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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]]'', rather than using his voice actor from the ''Mario'' series, Kenny 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. | 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. | ||
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However, in spite of his potent strengths, Bowser is not without his drawbacks. Despite his excellent options to rack up damage, his frame data is below average overall, which means that faster opponents can beat Bowser to the punch, and he is susceptible to being punished if his attacks are whiffed, shielded, or dodged. This ties in with Bowser's biggest weakness, which is his great vulnerability to heavy pressure of any kind. Bowser's combination of extremely high weight, large hurtboxes, fast falling speed, and high gravity makes him exceptionally susceptible to combos, and as such, characters like {{SSBU|Captain Falcon}}, {{SSBU|Mario}}, {{SSBU|Pikachu}}, and {{SSBU|Ryu}} can easily punish and combo him for large amounts of damage if he makes a single mistake. His below average frame data and frame 4 [[air dodge]] also results in an inability to effectively break out of combos. Although Bowser has remarkable range, his is mostly melee-based, so characters with weapons that grant them disjointed reach (like {{SSBU|Marth}}, {{SSBU|Cloud}}, and {{SSBU|Shulk}}) can prove to be difficult for him to overcome, especially if they're able to space their moves efficiently. As Bowser essentially lacks a projectile (due to Fire Breath's range being short and strict to Bowser's frame), he can also have difficulty at approaching characters with strong zoning games, like {{SSBU|Min Min}}, {{SSBU|Samus}}, and Toon Link, especially since their melee range also tends to be comparable to his. The latter two methods of pressure also give Bowser trouble at properly approaching. | However, in spite of his potent strengths, Bowser is not without his drawbacks. Despite his excellent options to rack up damage, his frame data is below average overall, which means that faster opponents can beat Bowser to the punch, and he is susceptible to being punished if his attacks are whiffed, shielded, or dodged. This ties in with Bowser's biggest weakness, which is his great vulnerability to heavy pressure of any kind. Bowser's combination of extremely high weight, large hurtboxes, fast falling speed, and high gravity makes him exceptionally susceptible to combos, and as such, characters like {{SSBU|Captain Falcon}}, {{SSBU|Mario}}, {{SSBU|Pikachu}}, and {{SSBU|Ryu}} can easily punish and combo him for large amounts of damage if he makes a single mistake. His below average frame data and frame 4 [[air dodge]] also results in an inability to effectively break out of combos. Although Bowser has remarkable range, his is mostly melee-based, so characters with weapons that grant them disjointed reach (like {{SSBU|Marth}}, {{SSBU|Cloud}}, and {{SSBU|Shulk}}) can prove to be difficult for him to overcome, especially if they're able to space their moves efficiently. As Bowser essentially lacks a projectile (due to Fire Breath's range being short and strict to Bowser's frame), he can also have difficulty at approaching characters with strong zoning games, like {{SSBU|Min Min}}, {{SSBU|Samus}}, and Toon Link, especially since their melee range also tends to be comparable to his. The latter two methods of pressure also give Bowser trouble at properly approaching. | ||
Landing with Bowser while he's being juggled can prove a notable issue despite his high gravity and fast falling speed, as his most notable options for landing, [[down aerial]] and Bowser Bomb, are laggy and predictable due to being [[stall-then-fall]] moves. Landing with his other aerials, although seemingly not an issue thanks to his forward aerial's range and knockback, can also prove a liability due to none of them being particularly safe on shield. His [[roll]]s are also short-distanced, and his [[tech]]s are slow and have low durations, which makes him prone to tech-chasing. Bowser's recovery, while serviceable and much better than most of the other super heavies, tends to be mediocre in practice, as it is rather slow and doesn't offer Bowser as much protection as other recovery moves would; as a result, he is particularly vulnerable to being edgeguarded, especially by counters or moves that can 2-frame. His out of shield game, despite being consistent, is nevertheless predictable due to Whirling Fortress being his most viable option out of shield; all other options can be punished or do not have the proper range to punish well-spaced moves. Moveover, his damage-based armor (on his grounded attacks) and universal knockback-based armor (from his signature Tough Guy ability) fails to compensate for all of this, as they do not compensate for his lack of medium-ranged and zoning or counterzoning options. Altogether, despite his great mobility and excellent tools to punish melee-focused options making him not as susceptible as his fellow super heavyweight contemporaries, Bowser's defensive game remains just as poor overall compared to them, due to him being so susceptible to pressure. | Landing with Bowser while he's being juggled can prove a notable issue despite his high gravity and fast falling speed, as his most notable options for landing, [[down aerial]] and Bowser Bomb, are laggy and predictable due to being [[stall-then-fall]] moves. Landing with his other aerials, although seemingly not an issue thanks to his forward aerial's range and knockback, can also prove a liability due to none of them being particularly safe on shield, and he also has among the highest landing lag for his aerials overall, making him very easy to punish if he fails to auto-cancel them. His [[roll]]s are also short-distanced, and his [[tech]]s are slow and have low durations, which makes him prone to tech-chasing. Bowser's recovery, while serviceable and much better than most of the other super heavies, tends to be mediocre in practice, as it is rather slow and doesn't offer Bowser as much protection as other recovery moves would; as a result, he is particularly vulnerable to being edgeguarded, especially by counters or moves that can 2-frame. His out of shield game, despite being consistent, is nevertheless predictable due to Whirling Fortress being his most viable option out of shield; all other options can be punished or do not have the proper range to punish well-spaced moves. Moveover, his damage-based armor (on his grounded attacks) and universal knockback-based armor (from his signature Tough Guy ability) fails to compensate for all of this, as they do not compensate for his lack of medium-ranged and zoning or counterzoning options. Altogether, despite his great mobility and excellent tools to punish melee-focused options making him not as susceptible as his fellow super heavyweight contemporaries, Bowser's defensive game remains just as poor overall compared to them, due to him being so susceptible to pressure. | ||
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, though overall he is considered mid-tier by most professionals. 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]]''== | ||
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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 | |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%. | |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 | |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 | |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. | |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. | |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 | |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 second strongest forward throw in the game only after {{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 easy to [[DI]] on reaction. Additionally, its launch angle is somewhat poor for KO'ing, 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 | |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= | |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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|baseaccel = 0.01 | |baseaccel = 0.01 | ||
|rbaseaccel = 15-87 | |rbaseaccel = 15-87 | ||
|addaccel = 0. | |addaccel = 0.7 | ||
|raddaccel = 70-79 | |raddaccel = 70-79 | ||
|gravity = 0.125 | |gravity = 0.125 | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
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. Recently, Bowser has experienced a significant downfall in results due to the buffs of some of the characters that he struggles against like {{SSBU|Diddy Kong}} and {{SSBU|Sonic}} and the introduction to the DLC characters that also give Bowser a very hard time like {{SSBU|Steve}} and {{SSBU|Kazuya}}. | |||
Overall, Bowser currently sits as an upper-mid tier character, though he is still considered to be the best traditional heavyweight in the game, ranking 50th on the first and current tier list. | |||
===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 --> | ||
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''See also: [[:Category:Bowser players (SSBU)]]'' | ''See also: [[:Category:Bowser players (SSBU)]]'' | ||
*{{Sm|Hero|Japan|p=Japan}} - The best Bowser player | *{{Sm|Hero|Japan|p=Japan}} - The best Bowser player in the world, having placed top 8 consistently at Japanese majors and has defeated players such as {{Sm|ProtoBanham}}, {{Sm|KEN}}, and {{Sm|Cosmos}}. His 2nd place finish at {{Trn|Maesuma TOP 8}} is the highest placement for a Bowser player. He is also ranked 22nd on the [[OrionRank 2022]]. | ||
*{{Sm|LeoN|USA}} - | *{{Sm|LeoN|USA}} - The best Bowser player in the early metagame, and is still considered the best Bowser player in the United States. He has placed 4th at {{Trn|Temple: Hermès Edition}} and 9th at both {{Trn|Smash 'N' Splash 5}} and {{Trn|Shine 2019}}, and has defeated players such as {{Sm|Light|p=Connecticut}}, {{Sm|Marss}}, and {{Sm|Dabuz}}. His highest ranking was 20th on the [[OrionRank 2019]]. | ||
*{{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|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 | *{{Sm|Mukuro~|Germany}} - The best Bowser player in Europe throughout the game's competitive lifespan. He is the first Bowser player to win a PGR-ranked event, doing so at the C-tier event {{Trn|Calyptus Cup Fusion}}, and has also placed 3rd at {{Trn|Smash Contest: DoKomi 2021}}, 5th at {{Trn|ICARUS 2023}}, and 17th at {{Trn|COLOSSEL 2022}} with wins over players such as {{Sm|quiK}}, {{Sm|Tarik}}, and {{Sm|Larry Lurr}}. | ||
=={{SSBU|Classic Mode}}: The Red One. Every Red One!== | =={{SSBU|Classic Mode}}: The Red One. Every Red One!== | ||
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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. | ||
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|5||{{CharHead|Diddy Kong|SSBU|hsize=20px}}|| | |5||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''|| | ||
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|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]] | ||
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|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. | ||
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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]]. |