Bowser (SSBU): Difference between revisions
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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 roar voice clips that he had in ''[[Super Smash Bros. 4]]'', | 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. | |||
==How to unlock== | ==How to unlock== | ||
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==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 '' | 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 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. | |||
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. | |||
However, | 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. | ||
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. | |||
Overall, Bowser's | 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. | ||
{{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 | *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. | ||
''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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|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; 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 | |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. | ||
|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 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. | ||
|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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|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 proceeds to slowly rear his head back and powerfully lunge it forward to launch the opponent. It is the | |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% | ||
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|fsdmg=40% | |fsdmg=40% | ||
|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=== | |||
{{Attributes | |||
|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=== | ===[[Announcer]] calls=== | ||
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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]]== | ||
===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. | 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. | ||
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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. | 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. | 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 | Overall, Bowser currently sits at the 59th place out of 82 on the tier list, placing him in the C+, though he is still considered to be 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 | ''See also: [[:Category:Bowser players (SSBU)]]'' | ||
*{{Sm| | *{{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| | *{{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| | *{{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| | *{{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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</center> | </center> | ||
==In Spirit | ==In Spirit Battles== | ||
''Conditions in | ''Conditions in italics 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%;" | ||
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*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 | *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]]. | ||
**{{SSBU|King Dedede}} is also a recurring antagonist in his game series that can be found on | **{{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]]. |