Editing Fire Breath

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|caption=Fire Breath in ''[[Super Smash Bros. Ultimate]]''.
|caption=Fire Breath in ''[[Super Smash Bros. Ultimate]]''.
|user=[[Bowser]]<br>[[Giga Bowser]]
|user=[[Bowser]]<br>[[Giga Bowser]]
|universe={{uv|Mario}}
|universe=''{{uv|Mario}}''
|interwiki=mariowiki
|interwiki=mariowiki
|interwikiname=Super Mario Wiki
|interwikiname=Super Mario Wiki
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==Overview==
==Overview==
While holding the special button, Bowser continuously exhales a stream of fire in front of him, which gradually decreases in length over time. In ''[[Super Smash Bros. Brawl]]'' onwards, the flames can be angled up and down and will never completely recede, unlike in ''[[Super Smash Bros. Melee]]'', where Bowser will eventually begin to exhale smoke instead.
While holding the B button, Bowser continuously exhales a stream of fire in front of him, which gradually decreases in length over time. In ''[[Brawl]]'' onwards, the flames can be angled up and down and will never completely recede, unlike in ''[[Melee]]'', where Bowser will eventually begin to exhale smoke instead.


In general, Fire Breath's long duration is useful for staving off opponents and preventing their return to the stage, while also assisting with defensive play in [[neutral]] while dealing heavy damage. Unfortunately, an opponent using [[DI]] can escape the flames fairly easily in most directions, although as time has gone on this issue has become much less prevalent. For example, in ''[[Super Smash Bros. Ultimate]]'', opponents can rarely escape without taking an upwards of 25%. If used too much, however, Bowser will have to recharge his breath, punishing players for overuse and requiring it to be used carefully. The fire will flow off of floors and walls, and can actually split in two directions if the angle is perpendicular, allowing for interesting mixups on walled stages.  
In general, Fire Breath's long duration is useful for staving off opponents and preventing their return to the stage, while also assisting with defensive play in [[neutral]] while dealing heavy damage. Unfortunately, an opponent using [[DI]] can escape the flames fairly easily in most directions, although as time has gone on this issue has become much less prevalent. For example, in ''Ultimate'', opponents can rarely escape without taking an upwards of 25%. If used too much, however, Bowser will have to recharge his breath, punishing players for overuse and requiring it to be used carefully. The fire will flow off of floors and walls, and can actually split in two directions if the angle is perpendicular, allowing for interesting mixups on walled stages.  


This special attack is shared by [[Giga Bowser]], both in his boss and [[Giga Bowser (Final Smash)|playable appearances]]. There is no time limit to how long the attack can be held in his ''Melee'' or ''Ultimate'' incarnations, and the range is much longer.  
This special attack is shared by [[Giga Bowser]], both in his boss and [[Giga Bowser (Final Smash)|playable appearances]]. There is no time limit to how long the attack can be held in his ''Melee'' or ''Ultimate'' incarnations, and the range is much longer.  
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:{{Main|Bowser (SSBM)/Neutral special}}
:{{Main|Bowser (SSBM)/Neutral special}}
[[File:Fire breath melee.jpg|thumb|Fire Breath in ''Melee''.]]
[[File:Fire breath melee.jpg|thumb|Fire Breath in ''Melee''.]]
In ''Melee'', Fire Breath originated as a defensive maneuver for Bowser to make use of. However, its slow startup made it a very risky move to use, with it requiring 28 frames just to start coming out. However, it greatly made up for this in its formidable range and large amounts of hitboxes. It was easy to [[SDI]], however, making it overall one of the worst projectiles in the game. This was due to characters being able to SDI towards Bowser, escape it, and punish Bowser for virtually free due to the 30 frames of endlag. Flame canceling helped the move, but [[List_of_regional_version_differences_(SSBM)|was removed after NTSC 1.1]], leaving it out of the tournament standard. Thus, as a result of it being easy to react to and its endlag, Bowser's Fire Breath was solidified as one of the worst special moves in the game. Strangely, {{SSBM|Kirby}} is still able to make use of flame canceling in all versions of ''Melee'' if he [[Copy Ability|copies]] Bowser's ability.
In ''Melee'', Fire Breath originated as a defensive maneuver for Bowser to make use of. However, its slow startup made it a very risky move to use, with it requiring 28 frames just to start coming out. However, it greatly made up for this in its formidable range and large amounts of hitboxes. It was easy to [[SDI]], however, making it overall one of the worst projectiles in the game. This was due to characters being able to SDI towards Bowser, escape it, and punish Bowser for virtually free due to the 30 frames of endlag. [[Flame canceling]] helped the move and gave it utility, but [[List_of_regional_version_differences_(SSBM)|was removed after NTSC 1.1]], leaving it out of the tournament standard. Thus, as a result of it being easy to react to and its endlag, Bowser's Fire Breath was solidified as one of the worst special moves in the game.  
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===Flame cancelling===
[[File:Flamecancel.gif|thumb|200px|Comparing a regular Fire Breath and flame cancelled Fire Breath.]]
'''Flame canceling''' is an [[advanced technique]] exclusive to {{SSBM|Bowser}}'s [[Fire Breath]] in [[List_of_regional_version_differences_(SSBM)|NTSC versions 1.0 and 1.1]] of ''[[Super Smash Bros. Melee]]''. By extension, it applies to [[Giga Bowser]] and {{SSBM|Kirby}} if Fire Breath is copied.
 
This technique is not possible with Bowser or Giga Bowser in the NTSC 1.2 and PAL versions, and is thus not legal in most tournaments; however, Kirby can still utilise it. Flame cancelling returned in its entirety [[Project M]], though it was removed in version 3.6; additionally, [[Project+]] replaced Fire Breath with a new special move entirely.
 
====How to perform====
Due to odd frame conversion between an aerial and grounded Fire Breath, the game skips the startup and goes straight to the attacking animation of Fire Breath. Effectively, Fire Breath will become a frame 1 option if done optimally. Thanks to this broad requirement, landing with Fire Breath at any point prior to the attack coming out will cause a flame cancel. Naturally, landing as close to the ground as possible gives the best chance of an optimal flame cancel. The sole limitation to the amount of frames saved is human error, making it near-effortless to learn.
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====Usage====
[[File:GigaBowserFlameCancel.gif|thumb|300px|Giga Bowser performing a frame perfect flame cancel through [[hacking]].]]
[[File:KirbyFlameCancel.gif|thumb|300px|Kirby performing a flame cancel in the PAL version of ''Melee''.]]
Since landing with Fire Breath in general will cause a Flame cancel to occur, there are many opportunities to utilize flame canceling. Through Flame canceling, it's possible to get some unique [[mindgames]] with Bowser, as being in the air in neutral inherently carries the risk of a flame cancel for the opponent. It's also possible to initiate it through dropping through platforms, or it could be used during [[tech]] situations with 1 frame to act. It also makes Fire Breath a slightly less situational [[edgeguard]] tool. It's also possible to jump from the ledge and initiate the tech on a platform. In this context, Bowser can get out of some difficult ledgetrap situations, which is vital given his large hurtbox. Thus, he doesn't have to always rely on his great [[edge attack]].
 
While it is possible to [[SDI]] towards Bowser and exploit the minimal hitstun to punish him in the endlag, the lack of time to react can arguably lower the risk of this, allowing Fire Breath's tendency to be punishable on hit less of a problem. However, this doesn't mean it isn't, which makes using it against experienced players risky. As a result, whether the tech actually salvages Fire Breath is debatable.
 
It is also possible for [[Giga Bowser]] [https://www.youtube.com/watch?v=gBuFMZFXTh0 to flame cancel], though this was also patched out in NTSC 1.2. Giga Bowser arguably uses it better due to his very low [[short hop]], shorter [[jumpsquat]] frames, and non-depleting Fire Breath, allowing for much quicker access than Bowser. If a player uses Giga Bowser through [[hacking]], it is possible to set up [[edgeguard]]s with Fire Breath quite quickly, as it goes quite far off-stage. As a result, it is possible to KO opponents very efficiently through the use of this tech in conjunction with his large hitboxes; most notably his [[down tilt]], which goes exceptionally far off-stage.
 
Strangely, Flame cancelling remains possible with [[List of Copy Abilities|Kirby]] throughout [https://www.youtube.com/watch?v=RYIo0DMb02Y all versions of ''Melee''], likely an oversight by the developers. Due to his [[air speed]] and high short hop, however, it is difficult to make effective use of the tech; it tends to be easier just to use it normally. Regardless, it can be used when [[tomahawk]]ing or with a turnaround special as a mixup option in the matchup. It can also be a useful landing option, which is important when considering Kirby's vulnerability to [[juggling]]. It can be used as a ledge option as well, much like with Bowser.  


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:{{Main|Bowser (SSB4)/Neutral special}}
:{{Main|Bowser (SSB4)/Neutral special}}
[[File:Fire Breath SSB4 WiiU.jpg|thumb|Fire Breath in {{forwiiu}}.]]
[[File:Fire Breath SSB4 WiiU.jpg|thumb|Fire Breath in {{forwiiu}}.]]
In ''[[Super Smash Bros. 4]]'', Fire Breath gained improved speed and reach, but the outermost hitboxes could no longer [[flinch]] foes. However, the buffs greatly outweighed the nerfs, with it being combined with his formidable grab game and [[forward aerial]] to create a tough selection of attacks for an opponent to escape. Players could simply stop Fire Breath early to prevent the non-flinching area from ever coming up, and react to the opponent's response accordingly. The non-flinching hitboxes can be used to rack up damage after [[shield break]]ing an opponent or punishing a missed [[Rest]] as well, making it have additional functionality as an offensive option, unlike its previous incarnations.
In ''[[Super Smash Bros. 4]]'', Fire Breath gained improved speed and reach, but the outermost hitboxes could no longer [[flinch]] foes. However, the buffs greatly outweighed the nerfs, with it being combined with his formidable grab game and [[forward aerial]] to create a tough selection of attacks for an opponent to escape. Players could simply stop Fire Breath early to prevent the non-flinching area from ever coming up, and react to the opponent's response accordingly. The non-flinching hitboxes can be used to rack up damage after [[shield break|shield breaking]] an opponent or punishing a missed [[Rest]] as well, making it have additional functionality as an offensive option, unlike its previous incarnations.


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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
:{{Main|Bowser (SSBU)/Neutral special}}
:{{Main|Bowser (SSBU)/Neutral special}}
''Ultimate'' dramatically increased the damage output of the move, which, when combined with the increased 1.2x damage in 1v1s, allows it to consistently deal around 30% at close range before running out, making it an extremely potent punish and a mainstay in his toolkit. Opponents are more inclined to panic due to this drastic increase in damage, allowing Bowser to bait out worse options and punish them harder than ever before. Acting as a strong jump-in mixup and a strong deterrent to the opponent's in addition to this, Fire Breath's identity is somewhat warped around its improved damage output, making it by far its best incarnation in the series.
''[[Ultimate]]'' dramatically increased the damage output of the move, which, when combined with the increased 1.2x damage in 1v1s, allows it to consistently deal around 30% at close range before running out, making it an extremely potent punish and a mainstay in his toolkit. Opponents are more inclined to panic due to this drastic increase in damage, allowing Bowser to bait out worse options and punish them harder than ever before. Acting as a strong jump-in mixup and a strong deterrent to the opponent's in addition to this, Fire Breath's identity is somewhat warped around its improved damage output, making it by far its best incarnation in the series.
 
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*This move shares its name with [[Piranha Plant]]'s [[back aerial]].
*This move shares its name with [[Piranha Plant]]'s [[back aerial]].
*This move is also similar to [[Charizard]]'s [[Flamethrower]] in both appearance and function.
*This move is also similar to [[Charizard]]'s [[Flamethrower]] in both appearance and function.
 
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{{Special Moves|char=Bowser}}
{{Special Moves|char=Bowser}}


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[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSB4)]]
[[Category:Bowser (SSBU)]]
[[Category:Bowser (SSBU)]]
[[es:Aliento de fuego]]

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