Template:SSB4 to SSBU changelist/Bowser: Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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===Special moves===
===Special moves===
*[[Fire Breath]]:
*[[Fire Breath]]:
**{{buff|Each flame deals more damage per hit (1.2% → 1.8%).}}
**{{buff|It deals more damage per hit (1.2% → 1.8%).}}
**{{buff|Each flame have larger hitboxes (4u → 4.5u).}}
**{{buff|It has larger hitboxes (4u → 4.5u).}}
**{{change|Flames are more vibrant in color, as opposed to the more realistic flames in ''Smash 4''.}}
**{{change|The flames are more vibrant in color, a stark contrast to the more realistic-looking flames in ''Smash 4''.}}
*[[Flying Slam]]:
*[[Flying Slam]]:
**{{buff|The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)). This allows Bowser to beat out shielding opponents much more easily when airborne.}}
**{{buff|The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)). This allows Bowser to beat out shielding opponents much more easily when airborne.}}
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**{{change|The move has an aesthetic explosion effect on landing.}}
**{{change|The move has an aesthetic explosion effect on landing.}}
*[[Whirling Fortress]] (grounded):
*[[Whirling Fortress]] (grounded):
**{{buff|The looping hits use different angles (180° → 160°/165°), deal less knockback (50/70 set/100 scaling → 80/120/50), have a lower hitlag multiplier (1× → 0.7×), use [[weight-independent]] knockback, and have gained an additional hitbox above Bowser that [[unconventional meteor smash|meteor smashes]] opponents into the attack (180° → 240°) with low knockback. This allows it to connect more reliably, with opponents no longer being able to [[tech]] out of it, and increases its vertical range.}}
**{{buff|The looping hits use different angles (180° → 160°/165°), deal less knockback (50/70 set/100 scaling → 80/120/50), have a lower hitlag multiplier (1× → 0.7×), use [[weight-independent]] knockback, and have gained an additional hitbox above Bowser that [[unconventional meteor smash|meteor smashes]] opponents into the attack (180° → 240°) with low knockback. This allows it to connect significantly more reliably, with opponents no longer being able to [[tech]] out of it, and increases its vertical range.}}
**{{buff|The last hit deals more damage (4% → 6%), with knockback compensated (70 base/150 scaling → 50/140).}}
**{{buff|The last hit deals more damage (4% → 6%), with knockback compensated (70 base/150 scaling → 50/140).}}
**{{change|The last hit uses weight-independent knockback. This hinders the move's KO potential against lighter targets, but improves it against heavier ones.}}
**{{change|The last hit uses weight-independent knockback. This hinders the move's KO potential against lighter targets, but improves it against heavier ones.}}
**{{change|The last hit launches at a lower angle (60° → 55°).}}
**{{change|The last hit launches at a lower angle (60° → 55°).}}
*Whirling Fortress (aerial):
*Whirling Fortress (aerial):
**{{buff|The aerial version has significantly less landing lag (50 frames → 36).}}
**{{buff|It has significantly less landing lag (50 frames → 36).}}
**{{buff|The first hit and looping hits use the [[autolink angle]] (84° → 367°), with the former dealing effectively set knockback (80 base/60 scaling → 50/0), and it has an additional finishing hit at the end (dealing 12 hits, up from 11) with significantly more knockback scaling (20 → 180). This repurposes the move into a more traditional multi-hit move that can rack up damage more safely.}}
**{{buff|The first hit and looping hits use the [[autolink angle]] (84° → 367°), with the former dealing effectively set knockback (80 base/60 scaling → 50/0), and it has an additional finishing hit at the end (dealing 12 hits, up from 11) with significantly more knockback scaling (20 → 180). This repurposes the move into a more traditional multi-hit move that can rack up damage more safely.}}
**{{nerf|It deals significantly less damage (10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) → 7% (hit 1), 1% (hits 2-11), 2% (hit 12); 35% total → 19%), no longer making it among the most damaging up specials in the game.}}
**{{nerf|It deals significantly less damage (10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) → 7% (hit 1), 1% (hits 2-11), 2% (hit 12); 35% total → 19%), no longer being one of the most damaging up special moves in the game.}}
**{{nerf|The looping hits have smaller hitboxes (6u → 4.3u).}}
**{{nerf|The looping hits have smaller hitboxes (6u → 4.3u).}}
**{{change|The last hit launches at a lower angle (84° → 60°).}}
**{{change|The last hit launches at a lower angle (84° → 60°).}}
**{{change|Its animation has been altered, with Bowser spinning more at an angle toward the camera.}}
**{{change|Its animation has been altered, with Bowser spinning more at an angle toward the camera.}}
*[[Bowser Bomb]]:
*[[Bowser Bomb]]:
**{{buff|The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a [[hitstun modifier]] of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI, and allows it to connect better into the second hit.}}
**{{buff|The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a [[hitstun modifier]] of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI and allows it to connect better into the second hit.}}
**{{buff|The first hit uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.}}
**{{buff|The first hit uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.}}
**{{buff|The aerial version has less startup (frame 32 → 31).}}
**{{buff|The aerial version has less startup (frame 32 → 31).}}
**{{change|The move [[meteor smash]]es at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but making its onstage KO potential less consistent.}}
**{{change|The move [[meteor smash]]es at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but makes its onstage KO potential less consistent.}}
***{{nerf|The aforementioned new meteor smash hitbox deals less knockback (45 base/75 scaling → 13/65), making it significantly less powerful as a result.}}
***{{nerf|The aforementioned new meteor smash hitbox deals much less knockback (45 base/75 scaling → 13/65), making it significantly less powerful as a result.}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Bowser has a new Final Smash called [[Giga Bowser Punch]]. Rather than utilizing {{b|Giga Bowser|Final Smash}}'s ''Brawl'' moveset, he teleports to the background of the stage in giant form, and aims a single punch that does 40% damage. If the opponent's damage percent is at 60% or greater before they are punched, they receive an [[instant KO|instant]] [[Screen KO]], otherwise they receive moderately high knockback.}}
**{{change|Bowser has a new Final Smash called [[Giga Bowser Punch]]. Rather than utilizing {{b|Giga Bowser|Final Smash}}'s ''Brawl'' moveset, he teleports to the background of the stage in giant form, and aims a single punch that does 40% damage. If the opponent's damage percent is at 60% or greater before they are punched, they receive an [[instant KO|instant]] [[Screen KO]], otherwise they receive moderately high knockback.}}