Editing Bowser (SSBU)

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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|ranking = 59
}}
}}
'''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 roaring effects that he had in ''[[Super Smash Bros. 4]]'', rather than using his voice actor from the ''Mario'' series, Kenny James.
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.
 
Bowser is ranked 59th out of 82 on the tier list, placing him in the C+ tier. This is a noticeable drop from his placement in ''SSB4'', where he was ranked 24th out of 54.


==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 ''SSB4'' to ''Ultimate'', though while he has received a comparatively higher amount of improvements, some of his biggest strengths from the previous game have been toned down or removed altogether, and the new engine changes pronounce his weaknesses. As a result, Bowser has been slightly nerfed overall.
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 has seen several buffs to his character attributes, power, 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, [[air speed|air]], and [[falling speed]]s, 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. Bowser is even heavier, and 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 ''SSB4'', improving it in general and making his already excellent endurance better.
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's already high power was further strengthened in the transition as well (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. As for Flying Slam, it has significantly faster startup overall, now being on par with the fastest standing grabs in the game such as {{SSBU|Mario}}'s and making it the fastest command grab in the game, which heavily improves his options against shielding opponents.
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, despite his lower amount of nerfs, the hindrances to Bowser's grab game has been very detrimental to him. Much like {{SSBU|Donkey Kong}}, Bowser's infamous up throw, previously a fearsome combo starter with a myriad of followups and KO setups, has lost its combo potential past mid to high percentages due to its increased knockback and ending lag, removing its KO setups, and requiring precise execution to combo past mid percent. Additionally, his pivot grab, notorious for its massive range in ''SSB4'', has shorter range. The universal nerfing of grabs further compounds these hindrances, as it's now harder for Bowser to make use of his otherwise respectable grab game.
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, notorious for its massive 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''.


Aside form the nerfs to grabs, the universal changes both help and hinder Bowser, but halt him more overall. On one hand, the ability to [[Run cancel|use any attack out of a run]] further enhances his ground game, as it gives him more reliable ways to punish the opponent due to his powerful, heavy-armored tilts and smash attacks. On the other hand, the universally decreased [[landing lag]] has improved Bowser's atrocious landing options, giving him less trouble at landing than before, which complements his now fast falling speed and streamlined jumpsquat; however, it also allows several characters to combo him with much more ease (comparable to in ''Melee''), especially due to his larger weight and faster falling speed. The changes to [[air dodge]]s, while making him slightly less susceptible to horizontal combos and general juggling since he can use one to escape, they also make him more vulnerable to [[edgeguarding]]. In bulk, these changes have improved Bowser's offense at the notable cost of his already poor disadvantage state and decent defensive game, despite the existence of [[Whirling Fortress]] as an [[out of shield]] option.
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 moveset has seen a general increase in utility, his survivability and speed were improved much further, and his incredible power was kept intact. The neutering of his combo throw has removed the ease of his highly damaging and KOing setups, removing much of the oppressive factor he had on the ground and shifting the focus on overall movement and threatening the opponent from mid range with un-reactable grabs and wide aerials to push the opponent in a corner or put them in disadvantage. These changes have made his moveset less polarized, with all-around decently effective options for different situations and a renewed affinity for quickly closing the distance between him and his opponent, moving away from his "mighty glacier" playstyle. Bowser also still retains flaws such as a heavy susceptibility to general pressure (such as combos, juggling and tech-chasing), and his changes have failed to completely alleviate the latter problem. Combined with several veterans receiving buffs just as significant as his, decidedly unimpactful changes from game updates, general optimizations to the metagame, and the introduction of powerful DLC characters, Bowser performs worse than in ''SSB4'', being slightly worse relative to the cast.
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 high tier character, in addition to being unanimously considered the best 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 this, it is almost always impractical because his crouch posture doesn't completely lower his hurtbox.
*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 others. 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. Based on his defensive punches from ''Mario & Luigi: Bowser's Inside Story''.
|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 others. 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 damage-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%. Based on the second hit of his [[mariowiki:Drill Claw|Drill Claw]] from ''Super Mario RPG: Legend of the Seven Stars''
|ftiltdesc=Does a backhanded punch forwards. The punch may be angled up or down, but doing so does not affect damage or knockback.  Has damage-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%
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|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. It's also among the strongest down smashes in the game, with KO power comparable to many other characters' forward smashes; the front hit deals slightly more damage than the back hit, though they both do about the same knockback. Grants damage-based armor (frames 5-11), but unlike his other smashes, it possesses no invincibility. It can hit most characters' ledge hangs and is useful for covering rolls, but its extremely high ending lag, even more than on his forward smash, makes it very punishable.
|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. It's also among the strongest down smashes in the game; the front hit deals slightly more damage than the back hit, though they both do about the same knockback. Grants damage-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's 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)
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|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's incredibly powerful, one of the strongest back aerials in the game, as it can KO around 100% from center-stage and as low as 60% at the edge. It is active on frames 9-11 and can [[auto-cancel]] in a short hop, making it somewhat safe when retreating. However, it has the most landing lag out of any back aerial in the game (24 frames), making it risky to use when close to the ground. Despite its kill power and quick startup, its hitbox is lackluster, lacking much vertical range, and Bowser's hurtbox extends beyond the actual hitbox of the move on its first active frame, making it susceptible to failing against disjointed attacks.
|bairdesc=A dropkick. It's incredibly 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, although it doesn't have much vertical range. It can [[auto-cancel]] in a short hop, making it somewhat safe when retreating. However, it has the most landing lag out of any back aerial in the game (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}}
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|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 powerful 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]] due to its high ending lag and his fast falling speed. Bowser will hover in the air for a brief period before the active frames begin, allowing this move to stall his 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.
|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 powerful 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]] due to its high ending lag and his fast falling speed. Bowser will hover in the air for a brief period before the active frames begin, allowing this move to stall his 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 grabs have very good reach for being non-tether grabs. but are not the fastest.
|grabdesc=Reaches out. Bowser’s grabs have very good reach for being non-tether grabs. However, his grabs are not the fastest.
|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. Slow but strong.
|pummeldesc=Headbutts the opponent. A slow but powerful pummel.
|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 rears his head back and powerfully lunges it forward to launch the opponent. Second strongest forward throw in the game, only after {{SSBU|Incineroar}}'s, but despite its great knockback, its relatively long startup (at frame 36) makes it easy to [[DI]] on reaction. It starts killing Mario near the edge of Final Destination at around 141% with good DI (in), or around 117% with max rage.
|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. It is the third strongest forward throw in the game only after {{SSBU|Charizard}} and {{SSBU|Incineroar}}. 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]]. Additionally, its launch angle is poor for KOing, meaning it won't typically do so until around 150% near the ledge.
|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 {{SSBU|Donkey Kong}}'s regular back throw. It has the exact same damage output, angle and knockback values as his forward throw, however, since it's far easier to land a grab at the outermost edge of the stage (i.e. closer to the blast line) when facing toward it, e.g. by rolling to the ledge, back throw reliably kills middleweights below 140%, or 115% with max rage. Moreover, with a significantly faster startup at frame 19, it's harder to react to and DI than forward throw.
|bthrowdesc=Throws the opponent backwards in a sideways motion with one arm, akin to {{SSBU|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, thus making it more consistent and harder to DI.
|uthrowname=Flesh 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, neutral, and up aerials at low percents.
|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, neutral, and up aerials at low percents.
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|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 KO]]'d.}}
|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 KO]]'d.}}


===Stats===
===[[Announcer]] call===
{{Attributes
{{audio|Needs announcer calls from other languages.}}
|cast      = 89
|weight    = 135
|rweight    = 1
|dash      = 2.255
|rdash      = 6-10
|run        = 1.971
|rrun      = 22
|walk      = 0.901
|rwalk      = 72
|trac      = 0.104
|rtrac      = 60
|airfric    = 0.0075
|rairfric  = 67-75
|air        = 1.155
|rair      = 20-25
|baseaccel  = 0.01
|rbaseaccel = 15-87
|addaccel  = 0.04
|raddaccel  = 70-79
|gravity    = 0.125
|rgravity  = 13-14
|fall      = 1.77
|rfall      = 20-21
|ff        = 2.832
|rff        = 20-21
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 33
|rjumpheight= 39-42
|shorthop  = 15.7
|rshorthop  = 48
|djump      = 32.61
|rdjump    = 49
}}
 
===[[Announcer]] calls===
<gallery>
<gallery>
Bowser English Announcer SSB4-SSBU.wav|English
Bowser English Announcer SSB4-SSBU.wav|English
Bowser Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Bowser Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Bowser French Announcer SSBU.wav|French
Bowser French EU Announcer SSBU.wav|French (PAL)
Bowser German Announcer SSBU.wav|German
Bowser Italian Announcer SSBU.wav|Italian
Bowser Russian Announcer SSBU.wav|Russian
Bowser Spanish Announcer SSBU.wav|Spanish
</gallery>
</gallery>


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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|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 traditional heavyweights. However, non-traditional heavyweights such as {{SSBU|Snake}} and {{SSBU|Ike}} generally lack the more notable weaknesses that Bowser faces.
While improved relative to other traditional heavyweights, Bowser has largely not benefited from the power creep that much of the cast has enjoyed in part due to the lack of substantial updates following the early game; this has been reflected in an increasingly smaller competitive base, especially outside of the online meta.
Overall, Bowser is currently largely considered a mid to upper-mid tier character, though he is the best traditional heavyweight in the game.
===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 players (SSBU)]]''
''See also: [[:Category:Bowser professionals (SSBU)]]''
 
*{{Sm|Hero|Japan|p=Japan}} - The best Bowser player of all-time, performing at his peak between 2021 and mid-2023 where he frequently placed top 8 at majors, including 3rd at {{Trn|Maesuma TOP 6}} and 4th at {{Trn|Kagaribi 4}}. He is best known for his 2nd-place finish at {{Trn|Maesuma TOP 8}} defeating {{Sm|Yoshidora}} and {{Sm|Nietono}}, which is tied for the best Bowser placement at a major.
*{{Sm|LeoN|USA}} - One of the best Bowser players of all-time who was considered the definitive best in the early metagame. He was first known for some strong early runs such as placing 5th at {{Trn|Suplex City Smash}} defeating {{Sm|Nairo}} and placing 9th at {{Trn|Smash 'N' Splash 5}} defeating {{Sm|Cosmos}}. He later gained greater recognition for his 2nd-place finish at {{Trn|Defend the North 2019}} defeating {{Sm|Marss}}, {{Sm|Light|p=Connecticut}}, and {{Sm|Dabuz}}, which is not only tied for the best Bowser placement at a major but is also arguably the best major performance from a Bowser player.
*{{Sm|Lunamado|Japan}} - Plays a multitude of characters but his best results were with Bowser. He was considered the best Bowser player in Japan in the early metagame, placing 4th at {{Trn|Sumabato SP 3}}, 5th at {{Trn|Sumabato SP 5}}, and 17th at both {{Trn|Umebura SP 4}} and {{Trn|Umebura SP 7}} and has defeated players such as {{Sm|ProtoBanham}} and {{Sm|Abadango}} with Bowser.
*{{Sm|Mukuro~|Germany}} - The best Bowser player in Europe who was the first Bowser player to win a [[PGR]]-ranked event, doing so at the C-tier event {{Trn|Calyptus Cup Fusion}}. He is also known for his strong performances at European superregionals, including placing 3rd at {{Trn|Smash Contest: DoKomi 2021}} and 5th at both {{Trn|ICARUS 2023}} and {{Trn|NRW Cup - Rise of Germany}}; he has also seen success at majors, notably placing 17th at {{Trn|COLOSSEL 2022}}.
 
===Tier placement and history===
Despite a negative reception from the E3 build, upon the game's initial release Bowser was initially viewed as a strong, viable pick due to 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. This was reflected in early tournament performances from {{Sm|LeoN}}, who achieved several top 8 major performances with the character and was ranked high on the [[Spring 2019 PGRU]]; {{Sm|Lunamado}}, who saw strong runs at {{Trn|Sumabato SP 3}} and {{Trn|Sumabato SP 5}}; and {{Sm|DarkThunder}}, who found great success in Europe including winning {{Trn|Calyptus Cup Fusion}}, the first C-tier victory for a Bowser player. With other "traditional" heavyweights such as {{SSBU|King Dedede}} seeing a sharp decline during this period, players began taking a greater notice towards Bowser's strengths, specifically how he lacked most weaknesses that plagued the other traditional heavyweights. As such, Bowser was commonly viewed as the best traditional heavyweight character and an upper-mid tier character. This perception was maintained throughout the next few years and during the online metagame, which also saw the meteoric rise of {{Sm|Hero|p=Japan}} in Japan.


Unfortunately, a lack of substantial updates since the early metagame, the rise of oppressive characters such as {{SSBU|Diddy Kong}} and {{SSBU|Sonic}}, and the introduction of other oppressive DLC characters such as {{SSBU|Steve}} and {{SSBU|Kazuya}} hurt Bowser's standing as time went on. This power creep affected Bowser's representation, which slowly declined as time went on. Although Hero, LeoN, and Mukuro~ (DarkThunder) were still able to find some success, their tournament performances declined alongside Bowser's decline in the metagame. This has shifted opinions on Bowser towards a more negative light, with most players believing the character was only a mid tier at best. This was reflected in Bowser's placement on the first tier list, where he was ranked 50th as an upper-mid tier in the B- tier. Further decline in Bowser's representation, especially with Hero's less consistent performances, led to Bowser dropping on the second tier list to 59th, ranking in the C+ tier and marking one of the largest drops from the first tier list.
*{{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|Smash Contest: DoKomi 2021}}, 17th at {{Trn|COLOSSEL 2022}}, and 25th at {{Trn|Valhalla III}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|quiK}}, and {{Sm|Tarik}}. Currently ranked 32nd on the [[European Smash Rankings]].
*{{Sm|Hero|Japan|p=Japan}} - The best Bowser player in the world. Placed 2nd at {{Trn|Maesuma TOP 8}}, 3rd at {{Trn|Maesuma TOP 6}}, 4th at {{Trn|Kagaribi 4}}, 9th at {{Trn|Kagaribi 6}}, and 13th at {{Trn|Kagaribi 3}} with wins over players such as {{Sm|ProtoBanham}}, {{Sm|Yoshidora}}, and {{Sm|KEN}}. Currently ranked 10th on the [[Experimental Smash Player Rankings]]. 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) - The best Bowser player during the early metagame, and is still one of the best Bowser players in the world. Placed 1st at {{Trn|2GG: Run it Back}}, 5th at {{Trn|Port Priority 6}}, 9th at {{Trn|Shine 2019}}, and 13th at both {{Trn|Glitch 8 - Missingno}} and {{Trn|Collision 2022}} 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 during the early metagame. 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}} with wins over players such as {{Sm|Zackray}}, {{Sm|ProtoBanham}}, and {{Sm|Abadango}}. Currently ranked 53rd on the [[Experimental Smash Player Rankings]].


=={{SSBU|Classic Mode}}: The Red One. Every Red One!==
=={{SSBU|Classic Mode}}: The Red One. Every Red One!==
Line 331: Line 289:
*[[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 Castle.
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}}||[[Kongo Jungle]]||''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''||
|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>||Functions as a role-reversal to the final battle of Mario's Classic Mode route, where he fights Bowser, then [[Giga Bowser]].
|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}} using his [[Pokémon]] to perform [[Triple Finish]]. This effort ended up being fruitless, however, as both were vaporized and placed under Galeem's imprisonment alongside the rest of the 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 cornered and fought Bowser in his Giga Bowser form and, upon defeating him, he was freed from Galeem's control.
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 Battles==
==In Spirit battles==
''Conditions in italics aren't listed on the Spirit Battle preview screen.''
''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%;"
Line 753: Line 712:
*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 [[The Light Realm]]. The others are unlocked in [[The Dark Realm]], with the exception of {{SSBU|Dark Samus}}, who is unlocked in {{b|The Final Battle|World of Light}}, though she is still affiliated with [[Dharkon]].
*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 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''.
**{{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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