Ice Climbers}}, and {{SSBB|King Dedede}}. These debilitating factors leave him to be unable to effectively utilize his excellent endurance and power. | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Bowser players (SSBB)]]'' | :''See also: [[:Category:Bowser players (SSBB)]]'' | ||
*{{Sm|Ixis Naugus|UK}} - Although more well known for his {{SSB4|Sonic}} in ''[[SSB4]]'', he had a high-level Bowser and was considered to be the top Bowser player in Europe. | *{{Sm|Ixis Naugus|UK}} - Although more well known for his {{SSB4|Sonic}} in ''[[SSB4]]'', he had a high-level Bowser and was considered to be the top Bowser player in Europe. | ||
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==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:SubspaceIntro-Bowser.png|thumb|250px|Bowser in ''[[SSE]]''.]] | [[File:SubspaceIntro-Bowser.png|thumb|250px|Bowser in ''[[SSE]]''.]] | ||
Bowser is one of the two secondary antagonists alongside | Bowser is one of the two secondary antagonists alongside Ganondorf in the Subspace Emissary. He first appears after {{SSBB|Donkey Kong}} and {{SSBB|Diddy Kong}} chase down his troops, who had stolen their bananas in order to lure them to him as a trap. Bowser confronts the two and transforms DK into a trophy with a [[Dark Cannon]], but not before DK punches Diddy away. Bowser chases him down, and has a [[Shadow Bug]] [[clone]] of himself fight Diddy and {{SSBB|Fox}}. After defeating the clone, the real Bowser attempts to turn them into trophies, but they manage to dodge the shot. Although Diddy is eager to fight Bowser, Fox knows that they're no match, so he grabs Diddy and makes their escape. While continuing his chase, he is told by {{SSBB|Ganondorf}} to hunt down {{SSBB|King Dedede}}, who had stolen Wario's trophies. He also transforms {{SSBB|Zelda}}/{{SSBB|Peach}} into a trophy, and after having another Shadow bug clone of him copy her, orders her Shadow bug clone to attack {{SSBB|Mario}} and {{SSBB|Pit}}/{{SSBB|Link}} and {{SSBB|Yoshi}}. Bowser and his troops attack King Dedede's castle, where Dedede is hiding but when they broke the roof a stone fell on Dedede's head, knocking him out. The debris buries Dedede along with the trophies of Ness and Luigi. As such he only finds the trophy of Peach/Zelda. Bowser steals Peach/Zelda's trophy and evades Mario and Pit's attacks, but when he dodges Pit's arrow he falls off a cliff, but is shown to be unharmed after he landed in his Clown Car. After this, he returns to attack Fox and Diddy Kong at the Swamp and transforms Diddy into a trophy. Fox dodges the shots however. Bowser then orders shadow bugs to clone Diddy's trophy. He flees after {{SSBB|Falco}} attacks him and destroys his Dark Cannon. He orders more shadow bugs to make the Diddy clone giant however. Fox, Falco, and the real Diddy defeat it though. He is next seen with {{SSBB|Ganondorf}} on the [[Subspace Gunship]]. They destroy the [[Halberd]], but fail to stop {{SSBB|Kirby}} from destroying the Gunship with a [[Dragoon]]. Fleeing into Subspace, Bowser is betrayed by Ganondorf and turned into a trophy by a surprise blast by a Dark Cannon. He is eventually brought back to life, and after being defeated by King Dedede, fights him Bowser is defeated, revived again, and then notices the downed {{SSBB|Master Hand}} and decides to help the heroes take down [[Tabuu]]. Later Bowser beats up Ganondorf's trophy for revenge. The sight of Master Hand lying on the ground seems to trouble Bowser, probably because Bowser was really the only smasher accomplice who was loyal to Master Hand, unlike Ganondorf (who planned to betray him to take control of the Subspace Army) and Wario (who did it just to enjoy himself). Bowser and the others manage to defeat Tabuu and end the invasion. | ||
===Non-playable appearances=== | ===Non-playable appearances=== | ||
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*Yoshi (''Yoshi Touch & Go''): [Arm, Leg] attack +8 | *Yoshi (''Yoshi Touch & Go''): [Arm, Leg] attack +8 | ||
==In | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[Event 1: Two Trouble Kings]]''': As {{SSBB|Mario}}, the player must defeat Bowser and {{SSBB|King Dedede}} on [[Delfino Plaza]]. | *'''[[Event 1: Two Trouble Kings]]''': As {{SSBB|Mario}}, the player must defeat Bowser and {{SSBB|King Dedede}} on [[Delfino Plaza]]. | ||
*'''[[Event 6: Super Bowser Bros.]]''': As Bowser, the player must reach the flagpole in [[Mushroomy Kingdom]] without getting KO'd by the three Marios. | *'''[[Event 6: Super Bowser Bros.]]''': As Bowser, the player must reach the flagpole in [[Mushroomy Kingdom]] without getting KO'd by the three Marios. | ||
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*'''[[Event 40: The Final Battle]]''': The player selects any character and must defeat Bowser, {{SSBB|Ganondorf}} and {{SSBB|King Dedede}} on {{SSBB|Final Destination}}. | *'''[[Event 40: The Final Battle]]''': The player selects any character and must defeat Bowser, {{SSBB|Ganondorf}} and {{SSBB|King Dedede}} on {{SSBB|Final Destination}}. | ||
===Co-op Events=== | |||
*'''[[Co-Op Event 8: ALL MINE!]]''': {{SSBB|Wario}} and Bowser must work together to collect 2000 coins together on [[Skyworld]] while fighting {{SSBB|Mario}} and {{SSBB|Luigi}}. | *'''[[Co-Op Event 8: ALL MINE!]]''': {{SSBB|Wario}} and Bowser must work together to collect 2000 coins together on [[Skyworld]] while fighting {{SSBB|Mario}} and {{SSBB|Luigi}}. | ||
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat Bowser, {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on {{SSBB|Final Destination}}. | *'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat Bowser, {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on {{SSBB|Final Destination}}. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Bowser Whirling Fortress.png|Using Whirling Fortress in ''Brawl''. | |||
Bowserbomb.jpg|Using Bowser Bomb. | |||
Bowser | FireBreath.jpg|Using Fire Breath. | ||
Bowser Midair Fire.png|Fire Breath used in midair. | |||
Bowser weak fire.png|Fire Breath losing power when held for too long. | |||
Flyingslam.jpg| | Giga bowser fire.png|Giga Bowser using Fire Breath. | ||
Flyingslam.jpg|Flying Slam | |||
Giga Bowser.jpg|Giga Bowser in ''Brawl''. | Giga Bowser.jpg|Giga Bowser in ''Brawl''. | ||
GigaBowserFtilt.jpg|Giga Bowser's forward tilt. | GigaBowserFtilt.jpg|Giga Bowser's forward tilt. | ||
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==Trivia== | ==Trivia== | ||
[[File:Bowser four eyes.jpg|thumb|Bowser's four eyes bug]] | [[File:Bowser four eyes.jpg|thumb|Bowser's four eyes bug]] | ||
*Bowser's voice clip for his Wii Remote selection is | *Bowser's voice clip for his Wii Remote selection is a roar taken from the end of a cutscene in ''{{s|supermariowiki|Super Mario Sunshine}}''. | ||
*Bowser's animation for being grabbed has some placement issues. His hurtbox bends away from the grabber, and it is rather far away. {{SSBB|Samus}}' pummel will only hit the first time, and {{SSBB|Lucario}} and {{SSBB|Wolf}}'s will only hit every other time. | *Bowser's animation for being grabbed has some placement issues. His hurtbox bends away from the grabber, and it is rather far away. {{SSBB|Samus}}' pummel will only hit the first time, and {{SSBB|Lucario}} and {{SSBB|Wolf}}'s will only hit every other time. | ||
*Bowser, {{SSBB|Mario}}, {{SSBB|Ganondorf}}, and {{SSBB|Link}} are the only returning characters in ''Brawl'' to have at least one completely different special move. In this case, Bowser's side special is changed. | *Bowser, {{SSBB|Mario}}, {{SSBB|Ganondorf}}, and {{SSBB|Link}} are the only returning characters in ''Brawl'' to have at least one completely different special move. In this case, Bowser's side special is changed. | ||
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*Bowser, {{SSBB|Meta Knight}}, and {{SSBB|Marth}} can all perform the [[floor glitch]]. | *Bowser, {{SSBB|Meta Knight}}, and {{SSBB|Marth}} can all perform the [[floor glitch]]. | ||
*There exists a glitch on the [[Mushroomy Kingdom]] stage. If Bowser were to hit the first invisible block of the stage scrolling cycle to solidify it, jump backwards onto the stack of blocks to the right of the block, and get grabbed by {{SSBB|King Dedede}} right before he lands, he will rapidly flip between his aerial grab and grounded grab animation. | *There exists a glitch on the [[Mushroomy Kingdom]] stage. If Bowser were to hit the first invisible block of the stage scrolling cycle to solidify it, jump backwards onto the stack of blocks to the right of the block, and get grabbed by {{SSBB|King Dedede}} right before he lands, he will rapidly flip between his aerial grab and grounded grab animation. | ||
*Bowser is the only character in ''Brawl'' to not | *Bowser is the only character in ''Brawl'' to not have the tweeting sound when he is stunned. | ||
*Bowser is the only character whose theme in the [[Character Roll Call]] does not belong to | *Bowser is the only character whose theme in the [[Character Roll Call]] does not belong to his universe. His theme is {{SSBBMusicLink|Super Smash Bros.|Giga Bowser (Melee)}}, a theme belonging to the {{uv|Super Smash Bros.}} universe. | ||
**This also makes him and Marth the only characters to use a theme from ''Melee'' for their Character Roll | **This also makes him and Marth the only characters to use a theme from ''Melee'' for their Character Roll Call. | ||
==External links== | ==External links== |