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Fire Breath: Difference between revisions

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==In ''Smash''==
==In ''Smash''==
[[File:Fire breath melee.jpg|thumb|Fire Breath in ''Melee''.]]
[[File:Fire breath melee.jpg|thumb|Fire Breath in ''Melee''.]]
In general, Fire Breath's long duration is useful for staving off opponents and preventing their return to the stage, 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 improved. If used too much, Bowser will have to recharge his breath, punishing players for overuse. Thus, the player has to think before using it. 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, 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 improved. If used too much, Bowser will have to recharge his breath, punishing players for overuse, requiring it to be used sparingly. 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 ''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.  
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.  


''[[Brawl]]'' enhanced the move's utility, making it more centered around being a neutral tool than in ''Meleee''. It was much faster as well. The ability to angle the move has also improved its versatility as well, furthering its use as a neutral tool. This allowed Bowser to have more options against aerial approaches, rather than having to commit to stop them. It was also made into a formidable tool at the ledge, with characters like {{SSBB|Donkey Kong}} having no chance of recovering if this move was used in the correct spot.  
''[[Brawl]]'' enhanced the move's utility, making it more centered around being a neutral tool than in ''Melee''. It was much faster as well. The ability to angle the move has also improved its versatility as well, furthering its use as a neutral tool. This allowed Bowser to have more options against aerial approaches, rather than having to commit to stop them. It was also made into a formidable tool at the ledge, with characters like {{SSBB|Donkey Kong}} having no chance of recovering if this move was used in the correct spot.  


In ''[[Super Smash Bros. 4]]'', Fire Breath gained improved speed and reach, but it stopped making foes [[flinch]] when being hit by the outer part of the fire. 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.  
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.  


''[[Ultimate]]'' has greatly improved the damage output of the move, frequently dealing 30% in the correct situations, building on Smash 4's foundation of the move and making it a mainstay in his defensive toolkit.  
''[[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 defensive toolkit.


This special attack is shared by [[Giga Bowser]], both in his boss appearance in ''Melee'' and in his [[Giga Bowser (Final Smash)|playable appearance]] in ''Brawl'' and ''Smash 4''. There is no time limit to how long the attack can be held in his ''Melee'' incarnation.
This special attack is shared by [[Giga Bowser]], both in his boss appearance in ''Melee'' and in his [[Giga Bowser (Final Smash)|playable appearance]] in ''Brawl'' and ''Smash 4''. There is no time limit to how long the attack can be held in his ''Melee'' incarnation.

Revision as of 13:03, July 7, 2019

Fire Breath
BowserFireBreathUltimate.jpg
Fire Breath in Super Smash Bros. Ultimate.
User Bowser
Giga Bowser
Universe Mario
Article on Super Mario Wiki Fire Breath

Fire Breath (クッパブレス, Koopa Breath) is Bowser's neutral special move.

Overview

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, the flames can also be angled up and down, and they will never completely recede, as they will in Melee, where Bowser will eventually begin to exhale smoke instead.

In Smash

Fire Breath in Melee.

In general, Fire Breath's long duration is useful for staving off opponents and preventing their return to the stage, 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 improved. If used too much, Bowser will have to recharge his breath, punishing players for overuse, requiring it to be used sparingly. 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 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.

Brawl enhanced the move's utility, making it more centered around being a neutral tool than in Melee. It was much faster as well. The ability to angle the move has also improved its versatility as well, furthering its use as a neutral tool. This allowed Bowser to have more options against aerial approaches, rather than having to commit to stop them. It was also made into a formidable tool at the ledge, with characters like Donkey Kong having no chance of recovering if this move was used in the correct spot.

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.

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 defensive toolkit.

This special attack is shared by Giga Bowser, both in his boss appearance in Melee and in his playable appearance in Brawl and Smash 4. There is no time limit to how long the attack can be held in his Melee incarnation.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Fire Breath 2. Fire Shot 3. Fire Roar
Fire Breath
Fire Shot
Fire Roar
"Breathes fire. Power decreases if used too much. You can control the angle a little bit." "Spit out a fireball. Power won't change even if used in rapid succession." "More powerful than Fire Breath, but it runs out quickly and takes longer to recharge."
  1. Fire Breath: Default.
  2. Fire Shot: Releases a large fireball, that travels far and passes through enemies. Does 6% early, 5% late. Unlike Fire Breath, Fire Shot will not weaken over time, and it has transcendent priority. Can be held, but there is a noticeable delay between each shot. It is possible to end the move earlier than with the default.
  3. Fire Roar: A much stronger variation of Fire Breath that loses range much quicker, and takes longer to recharge. It reaches to approximately halfway of Battlefield, and does 2.7% damage per hit sweetspotted, but only 1.8% sourspotted. The sourspot doesn't cause flinching. The minimum amount of time Bowser must use the move for is increased.

Flame Cancelling

Comparing a normal and flame cancelled Fire Breath

In NTSC versions 1.0 and 1.1 of Melee, Bowser can cancel the startup lag of this move if he lands during its initial frames, in a manner similar to the spacies' short hop laser. This technique is not possible with Bowser in the NTSC 1.2 and PAL versions, and is thus not legal in most tournaments. Flame Cancelling results from the frame conversion between aerial and grounded Fire Breath. Thus, landing in general will trigger it.

Through Flame Cancelling, it's possible to get some unique movement with Bowser; including some options such as jumping from the ledge and initiating the tech. In this context, Bowser can get out of some difficult ledgetrap situations, which is vital given his large hurtbox. Given landing as a whole will cause a Flame Cancel to occur, it's possible to initiate it through dropping through platforms, simply landing with it, and more. As a result, there are a plethora of options the tech provides, giving Bowser an edge he otherwise wouldn't have.

It is also possible for Giga Bowser to Flame Cancel, although this was also patched out at the same time. Giga Bowser arguably uses it better due to his very small short hop, allowing for quicker access than Bowser. If a player uses Giga Bowser through hacking, it is possible to set up edgeguards 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).

Strangely, Flame Cancelling remains possible with Kirby throughout all versions of Melee, likely an oversight by the developers. Due to his air speed however, it is difficult to make effective use of the tech: it tends to be easier just to use it normally. However, it can be used during tomahawking situations or with a turnaround special as a mixup option in the matchup. It can also be a useful landing option, which is important given Kirby's vulnerability to juggling.

Video

Instructional quotes

Super Smash Bros. Melee The fire flows while you hold B, but it weakens over time.
Super Smash Bros. Brawl Hold down B to belch a stream of flame. Weakens over time.
Super Smash Bros. for Nintendo 3DS Breathe fire. Change the direction with Circle Pad.
Super Smash Bros. for Wii U Breathe fire. Change the direction with Control Stick.
Super Smash Bros. Ultimate Breathes fire. The range decreases if used too much. The angle can be controlled a little bit.

Origin

Official artwork of Bowser breathing fire at Mario from Super Mario 64.
File:Bowsersfirebreath.png
Bowser's Fire Breath in most Mario games.

Bowser's ability to breathe fire has been demonstrated in many games he's appeared in, including his debut in Super Mario Bros., where he would shoot fireballs at Mario. These fireballs are also the inspiration for Fire Shot, one of his customizable moves in Super Smash Bros. 4. However, it wasn't until Super Mario 64 and many games after that he was shown to breathe continuous streams of fire.

Gallery

Trivia