Bowser (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Undid edit by 35.138.207.37: Whatever top players make up for move names isn't official... or are you gonna say Ganondorf's fsmash is actually called Doriyah?)
Tag: Undo
(Undid edit by 35.138.207.37: Fan-made names should not be used.)
Tag: Undo
Line 29: Line 29:
Among Bowser's greatest strengths is the incredible power his moveset provides. Almost all of his attacks have KO potential, being most notable in moves like forward smash, up smash, back aerial, [[Flying Slam]], and [[Bowser Bomb]]. His forward smash is the 4th strongest in the game, with even the uncharged attack KOing at around 60% from center-stage only. His up smash is fast despite its power, KOing at around 75% uncharged and has [[invincibility]] on his entire shell and a hitbox on landing that provides safety, making it an excellent anti-air option. His down smash is very fast for its power, being able to KO at 70% at the edge of Final Destination. Back aerial, thanks to its extremely high knockback growth, KOs at around 100% from center stage, and is fast for an aerial of its caliber. It also autocancels in a short hop, making it a good coverage tool against the ledge. Flying Slam is the fastest command grab in the game, and has incredible power if it grabs an opponent, KOing them at around 120%, and even earlier if he lands on a platform. Lastly, Bowser Bomb [[meteor smash]]es near the start of the move, which gives it huge edgeguarding potential at the ledge; otherwise, it still deals very high knockback, and will break [[shield]]s when all hits land. Overall, his raw power grants him excellent KOing power as well as a formidable edgeguarding game. With hard-hitting and relatively laggy moves like these, Bowser is not a character to string together long combos; rather, he usually needs at least two or three hits in order to score KOs.
Among Bowser's greatest strengths is the incredible power his moveset provides. Almost all of his attacks have KO potential, being most notable in moves like forward smash, up smash, back aerial, [[Flying Slam]], and [[Bowser Bomb]]. His forward smash is the 4th strongest in the game, with even the uncharged attack KOing at around 60% from center-stage only. His up smash is fast despite its power, KOing at around 75% uncharged and has [[invincibility]] on his entire shell and a hitbox on landing that provides safety, making it an excellent anti-air option. His down smash is very fast for its power, being able to KO at 70% at the edge of Final Destination. Back aerial, thanks to its extremely high knockback growth, KOs at around 100% from center stage, and is fast for an aerial of its caliber. It also autocancels in a short hop, making it a good coverage tool against the ledge. Flying Slam is the fastest command grab in the game, and has incredible power if it grabs an opponent, KOing them at around 120%, and even earlier if he lands on a platform. Lastly, Bowser Bomb [[meteor smash]]es near the start of the move, which gives it huge edgeguarding potential at the ledge; otherwise, it still deals very high knockback, and will break [[shield]]s when all hits land. Overall, his raw power grants him excellent KOing power as well as a formidable edgeguarding game. With hard-hitting and relatively laggy moves like these, Bowser is not a character to string together long combos; rather, he usually needs at least two or three hits in order to score KOs.


Attacks that have little KO potential still have utilities that make them useful. [[Down tilt]], while it deals less knockback than his forward tilt, deals a good amount of damage for its speed, while still being able to 2-frame most recoveries. Neutral aerial does very high damage if all of its hits connect (albeit somewhat difficult to accomplish), being the second most damaging aerial in the game, and using it to land lets it combo into many things, most notably his [[up tilt]] and [[forward aerial]]. At high percentages, its looping hits open up KO confirms, notably into his very strong back aerial known as the Koopa Kick. [[Fire Breath]] is Bowser's only projectile move, but it deals massive damage and shield stun. It can also 2-frame punish if angled correctly, making it a good edgeguarding tool. [[Whirling Fortress]] is Bowser's primary recovery move; while it has below-average vertical distance, the horizontal distance gained is above average, and it has decent KO potential in the air. It is also tied with Flying Slam as Bowser's fastest attack, with its first hitbox coming out on frame 6, and this combined with its multi-hit nature makes it an effective "get-off-me" and [[out of shield]] option. Even in areas where Bowser cannot KO, his moveset is overall very well-rounded and versatile.
Attacks that have little KO potential still have utilities that make them useful. [[Down tilt]], while it deals less knockback than his forward tilt, deals a good amount of damage for its speed, while still being able to 2-frame most recoveries. Neutral aerial does very high damage if all of its hits connect (albeit somewhat difficult to accomplish), being the second most damaging aerial in the game, and using it to land lets it combo into many things, most notably his [[up tilt]] and [[forward aerial]]. At high percentages, its looping hits open up KO confirms, notably into his very strong back aerial. [[Fire Breath]] is Bowser's only projectile move, but it deals massive damage and shield stun. It can also 2-frame punish if angled correctly, making it a good edgeguarding tool. [[Whirling Fortress]] is Bowser's primary recovery move; while it has below-average vertical distance, the horizontal distance gained is above average, and it has decent KO potential in the air. It is also tied with Flying Slam as Bowser's fastest attack, with its first hitbox coming out on frame 6, and this combined with its multi-hit nature makes it an effective "get-off-me" and [[out of shield]] option. Even in areas where Bowser cannot KO, his moveset is overall very well-rounded and versatile.


Bowser also has a noteworthy grab game. While his grabs are rather slow, they are among the longest reaching non-tether grabs in the game. His forward and back throws are among the strongest in the game and are viable KOing options. Up throw can set up combos at low percentages, and create 50/50 KO setups at high percentages. His down throw is one of the most damaging throws in the game and puts the opponent in an unfavorable position offstage, which allows Bowser to utilize his powerful kit to set up edgeguards. Lastly, the aforementioned Flying Slam can be [[B-reverse]]d, allowing Bowser to bypass shields unexpectedly, even in midair.
Bowser also has a noteworthy grab game. While his grabs are rather slow, they are among the longest reaching non-tether grabs in the game. His forward and back throws are among the strongest in the game and are viable KOing options. Up throw can set up combos at low percentages, and create 50/50 KO setups at high percentages. His down throw is one of the most damaging throws in the game and puts the opponent in an unfavorable position offstage, which allows Bowser to utilize his powerful kit to set up edgeguards. Lastly, the aforementioned Flying Slam can be [[B-reverse]]d, allowing Bowser to bypass shields unexpectedly, even in midair.