Bowser (SSBU): Difference between revisions

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(Undid edit by 35.138.207.37: Fan-made names should not be used.)
Tag: Undo
(→‎Moveset: And no, this isn't opinionated. Take everything with a grain of salt.)
Tag: Mobile edit
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|utiltname= 
|utiltname= 
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=Does an arcing claw swipe. Comes with wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air and back air. The attack will almost always send the opponent directly above Bowser. Has damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16).
|utiltdesc=Does an arcing claw swipe. Comes with wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air and back air. The attack will almost always send the opponent directly above Bowser. Has damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup at frame 11.
|dtiltname= 
|dtiltname= 
|dtiltdmg=7% (hit 1),<br>8% (hit 2)
|dtiltdmg=7% (hit 1),<br>8% (hit 2)
Line 96: Line 96:
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|23}} (clean feet),<br>{{ChargedSmashDmgSSBU|20}} (clean body),<br>{{ChargedSmashDmgSSBU|17}} (late feet),<br>{{ChargedSmashDmgSSBU|14}} (late body)
|fsmashdmg={{ChargedSmashDmgSSBU|23}} (clean feet),<br>{{ChargedSmashDmgSSBU|20}} (clean body),<br>{{ChargedSmashDmgSSBU|17}} (late feet),<br>{{ChargedSmashDmgSSBU|14}} (late body)
|fsmashdesc=A dropkick. Its outstanding damage output threatens shields, being able to inflict significant damage to them. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. It grants damaged-based armor (frames 17-21), and the clean hitboxes render Bowser's feet [[invincible]] (20-25), whereas its late hitboxes have anti-rebounding priority. The fourth strongest forward smash in the game, it can KO opponents at 63% from center stage.
|fsmashdesc=A dropkick. Its outstanding damage output threatens shields, being able to inflict significant damage to them. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. It grants damaged-based armor (frames 17-21), and the clean hitboxes render Bowser's feet [[invincible]] (20-25), whereas its late hitboxes have anti-rebounding priority. The fourth strongest forward smash in the game, it can KO opponents at 63% from center stage. However, due  to coming out on frame 22 and having 43 frames of ending lag, it's very punishable if whiffed or shielded.  
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|22}} (spikes),<br>{{ChargedSmashDmgSSBU|16}} (sides), <br>{{ChargedSmashDmgSSBU|12}} (landing)
|usmashdmg={{ChargedSmashDmgSSBU|22}} (spikes),<br>{{ChargedSmashDmgSSBU|16}} (sides), <br>{{ChargedSmashDmgSSBU|12}} (landing)
Line 105: Line 105:
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|6}} (hits 1-4)
|nairdmg={{ShortHopDmgSSBU|6}} (hits 1-4)
|nairdesc=An aerial cartwheel. While its looping hits are hard to connect altogether, it is incredibly damaging for an aerial, and it can even open up KO confirms on landing, such as into forward aerial, back aerial and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it is able to combo into up tilt and up smash.
|nairdesc=An aerial cartwheel. While its looping hits are hard to connect altogether, it is incredibly damaging for an aerial, and it can even open up KO confirms on landing, such as into forward aerial, back aerial and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it is able to combo into up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has noticeable landing lag (15 frames) and cannot autocancel in a short hop.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|13}} (hand),<br>{{ShortHopDmgSSBU|12}} (arm),<br>{{ShortHopDmgSSBU|11}} (body)
|fairdmg={{ShortHopDmgSSBU|13}} (hand),<br>{{ShortHopDmgSSBU|12}} (arm),<br>{{ShortHopDmgSSBU|11}} (body)