Editing Bowser (SSBU)
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|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
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'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] As opposed to being a starter character like in previous ''Smash'' games, Bowser is now an unlockable character. Bowser is classified as [[Fighter number|Fighter #14]]. | '''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] As opposed to being a starter character like in previous ''Smash'' games, Bowser is now an unlockable character. Bowser is classified as [[Fighter number|Fighter #14]]. | ||
Bowser retains the realistic | Bowser retains the realistic roar voice clips that he had in ''[[Super Smash Bros. 4]]'', along with additional new, less bestial-sounding clips, instead of using his voice actor, Kenneth W. James. | ||
==How to unlock== | ==How to unlock== | ||
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Other weaknesses include a few of Bowser's moves either lacking proper utility or being largely outclassed by his other options. [[Neutral attack]] is Bowser's third fastest attack overall, the first hit can [[lock]] (although this is best suited for bulkier characters), and the second hit can beat spotdodge attempts; however, it is largely outclassed by his Whirling Fortress, since the latter is faster and can be used out of shield. His [[down tilt]], while being equally fast as forward tilt while dealing more damage, has less utility for 2-framing due to its weaker knockback and it is much more punishable, especially on shield. Up aerial, while powerful and relatively quick, has poor range and moderate endlag and landing lag, meaning that up tilt is normally considered a superior vertical KO option. Down aerial, while being Bowser's second strongest aerial and the third strongest meteor smash in the game when hit cleanly, has numerous weaknesses, including its slow startup, stall-then-fall nature, and extreme ending and landing lag. This means that its offstage utility is severely hampered when compared to other down aerials of its nature, such as those of {{SSBU|Mr. Game & Watch}} and {{SSBU|Sonic}}. While [[forward throw]] still has some utility due to its strong knockback, it lacks the damage output of his down throw and the quick release of his back throw, making it somewhat outclassed in terms of KO power and damage. Lastly, while his down special, Bowser Bomb, deals immense damage and is infamous for instantly breaking shields, its slow aerial startup and extreme endlag make it unsuitable for landing and it is agreed to be his worst special as a result. | Other weaknesses include a few of Bowser's moves either lacking proper utility or being largely outclassed by his other options. [[Neutral attack]] is Bowser's third fastest attack overall, the first hit can [[lock]] (although this is best suited for bulkier characters), and the second hit can beat spotdodge attempts; however, it is largely outclassed by his Whirling Fortress, since the latter is faster and can be used out of shield. His [[down tilt]], while being equally fast as forward tilt while dealing more damage, has less utility for 2-framing due to its weaker knockback and it is much more punishable, especially on shield. Up aerial, while powerful and relatively quick, has poor range and moderate endlag and landing lag, meaning that up tilt is normally considered a superior vertical KO option. Down aerial, while being Bowser's second strongest aerial and the third strongest meteor smash in the game when hit cleanly, has numerous weaknesses, including its slow startup, stall-then-fall nature, and extreme ending and landing lag. This means that its offstage utility is severely hampered when compared to other down aerials of its nature, such as those of {{SSBU|Mr. Game & Watch}} and {{SSBU|Sonic}}. While [[forward throw]] still has some utility due to its strong knockback, it lacks the damage output of his down throw and the quick release of his back throw, making it somewhat outclassed in terms of KO power and damage. Lastly, while his down special, Bowser Bomb, deals immense damage and is infamous for instantly breaking shields, its slow aerial startup and extreme endlag make it unsuitable for landing and it is agreed to be his worst special as a result. | ||
In the end, Bowser can be considered to be the "all-rounder" of super heavyweights. While his playstyle remains largely bait-and-punish oriented compared to previous incarnations of him, his attributes make him more of a "lightning bruiser" on this regard. Bowser has among the most raw damage output, highest KO power, and best shield breaking capabilities of any character, while still retaining great range and movement speed, meaning that once he gains the upper hand, it can be practically impossible to break his pressure if he continuously reacts properly. With hard-hitting and relatively laggy moves like his, Bowser is anything but a character who strings together long combos; rather, he usually just needs four or five good hits in order to rack up high amounts of damage, and eventually score KOs. Even some of Bowser's moves that have little KO potential still have some kind of utility, so even in areas where Bowser cannot outright KO, he can continue to dish out large amounts of damage in a short amount of time, and his moveset contains very well-rounded and versatile options to achieve this. However, his moveset is so lopsided for netting damage and easy KOs that he outright lacks options to properly approach or to combat heavy pressure. This means that, if Bowser makes one wrong move, he can be easily pressured as much as he can do such to the opponent, and his lack of safe and fast moves, lack of zoning and counterzoning options, and unreliable mid-ranged options can leave him zoned out and comboed easily by his opponent, leaving him with little to no room to breathe. | In the end, Bowser can be considered to be the "all-rounder" of super heavyweights. While his playstyle remains largely bait-and-punish oriented compared to previous incarnations of him, his attributes make him more of a "lightning bruiser" on this regard. Bowser has among the most raw damage output, highest KO power, and best shield breaking capabilities of any character, while still retaining great range and movement speed, meaning that once he gains the upper hand, it can be practically impossible to break his pressure if he continuously reacts properly. With hard-hitting and relatively laggy moves like his, Bowser is anything but a character who strings together long combos; rather, he usually just needs four or five good hits in order to rack up high amounts of damage, and eventually score KOs. Even some of Bowser's moves that have little KO potential still have some kind of utility, so even in areas where Bowser cannot outright KO, he can continue to dish out large amounts of damage in a short amount of time, and his moveset contains very well-rounded and versatile options to achieve this. However, his moveset is so lopsided for netting damage and easy KOs that he outright lacks options to properly approach or to combat heavy pressure. This means that, if Bowser makes one wrong move, he can be easily pressured as much as he can do such to the opponent, and his lack of safe and fast moves, lack of zoning and counterzoning options, and unreliable mid-ranged options can leave him zoned out and comboed easily by his opponent, leaving him with little to no room to breathe. Regardless, Bowser’s strengths outweigh his weaknesses and he is widely considered to be the best super heavyweight in the game. Although his representation and results have not matched those of other top and high tier characters, they have nevertheless been very respectable thanks to players such as {{Sm|LeoN}}, {{Sm|Lunamado}}, and {{Sm|DarkThunder}}, who have demonstrated that, in the right hands, Bowser can dominate opponents with his pressuring tools at high level play. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Bowser has received a mix of buffs and nerfs in his transition from '' | Bowser has received a mix of buffs and nerfs in his transition from ''Smash 4'' to ''Ultimate''. Although some of his biggest strengths from the previous game have been toned down, he has received many improvements which alleviated some of his most severe weaknesses, and he also benefits from the new engine changes. As a result, Bowser has been buffed overall. | ||
Bowser | Among Bowser's largest buffs are to those to his character attributes, his KO potential, and to his side special move, [[Flying Slam]]. Both Bowser's grounded and aerial mobility have improved (along with the rest of the cast), sporting a faster [[jumpsquat]] as well as faster [[dash]]ing and [[air speed|air]] and a significantly faster [[falling speed]], noticeably improving his ground-to-air transitioning and making him more adept at [[punish]]ing, while also allowing him to land and escape juggles with less difficulty than before, especially in the case of the former. He also received an increase on his defensive game through a higher amplification of damage-based [[armor]] on his [[tilt attack|tilt]]s and [[smash attack]]s, which tones down one of the issues his [[Tough Guy]] armor had in ''Smash 4'', and he also has higher [[weight]], which not only keeps his status as the heaviest character in the game, but also generally improves his [[Tough Guy]] armor in general and makes his already excellent endurance better. Bowser's already high power has been made even better in the transition (most notably on moves such as his tilt attacks, [[down throw]], [[Fire Breath]] and [[Whirling Fortress]]), which supplements his higher weight and improved adeptness at punishing. Finally, Flying Slam has significantly faster startup overall, now being on par with other characters' grabs such as {{SSBU|Mario}}, which heavily improves his options against shielding opponents. | ||
Bowser | Some of the universal changes have also benefitted Bowser in one way or another. The universal reduction to [[landing lag]] has significantly improved Bowser's previously atrociously unsafe landing options, as he has less trouble landing than ever before now, which is further suggested by his now very fast falling speed and streamlined jumpsquat. The ability to [[Run cancel|use any attack out of a run]] has also improved his ground game, as it gives him more reliable ways to punish the opponent due to his powerful, heavy-armored tilts and smash attacks. | ||
However, | However, Bowser has also gained a few noteworthy nerfs, with the biggest of them being to his grab game. Much like {{SSBU|Donkey Kong}}, Bowser's main nerf was to his once infamous up throw: it was previously a fearsome combo starter with a myriad of followups and KO setups, but it has lost its combo potential past middling percentages due to its increased knockback and ending lag, which in turn removes its KO setups. Additionally, his pivot grab, infamous for its insane range in ''SSB4'', has shorter range. Although Bowser's heavier weight and drastically faster falling speed make him much more resilient, it also renders him more susceptible to combos than ever before, even more so than in ''Melee''. | ||
A few of the universal changes have also hampered Bowser. While the universally decreased landing lag makes him less trouble at landing, it has also allowed several characters to combo him with much more ease. The universal nerfing of grabs further compounds some of the hindrances his respectable grab game has received as well. The changes to [[air dodge]]s both help and hinder Bowser, as they make him slightly less susceptible to horizontal combos and general juggling since he can use one to escape, but they also make him more vulnerable to [[edgeguarding]]. Something else to take note of is that Bowser still retains some flaws from the previous game, namely being heavily susceptible to general pressure, particularly to combos (as he remains a big target), zoning (due to Fire Breath’s general unreliability past mid-ranges when compared to other projectiles), juggling (as a few of his landing options remain slow and/or reactable) and tech-chasing (as his tech rolls are still slow and short-distanced). | |||
Overall, Bowser's | Overall, Bowser's new traits have given him more options for different situations, and it has also enhanced his survivability and speed even further. Additionally, despite the removal of his infamous combo throw's KO setups, he has been generally compensated in terms of damage while keeping his incredible power mostly intact. These changes have made him an "all-rounder" of the game's super heavyweights, and have repurposed his playstyle from a "mighty glacier" with great mobility and grappler capabilities to more of a "lightning bruiser" with all-around effective options for different situations. Thanks to this, Bowser has a somewhat small but very dedicated playerbase, and has earned great tournament results thanks to players such as {{Sm|LeoN}}. As a result, Bowser has retained his status as a viable character in ''Ultimate'', and is generally regarded as a low high tier or upper mid character, in addition to being unanimously considered the best super heavyweight in the game. | ||
{{SSB4 to SSBU changelist|char=Bowser}} | {{SSB4 to SSBU changelist|char=Bowser}} | ||
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*Bowser also has damage-based armor on the start-up of his tilts and smash attacks. Each move has a damage threshold: 4% for tilts, 8% for up and down smash, and 10% for forward smash. Any attack that is below the indicated percent will be armored, but an attack with a larger percent won't. | *Bowser also has damage-based armor on the start-up of his tilts and smash attacks. Each move has a damage threshold: 4% for tilts, 8% for up and down smash, and 10% for forward smash. Any attack that is below the indicated percent will be armored, but an attack with a larger percent won't. | ||
**For example, Bowser will armor the first 4 hits of [[Limit Charge|Limit]] [[Cross Slash]] (which deal 3% each) during his up tilt, but the 5th hit (which deals 10%) will launch him. However, Bowser's forward smash will be able to armor even the last hit of Limit Cross Slash. | **For example, Bowser will armor the first 4 hits of [[Limit Charge|Limit]] [[Cross Slash]] (which deal 3% each) during his up tilt, but the 5th hit (which deals 10%) will launch him. However, Bowser's forward smash will be able to armor even the last hit of Limit Cross Slash. | ||
*Bowser can [[crawl]]. It does lower his hurtbox quite a bit, but not enough to be utilized as a mean to move under most projectiles, like some characters can do with their crawl. However, it is often used at ledge for repositioning before a 2-Frames attempt. But, outside of | *Bowser can [[crawl]]. It does lower his hurtbox quite a bit, but not enough to be utilized as a mean to move under most projectiles, like some characters can do with their crawl. However, it is often used at ledge for repositioning before a 2-Frames attempt. But, outside of repositioning before 2-framing, it is actually impractical because his crouch posture doesn't completely lower his hurtbox. | ||
''For a gallery of Bowser's hitboxes, see [[Bowser (SSBU)/Hitboxes|here]].'' | ''For a gallery of Bowser's hitboxes, see [[Bowser (SSBU)/Hitboxes|here]].'' | ||
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|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=7% | |neutral2dmg=7% | ||
|neutraldesc=Performs a palm thrust, then a straight punch. While somewhat slow for a neutral attack, its low endlag makes it safer on shield than most | |neutraldesc=Performs a palm thrust, then a straight punch. While somewhat slow for a neutral attack, its low endlag makes it safer on shield than most other neutral attacks. Bowser's arms each have [[intangibility]] (frames 7 and 8, and frames 9-11, respectively). Unlike most neutral attacks, Bowser's has enough knockback to become a reliable KO move at high percentages. | ||
|ftiltname=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}}) | |ftiltname=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}}) | ||
|ftiltdmg=13% | |ftiltdmg=13% | ||
|ftiltdesc=Does a backhanded punch forwards. The punch may be angled up or down, but doing so does not affect damage or knockback. Has | |ftiltdesc=Does a backhanded punch forwards. The punch may be angled up or down, but doing so does not affect damage or knockback. Has damaged-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can very reliably 2-frame most recoveries, and can KO most characters at around 90%. | ||
|utiltname=Ceiling Scratch ({{ja|天井ひっかき|Tenjō Hikkaki}}) | |utiltname=Ceiling Scratch ({{ja|天井ひっかき|Tenjō Hikkaki}}) | ||
|utiltdmg=11% | |utiltdmg=11% | ||
|utiltdesc=Does a 180-degree overhead arcing claw swipe. It comes with wide range and average ending lag, allowing it to | |utiltdesc=Does a 180-degree overhead arcing claw swipe. It comes with wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air and back air. The attack will almost always send the opponent directly above Bowser. It also boasts a respectable amount of kill power, being one of the strongest up tilts in the game and KOing at around 120%. Has damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup lag, coming out on frame 11. | ||
|dtiltname=Spoiled Brat Punch ({{ja|だだっ子パンチ|Dadakko Panchi}}) | |dtiltname=Spoiled Brat Punch ({{ja|だだっ子パンチ|Dadakko Panchi}}) | ||
|dtiltdmg=7% (hit 1),<br>8% (hit 2) | |dtiltdmg=7% (hit 1),<br>8% (hit 2) | ||
|dtiltdesc=Does an alternating pair of hooks. Both hits deal 15% in total, only slightly higher than the first hit's damage output in ''SSB4'', being 14%. Down tilt's second hit comes out five frames earlier, and gains the ability to trip opponents. It also grants | |dtiltdesc=Does an alternating pair of hooks. Both hits deal 15% in total, only slightly higher than the first hit's damage output in ''SSB4'', being 14%. Down tilt's second hit comes out five frames earlier, and gains the ability to trip opponents. It also grants damaged-based armor on the first hit (frames 7-9), and intangibility on his arms for both (frames 10-12, and 10-14, respectively). It can still hit many ledge hangs, although the first hit having set knockback can cause the second hit to whiff if a ledge hang is low enough. | ||
|dashname=Jumping Kick ({{ja|ジャンピングキック|Janpingu Kikku}}) | |dashname=Jumping Kick ({{ja|ジャンピングキック|Janpingu Kikku}}) | ||
|dashdmg=12% (clean),<br>10% (late) | |dashdmg=12% (clean),<br>10% (late) | ||
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|fsmashname=Megaton Drop Kick ({{ja|メガトンドロップキック|Megaton Doroppu Kikku}}) | |fsmashname=Megaton Drop Kick ({{ja|メガトンドロップキック|Megaton Doroppu Kikku}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|23}} (clean feet),<br>{{ChargedSmashDmgSSBU|20}} (clean body),<br>{{ChargedSmashDmgSSBU|17}} (late feet),<br>{{ChargedSmashDmgSSBU|14}} (late body) | |fsmashdmg={{ChargedSmashDmgSSBU|23}} (clean feet),<br>{{ChargedSmashDmgSSBU|20}} (clean body),<br>{{ChargedSmashDmgSSBU|17}} (late feet),<br>{{ChargedSmashDmgSSBU|14}} (late body) | ||
|fsmashdesc=Does a powerful dropkick. Its outstanding damage output threatens shields, being able to inflict significant damage to them. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. It grants | |fsmashdesc=Does a powerful dropkick. Its outstanding damage output threatens shields, being able to inflict significant damage to them. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. It grants damaged-based armor (frames 17-21), and the clean hitboxes render Bowser's feet [[invincible]] (20-25), whereas its late hitboxes have anti-rebounding priority. It is tied with {{SSBU|Kazuya}}'s forward smash as the third strongest in the game, as it can KO opponents at 56% from center stage. However, due to coming out on frame 22 and having 43 frames of ending lag, it's very punishable if whiffed or shielded. | ||
|usmashname=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}}) | |usmashname=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|22}} (spikes),<br>{{ChargedSmashDmgSSBU|16}} (sides), <br>{{ChargedSmashDmgSSBU|12}} (landing) | |usmashdmg={{ChargedSmashDmgSSBU|22}} (spikes),<br>{{ChargedSmashDmgSSBU|16}} (sides), <br>{{ChargedSmashDmgSSBU|12}} (landing) | ||
|usmashdesc=Jumps to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's shell spikes, while other opponents get hit by the sourspots on his head and tail or the landing hitbox instead. The sweetspot KOs at around 80% uncharged, making it the strongest up smash in the game. Grants | |usmashdesc=Jumps to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's shell spikes, while other opponents get hit by the sourspots on his head and tail or the landing hitbox instead. The sweetspot KOs at around 80% uncharged, making it the strongest up smash in the game. Grants damaged-based armor (frames 11-15) and invincibility on his shell (frames 14-27), making it an excellent anti-air tool that is hard to compete with. | ||
|dsmashname=Rampage Scratch ({{ja|あばれひっかき|Abare Hikkaki}}) | |dsmashname=Rampage Scratch ({{ja|あばれひっかき|Abare Hikkaki}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1),<br>{{ChargedSmashDmgSSBU|15}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1),<br>{{ChargedSmashDmgSSBU|15}} (hit 2) | ||
|dsmashdesc=Does two grounded claw swipes, hitting opponents in front of him, then behind him. Active on frame 12, making it Bowser’s fastest smash attack. | |dsmashdesc=Does two grounded claw swipes, hitting opponents in front of him, then behind him, similarly to {{SSBU|Wolf}}'s down smash. Active on frame 12, making it Bowser’s fastest smash attack. Deals high knockback, with the front hit being slightly stronger than the back hit. Grants damaged-based armor (frames 5-11), but unlike his other smashes, it possesses no invincibility. It can hit many characters' ledge hangs and is useful for covering rolls, although it has extremely high ending lag, so it is punishable. | ||
|nairname=Koopa Wheel ({{ja|クッパホイール|Kuppa Hoīru}}) | |nairname=Koopa Wheel ({{ja|クッパホイール|Kuppa Hoīru}}) | ||
|nairdmg={{ShortHopDmgSSBU|6}} (hits 1-4) | |nairdmg={{ShortHopDmgSSBU|6}} (hits 1-4) | ||
|nairdesc=An aerial cartwheel. While it is difficult to connect all 4 hits, it is incredibly damaging for an aerial, and it can even open up KO confirms on landing, such as into forward aerial, back aerial, and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it can combo into up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling | |nairdesc=An aerial cartwheel. While it is difficult to connect all 4 hits, it is incredibly damaging for an aerial, and it can even open up KO confirms on landing, such as into forward aerial, back aerial, and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it can combo into up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has noticeable landing lag (15 frames) and cannot auto-cancel in a short hop. | ||
|fairname=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}}) | |fairname=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}}) | ||
|fairdmg={{ShortHopDmgSSBU|13}} (hand),<br>{{ShortHopDmgSSBU|12}} (arm),<br>{{ShortHopDmgSSBU|11}} (body) | |fairdmg={{ShortHopDmgSSBU|13}} (hand),<br>{{ShortHopDmgSSBU|12}} (arm),<br>{{ShortHopDmgSSBU|11}} (body) | ||
|fairdesc=Swipes downward with one claw. It has fairly quick start-up (frame 11), a respectable damage output | |fairdesc=Swipes downward with one claw. It has fairly quick start-up (frame 11), a respectable damage output, can pseudo-wall of pain with [[Whirling Fortress]] as a finisher, and has great range, as it can even hit opponents below him. It can also auto-cancel in a short hop. Altogether, these traits make for arguably Bowser's most versatile aerial. | ||
|bairname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}}) | |bairname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|19}} | |bairdmg={{ShortHopDmgSSBU|19}} | ||
|bairdesc=A dropkick. It | |bairdesc=A dropkick. It is very powerful, one of the strongest of its type in the game, 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. It can [[auto-cancel]] in a short hop, making it somewhat safe when retreating. However, it incurs a respectable amount of landing lag (24 frames), making it risky to use when close to the ground. Active on frame 9 to 11. Despite its kill power and quick startup, its hitbox is lackluster, and Bowser's hurtbox extends beyond the actual hitbox of the move at its startup, making it susceptible to fail against disjointed aerials. | ||
|uairname=Heading ({{ja|ヘディング|Hedingu}}) | |uairname=Heading ({{ja|ヘディング|Hedingu}}) | ||
|uairdmg={{ShortHopDmgSSBU|15}} | |uairdmg={{ShortHopDmgSSBU|15}} | ||
|uairdesc=An upwards arcing headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, thus being | |uairdesc=An upwards arcing headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, thus being one of the strongest up aerials in the game. Grants intangibility to his head (frames 3-13), which, when combined with its quick startup (frame 9) and its power, makes it an effective juggling tool. | ||
|dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}}) | |dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}}) | ||
|dairdmg={{ShortHopDmgSSBU|16}} (spikes),<br>{{ShortHopDmgSSBU|2}} (shockwave) | |dairdmg={{ShortHopDmgSSBU|16}} (spikes),<br>{{ShortHopDmgSSBU|2}} (shockwave) | ||
|dairdesc=A [[stall-then-fall]] attack that involves Bowser retreating into his shell while turning upside-down, then propelling himself towards the ground while spinning. The first few active frames being able to [[meteor smash]] opponents, in combination with the move's large hitbox and | |dairdesc=A [[stall-then-fall]] attack that involves Bowser retreating into his shell while turning upside-down, then propelling himself towards the ground while spinning on a vertical axis. The first few active frames being able to [[meteor smash]] opponents, in combination with the move's large hitbox and respectable diagonal knockback during the later active frames, make it a moderately effective [[edgeguarding]] tool. The move emits a small shockwave on both sides when Bowser lands, which makes the move slightly harder to punish. Should Bowser use the move while he's off stage, it is almost guaranteed to cause a [[self-destruct]]. Bowser will hover in the air for a brief period before the active frames begin, allowing this move to stall Bowser’s landing. Grants intangibility on his arms and legs in midair (frames 14-60) and upon landing (frames 1-27). Resembles an attack used by Spinies and Buzzy Beetles where they withdraw into their shell and drop from the ceiling. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out. Bowser’s | |grabdesc=Reaches out. Bowser’s grab range is above average, especially for having non-tether grabs. However, his grabs are rather slow. | ||
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | ||
|pummeldmg=1.6% | |pummeldmg=1.6% | ||
|pummeldesc=Headbutts the opponent | |pummeldesc=Headbutts the opponent. | ||
|fthrowname=Slingshot ({{ja|スリングショット|Suringushotto}}) | |fthrowname=Slingshot ({{ja|スリングショット|Suringushotto}}) | ||
|fthrowdmg=12% | |fthrowdmg=12% | ||
|fthrowdesc=Places the opponent in between his horns, then | |fthrowdesc=Places the opponent in between his horns, then proceeds to slowly rear his head back and powerfully lunge it forward to launch the opponent. Not counting the back, up, or down variations of {{SSBU|Donkey Kong}}'s forward throw, it is one of the strongest forward throws in the game. Despite its damage and knockback, it doesn't release until frame 36, which results in it taking longer to throw opponents than back throw, making it more susceptible to [[DI]]. As well, its launch angle is poor for KOing, doing so at about 150%. | ||
|bthrowname=Back Throw ({{ja|バックスルー|Bakku Surū}}) | |bthrowname=Back Throw ({{ja|バックスルー|Bakku Surū}}) | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc=Throws the opponent backwards in a sideways motion with one arm, akin to | |bthrowdesc=Throws the opponent backwards in a sideways motion with one arm, akin to Donkey Kong's regular back throw. It has the exact same damage output and knockback values as his forward throw, which makes it a viable kill move around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw, and thus making it more consistent and harder to DI. | ||
|uthrowname=Fresh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}}) | |uthrowname=Fresh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}}) | ||
|uthrowdmg=0.5% (hits 1-7),<br>2% (hit 8),<br>4% (hit 9)<br>2% (throw) | |uthrowdmg=0.5% (hits 1-7),<br>2% (hit 8),<br>4% (hit 9)<br>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. He hops up on the final hit to launch the opponent upwards. Can combo into forward | |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. He hops up on the final hit to launch the opponent upwards. Can combo into forward or up aerial at low percents. Furthermore, the latter becomes a 50/50 KO setup at high percentages. | ||
|dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}}) | |dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}}) | ||
|dthrowdmg=10% (hit 1),<br>4% (throw) | |dthrowdmg=10% (hit 1),<br>4% (throw) | ||
|dthrowdesc=Places the opponent on the ground and body slams them. It deals 14%, making it the | |dthrowdesc=Places the opponent on the ground and body slams them. It deals 14%, making it among the most damaging throws in the game. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. However, the very high damage and base knockback make it a good mix up and an option to send opponents offstage. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgename= | |edgename= | ||
|edgedmg=10% | |edgedmg=10% | ||
|edgedesc=Bowser slowly climbs up from the ledge and then swipes at the ground in front of him. It has the longest reach out of any edge attack. | |edgedesc=Bowser slowly climbs up from the ledge and then swipes at the ground in front of him. It has by far the longest reach out of any edge attack. | ||
|nsname=Fire Breath | |nsname=Fire Breath | ||
|nsdmg=1.8% (loop) | |nsdmg=1.8% (loop) | ||
|nsdesc=[[mariowiki:Fire Breath|Expels a stream of fire from his mouth]]. It gradually loses strength and range the longer it is used, but it will slowly regain its strength when not in use. It can be angled up or down, which can potentially | |nsdesc=[[mariowiki:Fire Breath|Expels a stream of fire from his mouth]]. It gradually loses strength and range the longer it is used, but it will slowly regain its strength when not in use. It can be angled up or down, which can potentially gimp recovering opponents, although the flames at the very end of the stream do not cause [[flinch]]ing. It deals notoriously high damage; at close ranges it can potentially deal over 30% in a matter of seconds. | ||
|ssname=Flying Slam | |ssname=Flying Slam | ||
|ssdmg=18%-23.4% (throw),<br>15% (collateral) | |ssdmg=18%-23.4% (throw),<br>15% (collateral) | ||
|ssdesc=Grabs an opponent and then jumps with them into the air and backflips before [[Wikipedia:Suplex#Belly-to-belly suplex|belly-to-belly suplexing]] them onto the ground, causing an aesthetic explosion. Bowser spins around dramatically during the descent. It has a quick frame 6 startup and does strong vertical knockback that can KO at 130%, making it a deadly mixup tool in the air. However, it is very susceptible to DI giving it somewhat mediocre KO power if used too far from the edge of the stage. The move also has a massive 46 frames of endlag on whiff, making it | |ssdesc=Grabs an opponent and then jumps with them into the air and backflips before [[Wikipedia:Suplex#Belly-to-belly suplex|belly-to-belly suplexing]] them onto the ground, causing an aesthetic explosion. Bowser spins around dramatically during the descent. It has a quick frame 6 startup and does strong vertical knockback that can KO at 130%, making it a deadly mixup tool in the air. However, it is very susceptible to DI giving it somewhat mediocre KO power if used too far from the edge of the stage. The move also has a massive 46 frames of endlag on whiff, making it very punishable. The suplex can hit other opponents on the descent for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential [[sacrificial KO]], although this becomes more difficult to do if Bowser has a higher percent, and it is possible to recover if the opponent has a good vertical recovery. The ascent grants intangibility (frames 1-23), and can launch opponents significantly far when falling, although the explosion has no hitbox. The move deals more damage based on fall distance, following the formula <code>18×(1+0.003d)</code> where <code>d = landing height - grab height</code>, maxing out at 100 units (18×1.3)—roughly the distance from [[Temple]]'s highest platform to the ground below it. | ||
|usname=Whirling Fortress | |usname=Whirling Fortress | ||
|usdmg=1% (grounded hits 1-7),<br>6% (grounded hit 8),<br>7% (aerial hit 1),<br>1% (aerial hits 2-11),<br>2% (aerial hit 12) | |usdmg=1% (grounded hits 1-7),<br>6% (grounded hit 8),<br>7% (aerial hit 1),<br>1% (aerial hits 2-11),<br>2% (aerial hit 12) | ||
|usdesc=Withdraws into his shell and spins around rapidly | |usdesc=Withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective [[out of shield]] option, launching opponents vertically and easily putting them into disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically and above average distance horizontally. The move can cover a greater distance via button mashing near the end of the move. | ||
|dsname=Bowser Bomb | |dsname=Bowser Bomb | ||
|dsdmg=4% (headbutt),<br>20% (ground pound),<br>11% (landing) | |dsdmg=4% (headbutt),<br>20% (ground pound),<br>11% (landing) | ||
|dsdesc=A {{s|mariowiki|Ground Pound}}. It deals immense vertical knockback to anyone hit and can KO under 100%, making it a situational, yet potent kill move. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is impossible to avoid if it | |dsdesc=A {{s|mariowiki|Ground Pound}}. It deals immense vertical knockback to anyone hit and can KO under 100%, making it a situational, yet potent kill move. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is impossible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of its grounded hitboxes connect. It will almost certainly cause a [[self-destruct]] if used off-stage due to its ending lag, though it can grab ledges if Bowser is near one. The startup can meteor smash, although it is rather weak in knockback despite its high damage. It resembles the attack he uses during his boss fight in ''Super Mario Bros. 3''. | ||
|fsname=Giga Bowser Punch | |fsname=Giga Bowser Punch | ||
|fsdmg=40% | |fsdmg=40% | ||
|fsdesc=Bowser transforms into [[Giga Bowser]] and teleports into the background, where he becomes impervious to attacks. Red crosshairs will appear on screen to indicate where Giga Bowser will aim his punch, which can be moved around with the control stick; the crosshairs also contains a depleting green gauge around their circumference to indicate how much time is left until the attack will activate automatically, though the attack can be activated manually before the gauge fully depletes. If the opponent's damage percent is 60% or greater before they are punched, they are instantaneously | |fsdesc=Bowser transforms into [[Giga Bowser]] and teleports into the background, where he becomes impervious to attacks. Red crosshairs will appear on screen to indicate where Giga Bowser will aim his punch, which can be moved around with the control stick; the crosshairs also contains a depleting green gauge around their circumference to indicate how much time is left until the attack will activate automatically, though the attack can be activated manually before the gauge fully depletes. If the opponent's damage percent is 60% or greater before they are punched, they are instantaneously screen K.O.d.}} | ||
}} | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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*Clenches his fists and bashes them together, then bends over and roars. | *Clenches his fists and bashes them together, then bends over and roars. | ||
<gallery> | <gallery> | ||
SSBUBowserIdle1.gif|Bowser's first idle pose | SSBUBowserIdle1.gif|Bowser's first idle pose | ||
SSBUBowserIdle2.gif|Bowser's second idle pose | SSBUBowserIdle2.gif|Bowser's second idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
In the E3 demo build, Bowser was viewed very negatively, much like in ''Melee'' and ''Brawl''. While he had much better mobility, it appeared that his KO power was significantly decreased. Many players predicted that he would be non-viable, or at least weaker than his previous iteration. | |||
Upon the game's initial release however, Bowser was immediately viewed as viable. This was because of improvements to his power and mobility, the addition of armor to his tilts and smash attacks, and the universal changes to landing lag and jumpsquats that had toned down his greatest weakness. Unfortunately, players also took notice of the other heavyweights, such as {{SSBU|Ganondorf}} and {{SSBU|King Dedede}}, who were thought to have received superior improvements. Bowser was generally considered to be an upper mid-tier character, a very slight downturn from his low high-tier placement in ''Smash 4''. | |||
However, the overall perception of Bowser's viability has continuously improved as the metagame progressed. As players such as {{Sm|LeoN}}, {{Sm|Hero|p=Japan}}, {{Sm|King Koopa}}, {{Sm|DarkThunder}}, and {{Sm|Lunamado}} achieved strong results in tournaments, Bowser's improvements were seen as much more significant than originally thought. People noticed that most of Bowser's best strengths from ''Smash 4'' were not only maintained, but improved. The sudden decline of other heavyweights has also greatly benefited Bowser in the long run, due to the fact that he lacks most weaknesses that plague the viability and representation of the other big fighters. As such, Bowser is almost universally considered to be both a high-tier character and the best heavyweight in the game, making him a popular choice across all levels of play. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Bowser | ''See also: [[:Category:Bowser professionals (SSBU)]]'' | ||
*{{Sm|AT LOWES|Australia}} - The best Bowser player in Australia. Placed 5th at {{Trn|BigWinChampionship 2}}, 7th at {{Trn|Phantom 2019}}, 9th at {{Trn|Expand Gong 4}}, and 13th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|Sunny Side Up}} with wins over players such as {{Sm|Doctor A Ness}}, {{Sm|Ghost}}, and {{Sm|SebPro101}}. Currently ranked 9th on the [[Australian Power Rankings]]. | |||
*{{Sm|DarkThunder|Germany}} - The best Bowser player in Europe. Placed 1st at both {{Trn|DreamHack Leipzig 2020}} and {{Trn|Smash Contest: DoKomi 2020}}, 3rd at {{Trn|Unismash 7: Ultimate Birthday}}, 17th at {{Trn|Calyptus Cup X: Powwer Up}}, and 25th at {{Trn|Valhalla III}} with wins over players such as {{Sm|iStudying}}, {{Sm|quiK}}, and {{Sm|Tarik}}. Currently ranked 32nd on the [[European Smash Rankings]]. | |||
*{{Sm|Deluxemenu|USA}} - One of the best Bowser players in the United States. Placed 5th at {{Trn|Smashpoint}}, 7th at {{Trn|Standoff 2019}}, and 33rd at {{Trn|Glitch 7 - Minus World}} with wins over players such as {{Sm|Goblin}} and {{Sm|Pandarian}}. | |||
*{{Sm|Gold|USA}} - One of the best Bowser players in the United States. Placed 1st at {{Trn|Who's Your Pappy 16}} and 17th at {{Trn|Super Smashed Fest}}, {{Trn|2GG: Nightmare on Smashville}}, and {{Trn|GENESIS 7}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Myran}}, and {{Sm|Lui$}}. Currently ranked 5th on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]]. | |||
*{{Sm|Hero|Japan|p=Japan}} - One of the two best Bowser players in the world. Placed 3rd at {{Trn|Maesuma TOP 6}}, 4th at {{Trn|Kagaribi 4}} and 13th at {{Trn|Kagaribi 3}} with wins over players such as {{Sm|ProtoBanham}}, {{Sm|Akakikusu}} and {{Sm|KEN}}. Online, placed 1st at [https://smashmate.net/tournament/4882/ Tamisuma SP 258],[https://smashmate.net/tournament/5812/ Tamisuma SP 277], and [https://smashmate.net/tournament/6027/ Tamisuma SP 284]. Ranked 15th on the [https://smashmate.net/record/26/ 3rd] [[Smashmate]] SP ranking. | |||
*{{Sm|LeoN|USA}} (#28) - One of the two best Bowser players in the world. Placed 1st at {{Trn|2GG: Run it Back}}, 2nd at {{Trn|Defend the North 2019}}, 9th at both {{Trn|Smash 'N' Splash 5}} and {{Trn|Shine 2019}}, and 13th at {{Trn|Glitch 8 - Missingno}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Marss}}, and {{Sm|Nairo}}. | |||
*{{Sm|Lunamado|Japan}} - Co-mains Luigi and is one of the best Bowser players in Japan. Placed 1st at {{Trn|Sumabato SP 16}}, 4th at {{Trn|Sumabato SP 3}}, 5th at {{Trn|Sumabato SP 5}}, 17th at {{Trn|Sumabato SP 2}}, and 33rd at {{Trn|Umebura Japan Major 2019}}. He has a win over {{Sm|Abadango}} and has double-eliminated ProtoBanham. Currently ranked 50th on the [[Japan Player Rankings]]. | |||
*{{Sm|Mew2King|United States}} - Placed 9th at both {{Trn|Smashpoint}} and {{Trn|Rising Stars at EGLX 2019}}, 33rd at both {{Trn|Super Smash Con 2019}} and {{Trn|Shine 2019}}, and 49th at {{Trn|EVO 2019}} with wins over players such as {{Sm|ZD}} and {{Sm|Suarez}}. Has since dropped Bowser in favor of {{SSBU|Pyra}} & {{SSBU|Mythra}}. | |||
*{{Sm|Pollo|p=Monterrey|Mexico}} - The best Bowser player in Mexico. Placed 4th at {{Trn|BIT MASTER MTY Round 4}}, 5th at {{Trn|Guerras Regias!}}, 7th at both {{Trn|BIT MASTER MTY 3rd IMPACT}} and {{Trn|BIT MASTER MTY 7}}, and 9th at {{Trn|BIT MASTER MTY 5}} with wins over players such as {{Sm|Ang}}, {{Sm|Best Taco}}, and {{Sm|Nanon}}. Currently ranked 40th on the [[Mexican Power Rankings]]. | |||
=={{SSBU|Classic Mode}}: The Red One. Every Red One!== | =={{SSBU|Classic Mode}}: The Red One. Every Red One!== | ||
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*[[Toad]] Outfit (Brawler) | *[[Toad]] Outfit (Brawler) | ||
All the enemies wear Mario caps, for Mario's likeness. | All the enemies wear Mario caps, for Mario's likeness. | ||
The stage references Bowser's | The stage likely references the stages Bowser is fought on in ''{{s|mariowiki|Super Mario 64}}''. | ||
|- | |- | ||
|2||{{CharHead|Ken|SSBU|hsize=20px}}|||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ken Stage}}''|| | |2||{{CharHead|Ken|SSBU|hsize=20px}}|||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ken Stage}}''|| | ||
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|4||Giant {{CharHead|Charizard|SSBU|hsize=20px}} and Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent. Items do not appear. | |4||Giant {{CharHead|Charizard|SSBU|hsize=20px}} and Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent. Items do not appear. | ||
|- | |- | ||
|5||{{CharHead|Diddy Kong|SSBU|hsize=20px}}|| | |5||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''|| | ||
|- | |- | ||
|6||[[Rathalos]]||[[Forest Hill]]||''{{SSBUMusicLink|Other|Roar/Rathalos}}''|| | |6||[[Rathalos]]||[[Forest Hill]]||''{{SSBUMusicLink|Other|Roar/Rathalos}}''|| | ||
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|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{CharHead|Mario|SSBU|hsize=20px}}, then [[Metal Mario]]||[[New Donk City Hall]] ([[Ω form]])||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme (Band Performance) - Super Mario Bros.}}'' <small>(Against Mario)</small><br> ''{{SSBUMusicLink|Super Smash Bros.|Metal Battle}}'' <small>(Against Metal Mario)</small>|| | |Final||{{CharHead|Mario|SSBU|hsize=20px}}, then [[Metal Mario]]||[[New Donk City Hall]] ([[Ω form]])||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme (Band Performance) - Super Mario Bros.}}'' <small>(Against Mario)</small><br> ''{{SSBUMusicLink|Super Smash Bros.|Metal Battle}}'' <small>(Against Metal Mario)</small>|| | ||
|} | |} | ||
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Bowser was among the fighters that were summoned to the cliffside to fight the army of [[Master Hand]]s. | Bowser was among the fighters that were summoned to the cliffside to fight the army of [[Master Hand]]s. | ||
During the opening cutscene, Bowser was present on the cliffside when [[Galeem]] unleashed his beams of light. Bowser attempted to fight back against the beams, using his Fire Breath alongside the {{SSBU|Pokémon Trainer}} | During the opening cutscene, Bowser was present on the cliffside when [[Galeem]] unleashed his beams of light. Bowser attempted to fight back against the beams, using his Fire Breath alongside the {{SSBU|Pokémon Trainer}} and his [[Pokémon]]. This effort ended up being fruitless, however, as Bowser was vaporized and placed under Galeem's imprisonment alongside the other fighters (except for {{SSBU|Kirby}}). Presumably, it was during this time that he ended up transformed into [[Giga Bowser]] and later dispatched to a molten castle to guard it. Eventually, several fighters fought Bowser in his Giga Bowser form and, upon defeating him, he joined the group. | ||
Bowser is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. He also shows up in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light. | Bowser is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. He also shows up in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light. | ||
{{clrl}} | |||
Unlike most fighters, Bowser does not have a Fighter Battle and is simply unlocked after defeating Giga Bowser within the [[Molten Fortress]] in [[The Light Realm]]. | Unlike most fighters, Bowser does not have a Fighter Battle and is simply unlocked after defeating Giga Bowser within the [[Molten Fortress]] in [[The Light Realm]]. | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
''Conditions in | ''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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*Bowser is one of only four characters to face a metal opponent in Classic Mode, facing [[Metal Mario]] upon normal Mario's defeat in the final round. The others are [[Sonic]], who faces a giant metal version of himself in the third round, [[Kazuya]], who faces a metal version of himself upon defeating his normal self in the final round, and [[Sora]], who faces a metal version of himself in the sixth round. | *Bowser is one of only four characters to face a metal opponent in Classic Mode, facing [[Metal Mario]] upon normal Mario's defeat in the final round. The others are [[Sonic]], who faces a giant metal version of himself in the third round, [[Kazuya]], who faces a metal version of himself upon defeating his normal self in the final round, and [[Sora]], who faces a metal version of himself in the sixth round. | ||
**Bowser is the only character of these four who does not face a metal version of himself, instead facing Mario. | **Bowser is the only character of these four who does not face a metal version of himself, instead facing Mario. | ||
*In World of Light, Bowser is the only villain that is unlockable in | *In World of Light, Bowser is the only villain that is unlockable in the Light Realm. The others are unlocked in the Dark Realm, with the exception of {{SSBU|Dark Samus}}, who is unlocked in the Final Battle, though she is still affiliated with [[Dharkon]]. | ||
**{{SSBU|King Dedede}} is also a recurring antagonist in his game series that can be found on | **{{SSBU|King Dedede}} is also a recurring antagonist in his game series that can be found on the Light Realm, making him and Bowser the only two recurring antagonists found under Galeem's control. Unlike Bowser, King Dedede is more of an anti-hero although Bowser is an anti-hero in some ''Mario'' spin off games like ''Super Paper Mario'' and ''Mario & Luigi: Bowser's Inside Story''. | ||
*On the "No Contest" screen, Bowser's model is significantly smaller relative to other characters than it is during normal gameplay. | *On the "No Contest" screen, Bowser's model is significantly smaller relative to other characters than it is during normal gameplay. | ||
*There appears to a visual glitch where Bowser's shell model is not used while under the effects of [[Superspicy Curry]]. | *There appears to a visual glitch where Bowser's shell model is not used while under the effects of [[Superspicy Curry]]. | ||
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*Bowser's Classic Mode is one of only four to feature a fight against a boss (in this case, Rathalos) outside of the boss round, the others being {{SSBU|Mega Man}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}}, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, Mario and Metal Mario). | *Bowser's Classic Mode is one of only four to feature a fight against a boss (in this case, Rathalos) outside of the boss round, the others being {{SSBU|Mega Man}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}}, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, Mario and Metal Mario). | ||
*Despite also wearing primarily red clothing, King Dedede, {{SSBU|Ness}}, {{SSBU|Villager}}, and {{SSBU|Shulk}} do not appear in Bowser's Classic Mode route. | *Despite also wearing primarily red clothing, King Dedede, {{SSBU|Ness}}, {{SSBU|Villager}}, and {{SSBU|Shulk}} do not appear in Bowser's Classic Mode route. | ||
*Interestingly, performing Bowser's down aerial on a {{b|ladder|stage element}} does not cause him to let go and fall to the ground, despite being a [[stall-then-fall]] move. He | *Interestingly, performing Bowser's down aerial on a {{b|ladder|stage element}} does not cause him to let go and fall to the ground, despite being a [[stall-then-fall]] move. He's the only character with this trait. | ||
{{SSBUCharacters}} | {{SSBUCharacters}} |