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|ssbgame3 = SSBU | |ssbgame3 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = G | ||
|tierPAL = H | |tierPAL = H | ||
|ranking = | |ranking = 25 | ||
|rankingPAL = 24 | |rankingPAL = 24 | ||
}} | }} | ||
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa''), is a character in ''[[Super Smash Bros. Melee]]'' and is available from the [[Starter character|start]]. Announced at [[E3]] 2001, Bowser was added to the game because he won the official poll of desired newcomers for a potential second ''Smash'' game with 169 votes | {{cquote|''A mighty foe that trades speed for pure power.''|cite=Melee's instruction manual}} | ||
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa''), is a character in ''[[Super Smash Bros. Melee]]'' and is available from the [[Starter character|start]]. Announced at [[E3]] 2001, a [[Giga Bowser|stronger form of Bowser]] (a gargantuan, power up version of said character) also appears as the "final" boss in [[Adventure Mode]]. Bowser was added to the game because he won the official poll of desired newcomers for a potential second ''Smash'' game with 169 votes.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostResult2.html]</ref> | |||
Bowser has no voice actor | Like {{SSBM|Donkey Kong}}, Bowser has no voice actor and instead uses realistic roars, similarly to his sounds in ''Mario Kart 64''. | ||
Bowser is currently ranked | Bowser is currently ranked 25th in the G tier in the current ''Melee'' tier list, making him the lowest ranked newcomer as well as being his worst placement in the series. Among Bowser's positive traits is his difficulty in getting KO'd due to his high weight and rather fast falling speed; additionally, he has among the most powerful attacks in the game (most notably his forward smash), as well as some very good aerial attacks, most notably his forward and upward aerials. However, he suffers due to his large size and falling speed, making him extremely easy to combo. His moves are also very sluggish, and his approach is among the worst in the game, with laggy aerials, poor jumping ability (leading to an awful SHFFL), a short wavedash, poor projectile, and slow, predictable [[recovery]]. Bowser is among few characters to lack any positive matchups, and only two, against Yoshi and Pichu, are considered even. | ||
==Attributes== | ==Attributes== | ||
Bowser acts as the game's primary "slow and powerful" fighter; other equally heavy and powerful characters, such as {{SSBM|Donkey Kong}} and {{SSBM|Ganondorf}}, are of considerably higher speed than Bowser in a variety of ways. Bowser has an | Bowser acts as the game's primary "slow and powerful" fighter; other equally heavy and powerful characters, such as {{SSBM|Donkey Kong}} and {{SSBM|Ganondorf}}, are of considerably higher speed than Bowser in a variety of ways. Bowser has an average falling speed, below average air speed, below average traction and a very slow dashing speed. These characteristics, however, also give Bowser an average but slow wavedash. | ||
Bowser's greatest | One of Bowser's greatest strengths is his raw damage output and KO potential. Many of his attacks are the strongest of their type, and their damage output can reach perhaps ludicrous levels; his uncharged forward smash, for instance, deals 24%, and his down tilt has the second highest damage output in the game for a tilt (behind Ganondorf's incredibly slow up tilt), dealing a potential 22% if both hits connect. As a result of this high damage output, Bowser's KOing options are possibly the most numerous in the game (second only to Ganondorf, who has 16 viable KO options), with all of his tilts, smash attacks, forward, back, and up aerials, [[Koopa Klaw]] back throw, [[Whirling Fortress]], and [[Bowser Bomb]] becoming potentials for garnering KOs. In addition to their high power, Bowser's attacks also have very large hitboxes, leading to a rather large range. | ||
In addition to this, Bowser has a surprisingly high amount of tricks that can be used to aggravate opponents | In addition to this, Bowser has a surprisingly high amount of tricks that can be used to aggravate opponents. The set knockback of his down throw can set up tech chases on fast fallers, while his up air, when L-cancelled and set up after a short hop, can infinite them. One of Bowser's most versatile moves takes form as his up special move, [[Whirling Fortress]]. In addition to a potential 32% it can cause, it is among the most flexible moves in the game, acting as a combo breaker due to its extremely quick 5 start-up frames, allowing it to serve as a very strong [[out of shield]] option, and a dangerous substitute to Bowser's poor defensive roll. | ||
Bowser's extreme power that sacrifices speed, however, is what causes him to be considered the | Bowser's extreme power that sacrifices speed, however, is what causes him to be considered a poor character. Bowser is arguably the slowest character in ''Melee'', as he possesses abysmal mobility and among the slowest attacks. Despite an average dashing speed, he has poor air speed, the slowest walking speed, the slowest jump in the game (an 8-frame jump squat) and a short wavedash (that is also among the slowest, if not ''the'' slowest wavedash in ''Melee''). [[Fire Breath]] is also tied with Zelda's [[Din's Fire]] for the worst projectile in the game; with high startup and ending lag, short reach for a projectile, and gradual loss of power, it is almost completely useless. His aerial approach is of equally poor quality, due to his aforementioned slow jumping speed and high-lag aerials. This leads to a horrible SHFFL that is, ironically, very easy to perform. These deficiencies give Bowser one of the most abysmal neutral games in the entire cast. | ||
Bowser's poor neutral game is exacerbated by poor defensive options; his only good option is the aforementioned Whirling Fortress, as all of his other defensive options are among the worst in the game. With a small shield that invites shield stabbing, as well as slow defensive rolls and sidesteps, Bowser has very few ways to escape pressure inflicted onto him. He also has no options against projectiles, due to his massive hurtbox and lack of an effective projectile or reflector of his own | Bowser's poor neutral game is exacerbated by poor defensive options; his only good option is the aforementioned Whirling Fortress, as all of his other defensive options are among the worst in the game. With a small shield that invites shield stabbing, as well as slow defensive rolls and sidesteps, Bowser has very few ways to escape pressure inflicted onto him. He also has no options against projectiles, due to his massive hurtbox and lack of an effective projectile or reflector of his own. Finally, Bowser's attacks have extremely sluggish frame data, and are extremely easy to punish. Despite his extreme power, Bowser ironically has trouble KOing opponents due to his poor approaching options and the extreme lag in his moves, making him rely on hard and precise reads to land his finishers. | ||
While Bowser does have high endurance potential due to being the heaviest character in the game, it is | While Bowser does have high endurance potential due to being the heaviest character in the game, it is merely average overall; Bowser's terrible mobility, combined with his very large hurtbox and his high weight, makes him, by far, the easiest character in the game to [[combo]], allowing him to be put into KO percentages very quickly. Faster characters, including {{SSBM|Pikachu}}, {{SSBM|Yoshi}}, and the entirety of ''Melee''{{'}}s top tier can easily combo, [[juggle]], and [[chain grab]] him, with very little chance for Bowser to escape. His slow, predictable, and easily gimped recovery also hampers his survivability; despite Whirling Fortress being a good out of shield move, it is very poor as a recovery move, granting a decent horizontal boost but terrible vertical distance. This makes [[meteor smash]]es and [[spike]]s extremely dangerous to Bowser, as characters with reliable spikes (such as {{SSBM|Falco}} and {{SSBM|Marth}}) can instantly gimp his recovery, even at extremely low percentages. Bowser's recovery is further hampered by his poor air speed and his lack of alternate options to recover or ways to slow down his falling speed; as a result, Bowser is very simple to edgeguard. | ||
Bowser's lack of low-knockback moves, coupled with high ending lag, give him a | Bowser's lack of low-knockback moves, coupled with high ending lag, give him a near-nonexistent combo game; most of his combos require precise timing and L-cancelling, and even then, these combos are limited to two or three hits even if the opponent [[DI]]s poorly, with the last hit often not being one that can lead to a KO. Bowser's slow speed on both the ground and in the air also prevent him from easily pursuing foes after they have been knocked back, leading to opponents easily recovering from hits and being able to counter Bowser's further attempts at comboing. This makes Bowser's punishes highly inconsistent, even at the lowest levels of play. | ||
Overall, Bowser is a very deficient character with few advantages and several crippling weaknesses. His great power is masked by his horrible neutral game, and his survivability is greatly offset by his poor defensive game and ease of being comboed. He also lacks safe moves, with Whirling Fortress often being the only reliable move in his entire arsenal, making him very limiting on players. As such, he rarely sees representation in all levels of play, due to the multitude of hard reads that Bowser players must land to even hold equal footing with other characters in the cast. | Overall, Bowser is a very deficient character with few advantages and several crippling weaknesses. His great power is masked by his horrible neutral game, and his survivability is greatly offset by his poor defensive game and ease of being comboed. He also lacks safe moves, with Whirling Fortress often being the only reliable move in his entire arsenal, making him very limiting on players. As such, he rarely sees representation in all levels of play, due to the multitude of hard reads that Bowser players must land to even hold equal footing with other characters in the cast. | ||
== | ===PAL Differences=== | ||
Bowser was slightly | Bowser was slightly changed in PAL version of ''Melee''. The issue regarding his down throw was fixed, and he is slightly heavier. However, "Flame Cancel", a technique he could use was removed due to the startup frames of Fire Breath being removed. | ||
*{{buff|Bowser is one unit heavier (117 → 118).}} | *{{buff|Bowser is one unit heavier (117 → 118).}} | ||
*{{ | *{{bugfix|Down throw now properly hits {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}.}} | ||
*{{bugfix|Bowser can no longer "[[Fire Breath#|Flame Cancel]]". This was also removed in the 1.2 NTSC version of ''Melee''.}} | |||
==Moveset== | ==Moveset== | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=6% | |neutral2dmg=6% | ||
|neutraldesc=Bowser slashes with his left claw, and then his right claw. Resembles a swiping action he performs in ''Super Mario 64''. Noticeable KO potential at higher percentages, being the third most powerful jab in the game. | |neutraldesc=Bowser slashes with his left claw, and then his right claw. Resembles a swiping action he performs in ''Super Mario 64''. Noticeable KO potential at higher percentages, being the third most powerful jab in the game. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=13% (fist), 15% (arm) | |ftiltupdmg=13% (fist), 15% (arm) | ||
|ftiltsidedmg=12% (fist), 13% (arm), 14% (body) | |ftiltsidedmg=12% (fist), 13% (arm), 14% (body) | ||
|ftiltdowndmg=11% (fist), 13% (arm) | |ftiltdowndmg=11% (fist), 13% (arm) | ||
|ftiltdesc=Bowser leans forward and throws a backhanded punch. Has a bit of start up lag and little range, but it has fairly good knockback for a tilt. In fact, it is the most powerful forward tilt in ''Melee''. Can be aimed up or down. 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=Bowser leans forward and throws a backhanded punch. Has a bit of start up lag and little range, but it has fairly good knockback for a tilt. In fact, it is the most powerful forward tilt in ''Melee''. Can be aimed up or down. 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=13% | |utiltdmg=13% | ||
|utiltdesc=Swats the air above him with his left claw. Has good knockback and can be good for setting up combos. It is the second strongest up tilt in ''Melee'', surpassed by Ganondorf's. | |utiltdesc=Swats the air above him with his left claw. Has good knockback and can be good for setting up combos. It is the second strongest up tilt in ''Melee'', surpassed by Ganondorf's. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=13% (hit 1), 10% (hit 2) | |dtiltdmg=13% (hit 1), 10% (hit 2) | ||
|dtiltdesc=Bowser slashes along the ground with his claws. Oddly, despite having two separate hits, they cannot link together past very low percentages and the first hit is stronger. The first hit is one of the stronger down tilts in the game and can KO at higher percentages. | |dtiltdesc=Bowser slashes along the ground with his claws. Oddly, despite having two separate hits, they cannot link together past very low percentages and the first hit is stronger. The first hit is one of the stronger down tilts in the game and can KO at higher percentages. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc=Bowser charges forward. Decent knockback at low percents, but cannot KO at very high percents and is very punishable due to startup and ending lag. | |dashdesc=Bowser charges forward. Decent knockback at low percents, but cannot KO at very high percents and is very punishable due to startup and ending lag. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBM|24}} | |fsmashdmg={{ChargedSmashDmgSSBM|24}} | ||
|fsmashdesc=Bowser rears back for a short moment and headbutts with force. It deals incredibly high damage and knockback, though suffers from a lot of lag in general. It is the strongest smash attack in the game and KOs at around 18-38% when fully charged. | |fsmashdesc=Bowser rears back for a short moment and headbutts with force. It deals incredibly high damage and knockback, though suffers from a lot of lag in general. It is the strongest smash attack in the game and KOs at around 18-38% when fully charged. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|20}} (leap), {{ChargedSmashDmgSSBM|12}} (landing) | |usmashdmg={{ChargedSmashDmgSSBM|20}} (leap), {{ChargedSmashDmgSSBM|12}} (landing) | ||
|usmashdesc=Bowser thrusts his shell upward from a jump and hits the opponent with the spikes. A powerful attack with a rather long-lasting hitbox. Bowser has a smaller hitbox inside his shell that does {{ChargedSmashDmgSSBM|17}} damage, but it rarely connects due to overlapping the bigger hitbox. Bowser's himself is intangible the moment he jumps off the ground. | |usmashdesc=Bowser thrusts his shell upward from a jump and hits the opponent with the spikes. A powerful attack with a rather long-lasting hitbox. Bowser has a smaller hitbox inside his shell that does {{ChargedSmashDmgSSBM|17}} damage, but it rarely connects due to overlapping the bigger hitbox. Bowser's himself is intangible the moment he jumps off the ground. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|10}} (hit 7) | |dsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|10}} (hit 7) | ||
|dsmashdesc=Bowser spins around in his shell, doing great damage with multiple hits from his spikes. Subpar range, can be DI'd out of, and has noticeable ending lag, but still powerful nonetheless. Combos into itself on fast-falling characters. Sixth most powerful down smash in the game. | |dsmashdesc=Bowser spins around in his shell, doing great damage with multiple hits from his spikes. Subpar range, can be DI'd out of, and has noticeable ending lag, but still powerful nonetheless. Combos into itself on fast-falling characters. Sixth most powerful down smash in the game. | ||
|nairname= | |nairname= | ||
|nairdmg=13% | |nairdmg=13% | ||
|nairdesc=Bowser spins around in his shell, similarly to down smash. Low knockback, but long duration. | |nairdesc=Bowser spins around in his shell, similarly to down smash. Low knockback, but long duration. | ||
|fairname= | |fairname= | ||
|fairdmg=14% (left claw), 12% (left arm), 11% (right shoulder) | |fairdmg=14% (left claw), 12% (left arm), 11% (right shoulder) | ||
|fairdesc=Bowser slashes forward in midair. It has good knockback and good damage output throughout, which makes it a rather viable [[edgeguarding]] and KOing option. | |fairdesc=Bowser slashes forward in midair. It has good knockback and good damage output throughout, which makes it a rather viable [[edgeguarding]] and KOing option. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 9% (late) | |bairdmg=13% (clean), 9% (late) | ||
|bairdesc=Bowser thrusts his shell backwards. It is a viable [[edgeguarding]] option due to being a [[semi-spike]]. Has [[sex kick]] properties. | |bairdesc=Bowser thrusts his shell backwards. It is a viable [[edgeguarding]] option due to being a [[semi-spike]]. Has [[sex kick]] properties. | ||
|uairname= | |uairname= | ||
|uairdmg=17% | |uairdmg=17% | ||
|uairdesc=Bowser whips his head above him horizontally. It is the slowest up aerial in the game, but is also the strongest. This is Bowser's only aerial that can KO reliably at 100%, and even earlier on lighter characters. | |uairdesc=Bowser whips his head above him horizontally. It is the slowest up aerial in the game, but is also the strongest. This is Bowser's only aerial that can KO reliably at 100%, and even earlier on lighter characters. | ||
|dairname= | |dairname= | ||
|dairdmg=3% (hits 1-9), 2% (landing) | |dairdmg=3% (hits 1-9), 2% (landing) | ||
|dairdesc=Bowser retreats into his shell and spins while facing upside-down. Does a lot of damage if all hits connect, but has low knockback, the hits don't reliably connect, and can lead to a self-destruct if used offstage due to its long duration and Bowser's weak recovery. It has a landing hitbox. | |dairdesc=Bowser retreats into his shell and spins while facing upside-down. Does a lot of damage if all hits connect, but has low knockback, the hits don't reliably connect, and can lead to a self-destruct if used offstage due to its long duration and Bowser's weak recovery. It has a landing hitbox. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Headbutts the foe. Moderately slow. | |pummeldesc=Headbutts the foe. Moderately slow. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Bowser throws his foe forward. Can act as a potential KO move at high percentages. | |fthrowdesc=Bowser throws his foe forward. Can act as a potential KO move at high percentages. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Bowser throws his foe backwards. | |bthrowdesc=Bowser throws his foe backwards. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hits 1-8), 2% (throw) | |uthrowdmg=1% (hits 1-8), 2% (throw) | ||
|uthrowdesc=Bowser throws his foe upward a short distance and on his shell, doing damage to the opponent while spinning. Has [[set knockback]] and can chaingrab fastfallers. | |uthrowdesc=Bowser throws his foe upward a short distance and on his shell, doing damage to the opponent while spinning. Has [[set knockback]] and can chaingrab fastfallers. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=12% | |dthrowdmg=12% | ||
|dthrowdesc=Bowser throws his foe on the ground and splashes them | |dthrowdesc=Bowser throws his foe on the ground and splashes them. In the NTSC version of the game, the throw will not hit {{SSBM|Jigglypuff}} or {{SSBM|Mr. Game & Watch}}, but it does hit them in the PAL version. Can set up a tech-chase. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
|floorfdesc=Bowser leaps forward to strike with his head, then back to kick behind, and finally gets up into standing position. | |floorfdesc=Bowser leaps forward to strike with his head, then back to kick behind, and finally gets up into standing position. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=12% | |floorbdmg=12% | ||
|floorbdesc=Bowser gets up while swinging his right hand around. | |floorbdesc=Bowser gets up while swinging his right hand around. | ||
|edgefname= | |edgefname= | ||
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|nsdesc=Bowser lets out a stream of fire that weakens over time. The move has a lot of start up lag, and is really only useful for [[edgeguarding]]. However, it can be cancelled by using a technique called [[Fire Breath#|Flame Cancel]]. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | |nsdesc=Bowser lets out a stream of fire that weakens over time. The move has a lot of start up lag, and is really only useful for [[edgeguarding]]. However, it can be cancelled by using a technique called [[Fire Breath#|Flame Cancel]]. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | ||
|ssname=Koopa Klaw | |ssname=Koopa Klaw | ||
|ssdmg=12%/10% (slash), 4% (bite capture), 3% (bite pummel), 5% (release), 15% (forward throw | |ssdmg=12%/10% (slash), 4% (bite capture), 3% (bite pummel), 5% (release), 15% (forward throw), 11% (back throw) | ||
|ssdesc=Bowser does a claw swipe. It grabs enemies that are close, while it hits and launches opponents that are farther away. Foes can escape this move in the same way they can escape grabs: by rolling the [[control stick]]. The forward throw awards more damage, while the back throw has higher knockback. The attack hitbox has transcendent priority. | |ssdesc=Bowser does a claw swipe. It grabs enemies that are close, while it hits and launches opponents that are farther away. Foes can escape this move in the same way they can escape grabs: by rolling the [[control stick]]. The forward throw awards more damage, while the back throw has higher knockback. The attack hitbox has transcendent priority. | ||
|usname=Whirling Fortress | |usname=Whirling Fortress | ||
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|dsdesc=If used on the ground, Bowser jumps up into the air, then plummets back down to the ground, damaging anyone who's in the way. If used in the air, the move functions the same, except there is no initial jump. The shockwave on the ground can damage nearby opponents. This move is a [[stall then fall]] move. | |dsdesc=If used on the ground, Bowser jumps up into the air, then plummets back down to the ground, damaging anyone who's in the way. If used in the air, the move functions the same, except there is no initial jump. The shockwave on the ground can damage nearby opponents. This move is a [[stall then fall]] move. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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===[[Idle pose]]=== | ===[[Idle pose]]=== | ||
{{Idle|desc=Similar to his taunt, only slower. Leans back and roars, exhaling steam from his mouth.|image=Bowser Idle Pose Melee.gif }} | {{Idle|desc=Similar to his taunt, only slower. Leans back and roars, exhaling steam from his mouth.|image=Bowser Idle Pose Melee.gif }} | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
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{{Victory/SSBM | {{Victory/SSBM | ||
|victory-theme=MushroomKingdomThemeMelee.ogg | |victory-theme=MushroomKingdomThemeMelee.ogg | ||
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]'' | |victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''. | ||
|desc-1=Steps forward, builds up a little, and roars. | |desc-1=Steps forward, builds up a little, and roars. | ||
|desc-3=Spins around in his shell and comes out smiling. | |desc-3=Spins around in his shell and comes out smiling. | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===[[Character matchups (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|bowser=yes}} | |||
Bowser's matchup spread is among the worst in the game. He has a matchup rating of -47, which is second to only {{SSBM|Pichu}}. Bowser currently only has just two even matchups, and is soft countered by five characters, countered by twelve, and hard countered by six. Bowser's abysmal speed and frame data allow almost every other character in the cast to beat him in the neutral game, making it difficult for him to land hits consistently on them, outside of hard and committal reads. Additionally, he is among the easiest characters in the cast to combo, which nearly universally amplifies every character's punish game against him. Bowser also has the dubious distinctions of both having a losing matchup against {{SSBM|Kirby}} (the lowest character on the tier list) and having an even matchup against Pichu. Furthermore, he is one of two characters (the other being Pichu) to have no advantageous matchups. Bowser's projected matchups in the current metagame are even worse, as it could be argued that his only even matchups according to the most recent chart are losing, due to developments in {{SSBM|Yoshi}}'s metagame and the recognition of {{SSBM|Pichu}}'s few utility moves that could possibly give it an advantage over Bowser in the matchup, though the latter is debatable. | |||
===Notable players=== | |||
*{{Sm|DJ Nintendo|USA}} - | :''See also: [[:Category:Bowser professionals (SSBM)]]'' | ||
*{{Sm| | ====Active==== | ||
*{{Sm|DJ Nintendo|USA}} - Considered the best Bowser in the world. He's taken a game off of {{Sm|Ryan Ford}} using Bowser. | |||
*{{Sm|Stockholm Syndrome|USA}} - Placed 17th at [[CEO 2018]] with Bowser as one of his characters, while also taking a game off of {{Sm|SmashBob SquarePants}}. | |||
====Inactive==== | |||
*{{Sm|Arash|USA}} | |||
*{{Sm|Eikelmann|USA}} | |||
*{{Sm|CAOTIC|Australia}} | |||
*{{Sm|Gimpyfish|USA}} | |||
*{{Sm|Gojira|USA}} | |||
*{{Sm|MagnuM|Canada}} | |||
*{{Sm|WarriorKnight|USA}} | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Bowser has traditionally always been a very low-tiered character, ranking at or near the bottom on many revisions, due to his negative attributes and his pitiful [[matchup]]s against top/high tier characters, which has led to very poor tournament results overall. Even with the innovations of dedicated Bowser professionals such as {{Sm|Gimpyfish}}, who propelled Bowser to a level of play that many rarely ever saw before, Bowser simply could not reach the ubiquity and consistency needed as a main to be considered as a relevant threat in the top-level environment. Currently, Bowser is in the G tier in 25th place, one spot ahead of Kirby, although some smashers believe that Bowser is the worst character in the game, [https://youtu.be/17n7Tcjrifg?t=19 one example being] {{Sm|Armada}}, who believes Whirling Fortress out of shield is his only decent move and that [[Yoshi's Story]] is his only decent stage. He has negligible representation in tournaments outside of situational matches where he is counterpicked against players unfamiliar with the matchup (e.g. [http://www.youtube.com/watch?v=R9NaIYFnVgY&t=7m41s DJ Nintendo vs. Unknown522 at Zenith 2013]) and is considered non-viable for serious play. | |||
==In | ==In single-player modes== | ||
===In {{SSBM|Classic Mode}}=== | ===In {{SSBM|Classic Mode}}=== | ||
In Classic Mode, Bowser can appear as an ordinary opponent, an opponent alongside {{SSBM|Mario}}, {{SSBM|Zelda}}, {{SSBM|Mewtwo}} or {{SSBM|Peach}}, a giant opponent, a metal opponent, or an ally in the team and giant battles. | In Classic Mode, Bowser can appear as an ordinary opponent, an opponent alongside {{SSBM|Mario}}, {{SSBM|Zelda}}, {{SSBM|Mewtwo}} or {{SSBM|Peach}}, a giant opponent, a metal opponent, or an ally in the team and giant battles. | ||
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===In [[Adventure Mode]]=== | ===In [[Adventure Mode]]=== | ||
In Adventure Mode, Bowser acts as a final boss of sorts, fought on the last stage, Stage 12: Final Destination. In this appearance, he is larger than usual, and as a result, he is more resistant to knockback. When played on Very Easy and Easy [[Difficulty|difficulties]], or if the player spent too much time in the Adventure Mode, then the game is concluded there. Classic Bowser's [[trophy]] falls off the stage, and the player's selected character celebrates with one of | In Adventure Mode, Bowser acts as a final boss of sorts, fought on the last stage, Stage 12: Final Destination. In this appearance, he is larger than usual, and as a result, he is more resistant to knockback. When played on Very Easy and Easy [[Difficulty|difficulties]], or if the player spent too much time in the Adventure Mode, then the game is concluded there. Classic Bowser's [[trophy]] falls off the stage, and the player's selected character celebrates with one of his or her [[Victory pose]]s. | ||
[[File:GigaBowserAppears.png|thumb|Bowser's trophy returns to face the {{SSBM|Ice Climbers}} one last time.]] | [[File:GigaBowserAppears.png|thumb|right|Bowser's trophy returns to face the {{SSBM|Ice Climbers}} one last time.]] | ||
If the player, however, arrives at Stage 12: Final Destination on Normal difficulty or higher, Bowser will appear with his black color scheme instead of his ordinary green color scheme (or his green color scheme if the player plays Bowser with his black color scheme). After he is KO'd and the ordinary cutscene is played, | If the player, however, arrives at Stage 12: Final Destination on Normal difficulty or higher, Bowser will appear with his black color scheme instead of his ordinary green color scheme (or his green color scheme if the player plays Bowser with his black color scheme). After he is KO'd and the ordinary cutscene is played, However, the eerie music continues where another cutscene shows the classic Bowser's trophy returning to Final Destination to face the player's character one last time. The trophy is then struck with lightning, and Bowser turns into Giga Bowser. Then Giga Bowser comes to life when he opens his mouth. As a last challenge for the player, they must defeat Giga Bowser in order to clear the Adventure Mode. After he is defeated, a cutscene shows Bowser's trophy falling off the stage again; this time, however, it breaks apart in which appears to be a "floor" in a pitch black background. | ||
===In [[All-Star Mode]]=== | ===In [[All-Star Mode]]=== | ||
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===In [[Event Match]]es=== | ===In [[Event Match]]es=== | ||
Bowser makes the following appearances in the following [[event match]]es: | Bowser makes the following appearances in the following [[event match]]es: | ||
*'''[[Event 1: Trouble King]]''': Bowser is the first opponent of the event mode. The player plays as {{SSBM|Mario}}, and Mario and Bowser have 2 stock each in an untimed match on the {{SSBM|Battlefield}} stage. KO Bowser twice to win, which is an easy objective because Bowser is lighter than usual and has less competent AI. | *'''[[Event 1: Trouble King]]''': Bowser is the first opponent of the event mode. The player plays as {{SSBM|Mario}}, and Mario and Bowser have 2 stock each in an untimed match on the {{SSBM|Battlefield}} stage. KO Bowser twice to win, which is an easy objective because Bowser is lighter than usual and has less competent AI. | ||
*'''[[Event 10: All-Star Match 1]]''': Bowser is the last of five opponents the player must fight in this series of staged battles. The player's character battles him on the [[Rainbow Cruise]] stage, and their character has 2 stock while Bowser has 1. With a timer of four minutes, the player must defeat him and the other four characters one-by-one with the overall time and life the player has: Mario, {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, and {{SSBM|Peach}} beforehand. | *'''[[Event 10: All-Star Match 1]]''': Bowser is the last of five opponents the player must fight in this series of staged battles. The player's character battles him on the [[Rainbow Cruise]] stage, and their character has 2 stock while Bowser has 1. With a timer of four minutes, the player must defeat him and the other four characters one-by-one with the overall time and life the player has: Mario, {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, and {{SSBM|Peach}} beforehand. | ||
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*'''[[Event 25: Gargantuans]]''': A scenario designed in homage to old, campy monster movies like Godzilla and King Kong. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized {{SSBM|Donkey Kong}} (as "King Kong") with two stock. Two other characters on the match are a tiny Mario and a tiny Peach, who will be K.O.'d within seconds of the battle between the two main monsters. | *'''[[Event 25: Gargantuans]]''': A scenario designed in homage to old, campy monster movies like Godzilla and King Kong. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized {{SSBM|Donkey Kong}} (as "King Kong") with two stock. Two other characters on the match are a tiny Mario and a tiny Peach, who will be K.O.'d within seconds of the battle between the two main monsters. | ||
*'''[[Event 42: Trouble King 2]]''': This tough event takes place in [[Poké Floats]]. The player controls {{SSBM|Luigi}} against a giant Bowser in an untimed match where the two of them have a stock of two each. | *'''[[Event 42: Trouble King 2]]''': This tough event takes place in [[Poké Floats]]. The player controls {{SSBM|Luigi}} against a giant Bowser in an untimed match where the two of them have a stock of two each. | ||
*'''[[Event 51: The Showdown]]''': In the game's final Event Match, the player has to square off against | *'''[[Event 51: The Showdown]]''': In the game's final Event Match, the player has to square off against {{SSBM|Ganondorf}}, {{SSBM|Mewtwo}} and [[Giga Bowser]] on a team. With no time limit, the player is tasked with defeat all three, and everyone is given three stocks. | ||
=== | ===Ending Images=== | ||
<center><gallery> | <center><gallery> | ||
BowserClassicMode.jpg|Classic Mode | BowserClassicMode.jpg|Classic Mode. | ||
BowserAdventureMode.jpg|Adventure Mode | BowserAdventureMode.jpg|Adventure Mode. | ||
BowserAllStarMode.jpg|All-Star Mode | BowserAllStarMode.jpg|All-Star Mode. | ||
</gallery></center> | </gallery></center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Bowser as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and [[All-Star Mode]]s respectively with Bowser on any difficulty: | In addition to the normal trophy about Bowser as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and [[All-Star Mode]]s respectively with Bowser on any difficulty: | ||
:'''Bowser''' | |||
:''Bowser has a long history of kidnapping Princess Peach to lure his nemesis, Mario, into traps. He leads an enormous group of mischievous creatures, not the least of which are his seven children. With outrageous strength, flammable breath, and more spikes than you can shake a Star Rod at, Bowser is a constant threat.'' | |||
:'''Bowser''' ''(Smash Red)'' | |||
:''In many ways, Bowser is the toughest character around. Not only does he have near-impervious hide, but his great mass makes him almost impossible to hurl offscreen. Of course, his weight also makes him rather slow to maneuver, so when facing him in battle, it's best to press your attack and not give him a chance to counter.'' | |||
:*B: Fire Breath | |||
:*Smash B: Koopa Klaw | |||
:'''Bowser''' ''(Smash Blue)'' | |||
:''Bowser's Fire Breath strikes continuously, but it grows gradually smaller over time until it's barely smoldering. The Koopa Klaw rakes enemies at a distance and pulls nearby foes in close for a good gnawing. Bowser's Whirling Fortress moves laterally over the ground; it works in midair as a recovery. The Bowser Bomb is powerful and paves the way for more attacks.'' | |||
:*Up & B: Whirling Fortress | |||
:*Down & B: [[Bowser Bomb]] | |||
: | |||
<center> | |||
<gallery> | |||
Bowser Trophy Melee.png | |||
| | Bowser Trophy (Smash).png|Smash Red | ||
Bowser Trophy (Smash 2).png|Smash blue | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Bowser|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Bowser|Alternate costumes]]== | ||
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==Glitch== | ==Glitch== | ||
[[File:Bowser Giant Hand Glitch Melee.gif| | [[File:Bowser Giant Hand Glitch Melee.gif|thumbnail|The glitch in action.]] | ||
Bowser's giant hand glitch is a glitch in ''Super Smash Bros. Melee'' that temporarily makes Bowser's hand inflate to several times its size, as the name implies. However, the glitch is only visible for a brief second. | Bowser's giant hand glitch is a glitch in ''Super Smash Bros. Melee'' that temporarily makes Bowser's hand inflate to several times its size, as the name implies. However, the glitch is only visible for a brief second. | ||
Method: | Method: | ||
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<gallery> | <gallery> | ||
Bowser Melee.jpg|Official artwork of Bowser. | Bowser Melee.jpg|Official artwork of Bowser. | ||
CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on [[Corneria]]. | CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on [[Corneria]]. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*In the [[Special Movie]], Bowser is the only character not to appear with his | *In the [[Special Movie]], Bowser is the only character not to appear with his series. Bowser is from the ''Mario'' series, but he is shown right after Captain Falcon. | ||
*Bowser has his own unique landing effect as opposed to the other characters. This effect is also used for his helpless landing animation as well. | *Bowser has his own unique landing effect as opposed to the other characters. This effect is also used for his helpless landing animation as well. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{Mario universe}} | {{Mario universe}} |