Bowser (SSBU)
Bowser in Super Smash Bros. Ultimate | |
---|---|
Universe | Mario |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Giga Bowser Punch |
“ | Who's the greatest nemesis of all!? It's King Bowser! In Super Smash Bros. his power and weight make him a reliable fighter. Use his Fire Breath to keep opponents at bay, then use his damaging attacks to launch them off the stage! He transforms into Giga Bowser for his Final Smash and delivers a super powerful punch! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Bowser (クッパ, Koopa) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's 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 #14.
Bowser retains the realistic roar voice clips that he had in Super Smash Bros. 4, along with additional new, less bestial-sounding clips.
How to unlock
Complete one of the following:
- Play VS. matches, with Bowser being the 3rd character to be unlocked.
- Clear Classic Mode with Donkey Kong or anyone in his unlock tree, being the 1st character unlocked.
- Defeat Giga Bowser in World of Light.
With the exception of the third method, Bowser must then be defeated on Mushroom Kingdom U.
Attributes
Bowser is considered to be the all-rounder of super heavyweights. He is known for being the heaviest character in Ultimate, and some of his other attributes fit in the mold of an archetypical heavyweight: he has a slow walking speed, quick falling and fast falling speeds, and immensely powerful attacks. However, Bowser sports otherwise excellent mobility, as his air speed is above average, his initial dash is extremely quick, and he boasts a surprisingly fast dashing speed that surpasses most of his fellow heavyweights, even outrunning Marth, Lucina, Inkling, and Pichu. Due to his above-average dashing speed and initial dash, Bowser sports a respectable dash-dance.
Bowser's most notable trait is his impressive endurance, being best in the game alongside King Dedede and King K. Rool. His aforementioned massive weight and fast falling speed make him very difficult to launch and KO, while also letting him stay glued to the ground. Further bolstering this is damage-based percentage armor on the start-up of all his tilts and smash attacks, as well as limb intangibility during their active hitboxes. Unique to Bowser is an attribute called "Tough Guy," which is universal heavy armor that allows Bowser to withstand a handful of weak attacks, like rapid jabs and weak projectiles. This lets him tank and approach effectively while at low percents, and allows him to simply break through any rapid jab with a powerful attack, acting as a hard punish.
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 smashes 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 a full shield 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. 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-reversed, allowing Bowser to bypass shields unexpectedly, even in midair.
Despite Bowser's many strengths, he has noticeable flaws. One of his biggest issues is his inability to effectively break out of combos; due to his massive weight, large frame, and fast falling speed, opponents can easily combo him if he makes one small mistake. Compounded with his overall below-average frame data, this makes him easy to punish if his attacks are whiffed, shielded, or dodged. Tying into this is his poor defensive game: despite having armor on his grounded attacks and his signature Tough Guy heavy armor, he is still heavily susceptible to zoning and pressure, especially due to the faster, more offensive-based playstyle of Ultimate. Furthermore, his rolls and techs have low duration and are short-distanced, which makes him very prone to tech-chasing. Whirling Fortress is Bowser's only viable out-of-shield option, as other options can be punished.
Overall, Bowser's playstyle is hugely bait and punish-oriented. To fully utilize his moveset, Bowser may have to rely on baits and pressure in order to gain the upper hand. Once he does, he can continue to dish out large amounts of damage in a short amount of time. However, if Bowser makes one wrong move, he can be easily zoned out and comboed by his opponent, leaving him with little to no options to break out of them.
Changes from Super Smash Bros. 4
Bowser has been buffed overall in his transition from Smash 4 to Ultimate. Among Bowser's largest buffs are to those to his character attributes, his KO potential, and to his Flying Slam. Both Bowser's grounded and aerial mobility have improved (despite this being synonymous with the cast), sporting a faster jumpsquat as well as faster dash, air and falling speeds, improving his ground-to-air transitioning, which makes him now more adept at punishing, while allowing him to land and escape juggles with much less problem than before. He also received an increase on his defensive game through a higher amplification of heavy armor on his tilt and smash attacks, which tones down one of the issues his Tough Guy armor had in Smash 4, and his higher weight, which not only keeps his status as the heaviest character in the game, but also generally improves his Tough Guy armor in general. Despite his already high power and damage racking abilities, both have been improved even more in the transition (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. Finally, Flying Slam has significantly faster startup overall, now being on par with other characters' grabs such as Mario, which heavily improves his options against shielding opponents.
Some of the universal gameplay changes have additionally benefitted Bowser. The universal reduction to landing lag has significantly improved Bowser's atrociously unsafe landing options, now having less trouble landing than ever before, which combines well with his fast falling speed and his streamlined jumpsquat. The ability to use any attack out of a run has also improved his ground game further, as it gives Bowser more reliable ways to punish the opponent due to his powerful, heavy armored tilt and smash attacks.
However, Bowser has also gained a few noteworthy nerfs, with the biggest of them being to his grab game. Like Donkey Kong, Bowser's main nerf is his infamous up throw; previously a fearsome combo starter with a myriad of followups and KO setups, it has lost its combo potential past mid-percentages due to its increased knockback and ending lag, which in turn removes its KO setups. Additionally, his pivot grab, infamous for its massive range in SSB4, now has shorter range. Although Bowser's heavier weight and faster falling speed make him much more resilient, they now also render him even more susceptible to combos than ever before.
A few of the universal changes have also hampered Bowser. While the universally decreased landing lag makes him less trouble at landing, it has also allowed several characters to combo him with much more ease. The universal nerfing of grabs further compounds some of the hindrances his respectable grab game has received as well. The changes to air dodges both help and hinder Bowser, as they make him slightly less susceptible to horizontal combos and general juggling since he can use one to escape, but they also make him more vulnerable to edgeguarding. Of note is that Bowser still retains some flaws from the previous game, like being heavily susceptible to general pressure, such as to combos (as he remains a big target), zoning (due to not having any reliable projectiles), juggling (as a few of his landing options remain slow and/or reactable) and tech-chasing (as his techs are still slow and short-distanced).
Overall, Bowser's new traits have given him more options and further enhanced his survivability and speed, and despite the removal of his infamous combo throw's KO setups, he has been generally compensated in terms of damage while keeping his incredible power mostly intact. These changes have made him an "all-rounder" of the game's super heavyweights, and have repurposed his playstyle from a "mighty glacier" with great mobility and grappler capabilities, to more of a "lightning bruiser" with all-around effective options for different situations. Thanks to this, despite remaining slightly rare in competitive play, Bowser has earned great tournament results thanks to players such as LeoN, who has taken sets off of many notable top players in tournament play. As a result, Bowser has retained his viability in Ultimate, and is now near-universally regarded as a high tier character, in addition to being unanimously considered the best super heavyweight in the game.
Aesthetics
- Bowser sports a darker and more monotone color scheme overall, similarly to his appearances in previous installments: his skin is yellower akin to his appearance in Brawl, whereas his head's and shell's green color schemes are similar to his appearance in Melee. Due to the different lightning physics used in Ultimate, Bowser's model also features a more subdued color scheme. His claws are darker and more gray in color. In addition, his scales, hair, horns, and spikes exhibit more subtle detailing; and his bands have visible scuffs and scratches. His pupils are also larger, and his spikes are slightly longer and thinner.
- Bowser has been made more expressive than in previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.
- Bowser makes roaring noises during his idle poses instead of remaining silent like in Smash 4.
- Bowser's shielding pose has changed: he turns around more, making it appear as if he's guarding attacks with his shell.
- Bowser's hair has independent physics.
- The particle effects of Bowser's claw attacks have been changed from light blue to yellow.
- The shadow in the interior of Bowser's shell has been removed, no longer obscuring his face whenever he withdraws into his shell, like in Melee and Brawl.
- Up and side taunts have been shortened, the latter also updated to match his upright stance.
- Up taunt has Bowser no longer rear back before roaring.
- Side taunt now has Bowser bite three times instead of five.
- Bowser's victory poses have been updated:
- His left-inputted pose where he roars in victory shows him rearing back and swaying his head before performing the rest of his victory pose. His body also faces more towards the screen during said animation.
- His up-inputted pose where he slashes the air with his claws twice shows him running up to the victory area before doing so.
- His right-inputted is completely new. He breathes fire towards the screen before striking a pose reminiscent of his Smash 4 artwork. It replaces his victory pose from the previous games where he performed Whirling Fortress and struck a pose.
Attributes
- Like all characters, Bowser's jumpsquat animation takes 3 frames to complete (down from 8), the second largest difference out of all veterans (only behind Snake), greatly improving his ground-to-air transitioning and out of shield game.
- Bowser walks slightly faster (0.858 → 0.901).
- Bowser dashes faster (1.792 → 1.971).
- Bowser's initial dash is significantly faster (1 → 2.255), going from the slowest in the game to being tied for the 6th fastest. This significantly helps him with both his defensive and offensive approach on the ground, whilst also giving him a respectable dash dance.
- Bowser's air speed is faster (1 → 1.155), especially relative to the cast, going from average to being tied for the 19th fastest in the game.
- Bowser’s traction is higher (0.0577 → 0.104), making it easier for him to punish out of shield. Relative to the returning cast, however, it is much lower, going from the 27th highest to only the 56th highest.
- Bowser falls significantly faster (1.39 → 1.77), his falling speed going from the 17th slowest to being tied for the 18th fastest. This greatly improves his vertical endurance and ground-to-air transitioning. The most notable change, however, is that this, when coupled with him receiving less landing lag on his aerials, helps him out with one of his primary weaknesses in Smash 4: his trouble landing safely.
- His fast-falling speed is also faster as a result (2.224 → 2.832), now being faster than his Melee fast-falling speed.
- Bowser’s gravity is higher (0.11 → 0.125). When combined with his increased falling speed, this allows him to land drastically more safely, but makes him more susceptible to combos.
- Bowser is heavier (130 → 135), further improving his already excellent endurance, as well as the effectiveness of his Tough Guy armor.
- However, it also makes him significantly more susceptible to combos, which is further exacerbated by his faster falling speed and higher gravity.
- The universal knockback reduction in rapid jabs allows Tough Guy to resist every single one of them, including the ones it couldn’t resist in Smash 4, such as Captain Falcon's.
- Forward roll has less ending lag (FAF 34 → 33).
- Forward roll grants less intangibility (frames 4-19 → 4-16).
- Back roll has more startup with less intangibility (frames 4-19 → 5-17), and more ending lag (FAF 34 → 38).
- Spot dodge has less startup (frame 4 → 3).
- Air dodge grants more intangibility (frames 4-29 → 4-32).
- Air dodge has significantly more ending lag (FAF 35 → 47), although due to the universal changes, relative to the cast, it has gone from one of the slowest to one of the fastest.
Ground attacks
- Bowser has damage-based armor during the startup of all his tilt and smash attacks:
- Up tilt: Armor active on frames 8-10; resists up to 4% damage
- Forward tilt and down tilt: 7-9; 4%
- Forward smash: 17-21; 10%
- Up smash: 11-15; 8%
- Down smash: 5-11; 8%
- Neutral attack:
- The first hit transitions faster into the second (frame 12 → 10).
- The second hit deals slightly more damage (6.5% → 7%).
- Both hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has more ending lag (FAF 21 → 26), greatly reducing its jab cancel ability.
- The first hit deals less damage (5% → 4%), slightly reducing the move's total damage output despite the second hit dealing more damage (11.5% → 11%).
- The first hit has a shorter hitbox duration, with its arm intangibility reduced as well (frames 7-9 → 7-8).
- The first hit has altered angles (30°/50°/85° → 361°/180°) to keep opponents closer to Bowser, and no longer deals set knockback (45/30/18 set/100 scaling → 40/35/30 base/18 scaling). This allows it to jab lock and connect more reliably into the second hit up to high percents, but less reliably afterward, without increasing its jab cancel ability due to its increased ending lag.
- The first hit has an altered animation, being a sumo-style palm strike instead of a punch.
- Forward tilt:
- The move deals more damage (12% → 13%) with no compensation on knockback. This turns it into one of the strongest forward tilts in the game.
- The move has a slightly altered animation where Bowser bends his arm during the punch. This slightly reduces its range.
- Up tilt:
- It deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in Brawl.
- Bowser's arm is intangible during the move (frames 11-16).
- Down tilt:
- The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.
- However, the move's total duration remains the same, increasing its ending lag.
- Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in Smash 4 (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and shield breaking ability. The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in Smash 4.
- The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.
- The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.
- Forward smash:
- It now has transcendent priority, and combined with his legs now being invincible (rather than intangible), this makes Bowser's forward smash much more difficult to challenge, in a similar vein to his up smash.
- Up smash:
- It deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch at a consistent and higher angle (70°/120° → 85°), further improving the move's already impressive KO potential, to the point where the sweetspot is stronger than Ganondorf's up smash and the strongest up smash in the game.
- The landing hit deals twice as much damage (6% → 12%).
- The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).
- The landing hit has significantly less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.
- However, this improves its combo potential, even granting it a KO setup into his back air.
- Down smash:
- Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to Wolf in Brawl. It hits only twice instead of seven times, with one hit at each side.
- The move's new animation gives it much more horizontal range.
- Both hits deal much more individual damage, with the first hit's being the same the total of the previous down smash (2% (hit 1), 1% (hits 2-6), 9% (hit 7) → 16% (hit 1), 15% (hit 2)), and they launch at a lower angle (50° → 40°), with their knockback not fully compensated (40 base/130 scaling → 60/86 (hit 1), 60/92 (hit 2)). This significantly improves its KO potential, with both hits KOing under 100% from center stage, and effectively replaces a highly situational move that was notoriously outclassed by Whirling Fortress.
- The new down smash has more startup, and significantly fewer active frames due to the removal of the looping hits (frame 10, 14-15, 17-18, 20-21, 23-24, 26-27, 31 → 12-13, 28-29). This makes it somewhat less effective for punishing rolls, and makes the first hit less safe on shield.
- Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to Wolf in Brawl. It hits only twice instead of seven times, with one hit at each side.
Aerial attacks
- All aerials have less landing lag (neutral: 20 frames → 15, forward: 24 → 14, back: 40 → 24, up: 28 → 17, down: 40 → 34).
- Neutral aerial:
- The move auto-cancels earlier (frame 45 → 41).
- Due to its lower landing lag and Bowser's faster jumpsquat, it is a much better landing option and combo starter, leading into aerial attacks even up to high percentages.
- Its hitboxes are smaller (5.5u → 5u).
- Forward aerial:
- The move always launches opponents in front of Bowser now, improving its consistency in edgeguarding and killing.
- However, this removes a confirm the move had in the previous game into Bowser's back aerial if the opponent was sent backwards by it.
- The move always launches opponents in front of Bowser now, improving its consistency in edgeguarding and killing.
- Down aerial:
- The landing hitbox has a longer duration (frames 1-3 → 1-6).
Throws and other attacks
- Grabs:
- All grabs have a longer hitbox duration (2 frames → 3).
- Standing grab has less startup (frame 9 → 8).
- Standing grab has more ending lag (FAF 39 → 41).
- Dash and pivot grabs have more startup (dash: frame 10 → 11, pivot: frame 11 → 12), with dash grab's total duration increased as well (FAF 48 → 49).
- Dash grab has slightly more range (Z2 offset: 15.5u → 16.2u).
- Pivot grab has less ending lag (FAF 46 → 44).
- Pivot grab has drastically reduced range (Z2 offset: -26.5u → -22u), being stricter to Bowser's arm. However, it is still one of the longest-reaching non-tether pivot grabs in the game.
- Pummel:
- Pummel has less startup (frame 9 → 2), deals more hitlag (5 frames → 15), and has significantly less ending lag (FAF 24 → 8), shortening its duration. This slightly increases the amount of times Bowser can pummel the opponent before throwing them or before they break out.
- Pummel deals much less damage (3.1% → 1.6%). This makes it marginally less reliable for racking up damage.
- Up throw:
- The eighth hit deals more damage (1% → 2%), and it has an additional hit right as the release occurs that deals 4%, almost doubling its total damage output (6.5% → 11.5%).
- The ending hit's knockback will override the throw portion's up until very high percentages. Said hit has greatly altered knockback (25 (base)/180 (scaling) → 85/80) effectively resulting in the move dealing noticeably more knockback at lower percents while not having improved KO potential at high percents, reducing its combo potential significantly, but not entirely.
- The throw releases opponents slower (frame 53 → 57), but has more ending lag (FAF 64 → 75). Although this is somewhat alleviated by Bowser's faster jumpsquat, it completely removes the move's combo potential past mid percentages, along with no longer possessing any guranteed KO setups.
- The last hit deals significantly less knockback to bystanders (80 base/200 scaling → 85/80).
- The last hit launches bystanders vertically instead of being a semi-spike (0° → 80°). Coupled with the previous change, this removes the extreme horizontal KO power it used to have, but allows it to combo them alongside the thrown victim.
- Bowser hops during the final hit.
- Down throw:
- The throw's release deals more damage (2% → 4%) with no compensation on knockback, although it's still rather weak.
- It has faster startup (frame 45, 56 → 35, 37), but with its total duration not reduced, significantly increasing its ending lag, while it remains easy to react to.
- It has a more exaggerated animation.
- Edge attack:
- Edge attack deals more damage (7% → 10%).
Special moves
- Fire Breath:
- It deals more damage per hit (1.2% → 1.8%).
- It has larger hitboxes (4u → 4.5u).
- The flames are more vibrant in color, a stark contrast to the more realistic-looking flames in SSB4.
- Flying Slam:
- The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)), especially in the air. This allows Bowser to beat out shielding opponents much more easily when airborne, and in combination with his faster jumpsquat gives it utility as an out of shield option.
- The move can be B-reversed.
- It has a new property that gradually increases its damage the more distance Bowser falls with the grabbed opponent before impacting ground (for example, if he lands on a lower platform from where the move was initiated), still with a minimum of 18% and reaching a maximum of 23.4%. This damage increase fully affects the move's knockback, improving its KO potential if initiated above the stage or if Bowser can control it adequately.
- The inner grabbox is larger (4u → 5u).
- The move has noticeably more ending lag (FAF 43 (grounded), 50 (aerial) → 53), and the aerial version no longer auto-cancels upon landing, making it much easier to punish.
- Upon grabbing an opponent, it has more lag before Bowser jumps (25 frames → 33), giving the opponent more time to influence its movement.
- The outer grabbox is smaller (5u → 4u), but further out (Z offset: 17.5 → 19), increasing its horizontal reach but worsening its vertical reach.
- Bowser spins around more dramatically on the way down when grabbing an opponent, and the move produces an explosion on landing.
- Whirling Fortress (grounded):
- 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 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.
- The last hit deals more damage (4% → 6%), with knockback compensated (70 base/150 scaling → 50/140).
- The last hit uses weight-independent knockback. This hinders the move's KO potential against lighter targets, but improves it against heavier ones.
- The last hit launches at a lower angle (60° → 55°).
- Whirling Fortress (aerial):
- It has significantly less landing lag (50 frames → 36).
- 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.
- 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.
- The looping hits have smaller hitboxes (6u → 4.3u).
- The last hit launches at a lower angle (84° → 60°).
- Its animation has been altered, with Bowser spinning more at an angle toward the camera.
- Bowser Bomb:
- 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.
- The first hit uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.
- The aerial version has less startup (frame 32 → 31).
- The move meteor smashes at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but makes its onstage KO potential less consistent.
- 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:
- Bowser has a new Final Smash called Giga Bowser Punch. Rather than utilizing Giga Bowser'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 Screen KO, otherwise they receive moderately high knockback.
- Since Giga Bowser Punch causes Bowser to teleport to the background, the Final Smash no longer renders Bowser vulnerable to damage during it.
- Since Giga Bowser Punch consists of a single hit rather than allowing Bowser to hit opponents, this makes its KO power and damage more consistent and allows it to more easily KO several targets, but hinders the damage racking ability Giga Bowser previously had.
- As a result, Giga Bowser Punch deals less damage than Giga Bowser's most damaging option, which was a fully charged down smash (4.2% hits 1-7/18.2% hit 8/47.6% if all hits connect → 40%).
- As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.
Update history
Bowser has been buffed by game updates so far. Update 2.0.0 made forward tilt and down smash better KO options. Whirling Fortress was made better in both 2.0.0 and 3.0.0, with the former update allowing the move to work better as a multi-hit and the latter making it better as a out of shield option, now not allowing opponents to tech the grounded version. 4.0.0 changed his down aerial to fit the universal changes made to stall-then-falls, fixing its downward descent from stalling if the move is used out of hitstun.
- Second hit of neutral attack deals more damage (6% → 7%).
- This change affected the combo potential of Jab 2 at low percent, making Jab 2>Dash Grab more strict and removing Jab 2>Dash Attack entirely.
- Forward tilt deals more damage (12% → 13%).
- Down smash deals more knockback.
- Whirling Fortress now connects better.
- Giga Bowser Punch now launches crouching opponents the same as standing opponents.
- Opponents can no longer trip between the looping hits of grounded Whirling Fortress, sometime avoiding the finisher hit entirely as a result.
- The T-Pose glitch involving Superspicy Curry and Screw Attack has been fixed.
3.1.0 Bowser did not receive changes in this update.
- Down aerial no longer has its downward movement disabled when used out of hitstun.
- Overall shield size has been increased by 1.075×.
Moveset
- Bowser has universal armor against attacks with low knockback, known as Tough Guy. This is most apparent when Bowser has low damage, and it can be amplified by crouching, but not while crawling or attacking. It will decrease as Bowser starts taking more damage.
- 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 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, but because it doesn't lower his hurtbox or amplify Tough Guy, his crawl is practically useless.
For a gallery of Bowser's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 4% | Bowser performs a sumo-style palm strike, followed by a punch. Both hits of neutral attack have decent speed and deal decent damage in total. Bowser's arms each have intangibility (frames 7 and 8, and frames 9-11, respectively). | ||
7% | ||||
Forward tilt | 13% | Bowser does a swung backhanded punch, with his arm slightly bent. The punch may be angled up or down, but doing so has no effect on damage or knockback. Has damaged-based armor (frames 7-9) and intangibility on his arm (frames 10-14). | ||
Up tilt | 11% | Does an arcing claw swipe. It comes with a 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 a noticeable startup in frame 11. | ||
Down tilt | 7% (hit 1), 8% (hit 2) |
Does an alternating pair of hooks. Both hits deal 15% in total, only slightly higher than the first hit's damage output in SSB4, being 14%. Down tilt's second hit comes out five frames earlier, and gains the ability to trip opponents. It also grants damaged-based armor on the first hit (frames 7-9), and intangibility on his arms for both (frames 10-12, and 10-14, respectively). It can still hit many ledge hangs, although the first hit having set knockback can cause the second hit to whiff if a ledge hang is low enough. | ||
Dash attack | 12% (clean), 10% (late) |
A sidekick, similar to Meta Knight's dash attack. Good for hitting prone or tumbling opponents and has high base knockback. However, its knockback scaling is below-average, preventing it from KOing until around 190%, along with having high ending lag, making it very punishable. | ||
Forward smash | 23% (clean feet), 20% (clean body), 17% (late feet), 14% (late body) |
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. | ||
Up smash | 22% (spikes), 16% (sides), 12% (landing) |
Hops to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's top spikes, while other opponents get hit by the edge sour spots or landing hitbox instead. Its sweet spot is among the strongest up smashes in the game, KOing at around 80% uncharged. Grants damaged-based armor (frames 11-15) and invincibility on his shell (frames 14-27), making it an excellent anti-air tool that is hard to compete with. | ||
Down smash | 16% (hit 1), 15% (hit 2) |
Does two grounded claw swipes, hitting opponents in front than behind him. Active on frame 12, making it Bowser’s fastest smash attack. Deals high knockback, with the front hit being slightly stronger than the back hit. Grants damaged-based armor (frames 5-11), but unlike his other smashes, it possesses no invincibility. It can hit many characters' ledge hangs and is useful for covering rolls, has high ending lag. | ||
Neutral aerial | 6% (hits 1-4) | An aerial cartwheel. While its looping hits are hard to connect all together, 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 a noticeable landing lag (15 frames) and cannot autocancel in a short hop. | ||
Forward aerial | 13% (hand), 12% (arm), 11% (body) |
Swipes downward with his claws. It has a quick start-up, respectable damage output, and can pseudo-wall of pain with Whirling Fortress as a finisher, and great range, as it can even hit opponents below him. It can also auto-cancel from a short hop. Altogether, these traits make for, arguably, Bowser's most versatile aerial. | ||
Back aerial | 19% | A dropkick. It is very powerful, as it can either KO around 100% from center-stage and as low as 60% at the edge, though it does not have much vertical range. It can auto-cancel in a short hop, making it somewhat safe when retreating. However, it has a very high landing lag, making it risky to use when close to the ground. Active on frame 9. | ||
Up aerial | 15% | An upward headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, and makes it a good juggling tool. Gives him intangibility in his head (frames 3-13). | ||
Down aerial | 16% (spikes), 2% (shockwave) |
A stall-then-fall attack that involves Bowser retreating into his shell while turning upside-down, then propelling himself towards the ground while spinning on a vertical axis. The first few active frames being able to meteor smash opponents, in combination with the move's large hitbox and respectable diagonal knockback during the later active frames, making it a moderately effective edgeguarding tool. The move emits a small shockwave on both sides when Bowser lands, which makes the move slightly harder to punish. Should Bowser use the move while he's off stage, it is almost guaranteed to cause a self-destruct. Bowser will hover in the air for a brief period before the active frames begin, allowing this move to stall Bowser’s landing. Grants intangibility on his arms and legs in midair (frames 14-60) and upon landing (frames 1-27). | ||
Grab | — | Reaches out. | ||
Pummel | 1.6% | Headbutts the opponent. | ||
Forward throw | 12% | Places the opponent in between his horns then proceeds to slowly rear his head back and powerfully sway it forward to launch the opponent. It is the strongest forward throw in the game, KOing around 120% near the edge. However, it doesn't throw until frame 36, which results in it taking longer to throw opponents than back throw, making it more susceptible to DI. | ||
Back throw | 12% | Throws the opponent backward in a sideways motion. It has the exact same damage output and knockback values as his forward throw, which make it a viable KOing option around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw. | ||
Up throw | 0.5% (hits 1-7), 2% (hit 8), 4% (hit 9) 2% (throw) |
Throws the opponent slightly upward, withdraws into his shell and then spins rapidly in order to repeatedly stab them with his shell's spikes. He hops up on the final hit, launching the opponent upward. Can combo into forward or up aerial at low percents. Furthermore, the latter becomes a 50/50 KO setup at high percentages. | ||
Down throw | 10% (hit 1), 4% (throw) |
Places the opponent on the ground and body slams them. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. However, the very high damage and base knockback make it a good mix up and an option to send opponents offstage. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swipes his claws behind himself and in front of himself while stumbling to his feet. | ||
Floor attack (back) Floor getups (back) |
7% | Swipes his claws around himself while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swipes his claws around himself while getting up. | ||
Edge attack Edge getups |
10% | Bowser slowly climbs up from the ledge, then swipes at the ground in front of him. Has by far the longest range out of any edge attack. | ||
Neutral special | Fire Breath | 1.8% (loop) | Expels a stream of fire from his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward, which can potentially gimp recovering opponents, although the flames at the very end of the stream do not cause flinching. It deals notoriously high damage, as at close ranges it can potentially deal over 30% in a matter of a few seconds. | |
Side special | Flying Slam | 18% (throw), 15% (collateral) |
Grabs an opponent jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an explosion effect. Bowser spins around dramatically during the descent. It does immense vertical knockback that can KO at 120%, making it a very reliable KOing option. Its power and launching angle makes it difficult to properly DI, especially if the user has high gravity. The suplex can also hit other opponents on the ground that it lands into for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential sacrificial KO, although it is possible to recover if the opponent has a good vertical recovery. The ascent grants intangibility (frames 1-23), and can launch opponents significantly far when falling, although the explosion has no hitbox. | |
Up special | Whirling Fortress | 1% (grounded hits 1-7), 4% (grounded hit 8), 7% (aerial hit 1), 1% (aerial hits 2-11), 2% (aerial hit 12) |
Withdraws into his shell and spins around rapidly. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective out of shield option, launching opponents vertically and easily putting them into a disadvantage. In the air, it propels Bowser diagonally upward, making it a very effective horizontal recovery but poor vertically. Button mashing at the end can slightly extend the vertical distance. | |
Down special | Bowser Bomb | 4% (headbutt), 20% (ground pound), 11% (landing) |
A Ground Pound. It deals immense vertical knockback to anyone hit and can KO under 100%, making it one of Bowser's most reliable KOing options. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is not possible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of its grounded hitboxes connect. It will almost certainly cause a self-destruct if used off-stage due to its ending lag, though it can grab ledges if Bowser is near one. The startup can meteor smash, although it is rather weak in knockback despite its high damage. | |
Final Smash | Giga Bowser Punch | 40% | 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 K.O.d. |
On-screen appearance
- Emerges from a wall of flames hunched over, before standing upright.
Taunts
- Up Taunt: Throws his head back and spins it in a circle while roaring.
- Side Taunt: Snaps furiously forward three times.
- Down Taunt: Bounces precariously on one leg, similar to his teetering animation.
Idle poses
- Sways his head around and back while roaring and exhaling steam from his mouth.
- Clenches his fists and bashes them together, then bends over and roars.
Victory poses
- Left: Rears his head back and sways it forward, then stomps and spreads his arms while roaring, ending in a celebratory pose.
- Up: Runs into the scene and slashes down with his claws twice.
- Right: Breathes fire around himself, then assumes a celebratory pose similar to his render from SSB4.
In competitive play
In the E3 demo build, Bowser was viewed very negativity much like in Melee and Brawl, while he had much better mobility, it appeared that his KO power was significantly decreased, on top of that he completely lost his KO setups via up throw. In most tier lists he was considered a low tier with some even calling him a bottom tier.
Upon the game’s initial release however, Bowser was immediately viewed as a viable character. This was because of his improvements to his KO power and mobility, the addition of super armor to his tilts and most of his smash attacks, as well as how the universal changes to landing lag and jumpsquats had toned down his greatest weakness. That said, players also took notice of the other super heavyweights, such as Ganondorf and King Dedede, who were thought to have received even more improvements than him. Bowser was generally considered a high mid-tier character, similarly to his appearance in Smash 4.
Unlike his appearances in Brawl and Smash 4, however, the overall perception of Bowser’s viability has improved even further as the meta progressed. As players such as LeoN had achieved strong results from tournaments, Bowser’s improvements were realized to be a lot more significant than it originally seemed. People noticed that Bowser’s strengths from Smash 4 were not only maintained, but also improved. The sudden decline of other super heavyweights has also greatly benefited Bowser, due to the fact that he lacks most weaknesses of other super heavyweights that drastically hampered their results and representation, while also having most of their strengths. Furthermore, King Dedede, who was considered to be just as good as Bowser, received nerfs via game updates, whereas Bowser received buffs via updates. As such, Bowser is near universally considered as a high-tier character and the best super heavyweight in the game, making him a popular choice across all levels of play.
Notable players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
- AT LOWES - Placed 5th at BigWinChampionship 2, 7th at Phantom 2019, and 13th at both Battle Arena Melbourne 11 and Sunny Side Up.
- Cob - Placed 5th at Buccaneer Brawl and 13th at Full Bloom 5. Took a set over Darkshad.
- DarkThunder - The best Bowser player in Germany. Notably won DreamHack Leipzig 2020 in which he defeated quiK, iStudying, and double eliminated Tarik. He also placed 1st at Calyptus Cup Fusion and 5th at Calyptus Cup Inkstrike. He has taken additional sets off of Light, Tru4, and Purple~H.
- Deluxemenu - One of the best Bowser players in the United States. Placed 5th at Smashpoint and 7th at Standoff 2019, with wins over players such as Goblin and Pandarian.
- King Koopa - The best Bowser player in California and among the best in the United States. Placed 1st at Who's Your Pappy 16 and 17th at Super Smashed Fest, 2GG: Nightmare on Smashville, and GENESIS 7. Has wins over Cosmos, Myran, and Lui$. Currently ranked 5th on the NorCal Ultimate Power Rankings.
- LeoN (#28) - The best Bowser player in the world. Placed 1st at 2GG: Run it Back, 4th at 2GG: Nightmare on Smashville, 5th at Suplex City Smash, 9th at Smash 'N' Splash 5 and Shine 2019, and 25th at Collision 2019. Has wins over Dabuz, Nairo, Light, Cosmos, Marss, Rivers, and Frozen.
- Lunamado - The best Bowser player in Japan and one of the best Bowser players in the world. Placed 4th at Sumabato SP 3, 5th at Sumabato SP 5, 17th at Sumabato SP 2, 25th at Sumabato SP, and 33rd at Umebura Japan Major 2019. He has defeated Abadango.
- Mew2King - Placed 9th at both Smash Ultimate Summit and Smashpoint, 33rd at both Super Smash Con 2019 and Shine 2019, and 49th at EVO 2019 using Bowser as one of his characters.
- Mr. Bones - One of the best Bowser players in the United States. Placed 13th at Overlords of Orlando: Ultimate Edition and 17th at Come to Papa 3. Has a win over Samsora.
- Static - Placed 5th at Launch, 13th at Ascension IX, 25th at Glitch 6, and 49th at Glitch 7 - Minus World. Has a win over Ryuga.
- Vreyvus - Uses Bowser as a co-main alongside Ridley. Placed 2nd at Valhalla II and 4th at Phoenix Blue 2.
Inactive
- WiiASE - Placed 2nd at Vivaldi Spring 2019, 17th at Phoenix Blue 2, and 33rd at both Valhalla II and Albion 4. He has defeated players such as Lancelot and Greil. He has since dropped Bowser for Terry.
Classic Mode: The Red One. Every Red One!
Bowser's opponents are all wearing attire that is red, which is a reference to his mortal enemy (Mario) wearing red clothing. Bowser also fights Rathalos as the penultimate boss. The final battle is against Mario, who transforms into Metal Mario upon defeat.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Mii Brawler (×2), Mii Gunner and Mii Swordfighter | Find Mii | Airship Theme - Super Mario Bros. 3 | Mii Fighter costume combinations:
|
2 | Ken | Suzaku Castle | Ken Stage | |
3 | Samus | Norfair | Brinstar (Melee) | |
4 | Giant Charizard and Giant Incineroar | Pokémon Stadium 2 | Victory Road - Pokémon Ruby / Pokémon Sapphire | Pokemon Trainer is absent from the battle. |
5 | Diddy Kong | Kongo Jungle | Stickerbush Symphony | |
6 | Rathalos | Forest Hill | Roar/Rathalos | |
Bonus Stage | ||||
Final | Mario , then Metal Mario | New Donk City Hall (Ω form) | Ground Theme (Band Performance) - Super Mario Bros. (Against Mario) Metal Battle (Against Metal Mario) |
Mario transforms into Metal Mario upon defeat. |
Note: When fighting the Mii Fighters, they all wear Mario Caps.
Credits roll after completing Classic Mode. Completing it as Bowser has King Bowser - Super Mario Bros. 3 accompany the credits.
Role in World of Light
Bowser was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Bowser was present when Galeem unleashed his beams of light. Bowser attempted to fight back against the beams, using his Fire Breath alongside the Pokémon Trainer and his Pokémon. This effort ended up being fruitless, however, as Bowser was vaporized and placed under Galeem's imprisonment alongside the other fighters (except for Kirby). Presumably, it was during this time that he ended up transformed into Giga Bowser and later dispatched to a molten castle to guard it. Eventually, several fighters fought Bowser in his Giga Bowser form and, upon defeating him, he joined the group.
Bowser is later seen among several other fighters, making their last stand against Galeem and Dharkon. He also shows up in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Unlike most fighters, Bowser does not have a Fighter Battle and is simply unlocked after defeating Giga Bowser within the Molten Fortress in the Light Realm.
Spirits
Bowser's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Bowser in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Bowser makes an appearance in various Primary and Support Spirits.
- Bowser Fighter Spirit.png
7. Bowser
- Dry Bowser (Spirit).png
63. Dry Bowser
- Baby Bowser Spirit.png
301. Baby Bowser
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
30 | Bowser (Wedding) | Super Mario series | •Bowser •Ally: Peach |
9,700 | New Donk City Hall | N/A | •You lose if your CPU ally is KO'd •The enemy favors dash attacks •The enemy has increased attack power |
Underground Moon Caverns | ||
62 | Mechakoopa | Super Mario series | •Tiny Bowser Team (×4) | 3,800 | Mushroom Kingdom U (Slide Lift Tower) | N/A | •The enemy starts the battle with a Bob-omb | King Bowser - Super Mario Bros. 3 | ||
63 | Dry Bowser | Super Mario series | •Bowser | 13,500 | Reset Bomb Forest (Battlefield form) | •Defense ↑ •Curry-Filled •Hazard: Lava Floor |
•The floor is lava •The enemy breathes fire after a little while •The enemy has increased defense after a while |
King Bowser - Super Mario Bros. 3 | ||
95 | Paper Bowser | Paper Mario series | •Bowser | 9,300 | Peach's Castle (Ω form) | •Defense ↑ •Attack Power ↑ •Item: Star Rod |
•The enemy will occasionally be invincible •The enemy's special moves have increased power •Stamina battle |
Paper Mario Medley | ||
219 | Moosh | The Legend of Zelda series | •Bowser | 1,900 | Garden of Hope (Battlefield form) | N/A | •The enemy favors down specials | Tal Tal Heights | ||
301 | Baby Bowser | Yoshi series | •Giant Bowser •Tiny Bowser |
13,800 | Find Mii (Ω form) | •Hazard: Lava Floor | •The floor is lava •The enemy has super armor and is hard to launch or make flinch •Stamina battle |
King Bowser - Super Mario Bros. 3 | ||
315 | Blargg | Yoshi series | •Curry Bowser | 3,900 | Castle Siege (Underground Cavern) | N/A | •The enemy breathes fire | Melty Monster | ||
428 | Sandshrew | Pokémon series | •Bowser | 1,800 | Mushroomy Kingdom (Battlefield form) | •Item: Pitfall | •The enemy is easily distracted by items | Main Theme - Pokémon Red & Pokémon Blue (Brawl) | ||
450 | Kangaskhan | Pokémon series | •Bowser •Larry |
3,700 | Windy Hill Zone | N/A | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Main Theme - Pokémon Red & Pokémon Blue (Brawl) | ||
455 | Tauros | Pokémon series | •Bowser | 3,800 | Gerudo Valley | •Uncontrollable Speed | •The enemy is very fast and can't stop quickly •The enemy can deal damage by dashing into you |
Main Theme - Pokémon Red & Pokémon Blue (Brawl) | ||
477 | Heracross | Pokémon series | •Bowser | 4,400 | Distant Planet (Battlefield form) | •Attack Power ↑ •Hazard: Sticky Floor |
•The floor is sticky •The enemy's throws have increased power •The enemy has increased attack power when the enemy's at high damage |
Pokémon Gold / Pokémon Silver Medley | ||
498 | Groudon | Pokémon series | •Giant Bowser | 4,700 | Norfair (Battlefield form) | •Hazard: Lava Floor | •The floor is lava •The enemy is giant |
Victory Road - Pokémon Ruby / Pokémon Sapphire | ||
550 | Volcanion | Pokémon series | •Giant Bowser | 9,800 | Norfair | •Sudden Damage •Hazard: Fog |
•The stage is covered in fog •Stamina battle •You'll occasionally take sudden damage |
Battle! (Champion) - Pokémon X / Pokémon Y | ||
593 | Pico | F-Zero series | •Bowser | 3,500 | Mute City SNES (Battlefield form) | N/A | •The enemy starts the battle with an enhanced Ray Gun | Death Wind | ||
1,301 | River Survival | Super Mario series | •Bowser •Kirby •Yoshi •Rosalina & Luma |
5,500 | Kongo Falls (Ω form) | •Bob-omb Festival •Item Tidal Wave •Item: Food |
•Survive until the timer runs out •Bob-ombs will rain from the sky after a little while |
Slide |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
39 | Lakitu & Spiny | Super Mario series | •Iggy •Tiny Bowser (×8) |
3,400 | Mushroom Kingdom | N/A | •Defeat an army of fighters | Ground Theme - Super Mario Bros. | Spiny | ||
104 | Geno | Super Mario RPG: Legend of the Seven Stars | •Sheik •Peach •Kirby •Bowser •Mario |
13,700 | Mario Galaxy (Battlefield form) | N/A | •Defeat the main fighter to win •Timed battle •The enemy's FS Meter charges quickly |
Rainbow Road Medley | Bowser | ||
700 | Turtle Bridge | Game & Watch series | •Mr. Game & Watch •Squirtle •Morton •Bowser |
1,700 | Flat Zone X (hazards off) | N/A | •The enemy favors back air attacks | Flat Zone | Turtle | ||
1,148 | Satoru | Trade & Battle: Card Hero series | •Shulk •Mewtwo •Ridley •Bowser |
1,700 | Pokémon Stadium 2 | •Move Speed ↓ | •Defeat the main fighter to win •The enemy's melee weapons have increased power •Reinforcements will appear during the battle |
Worthy Rival Battle | |||
1,232 | Nibbles | Fossil Fighters series | •Yoshi •Charizard •Ridley •Bowser |
1,800 | Arena Ferox | •Item: Pitfall | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Battle Start - Fossil Fighters: Frontier | Munchsaurus |
Alternate costumes
Gallery
Bowser idling on the Umbra Clock Tower.
Attacking Ness and Ike with Bowser Bomb on Gaur Plain.
Attacking Little Mac with his down smash on Mushroomy Kingdom.
Striking Yoshi with his up smash on Super Mario Maker.
Performing Whirling Fortress with a Spiny Shell on Palutena's Temple.
Taunting next to a Fire Flower on The Great Cave Offensive.
Jumping next to Mario and Peach on Princess Peach's Castle.
Struck by Meta Knight on Smashville.
With Simon on Hyrule Castle.
With Toon Link on Bridge of Eldin.
- BowserVictoryUltimate.jpg
Breathing fire in one of his victory poses.
Character Showcase Video
Trivia
- The pose Bowser strikes in his official artwork is similar to artwork of him for Super Mario 64 DS, Fortune Street, and Mario Party 10.
- Like in Smash 4, he was the first Melee newcomer to be confirmed.
- During the segment of the E3 2018 Nintendo Direct focusing on Bowser, Sakurai states that the size change made to his Final Smash is an allusion to the boss fight with Baby Bowser at the end of Super Mario World 2: Yoshi's Island.
- Bowser is the only fighter to be fought in a form other than their regular appearance to recruit them in World of Light.
- He is therefore the only unlockable fighter in the series who can be unlocked in such a condition.
- 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 Dark Samus, who is unlocked in the Final Battle, though she is still affiliated with Dharkon.
- 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.
- There appears to a visual glitch where Bowser's shell model is not used while under the effects of Superspicy Curry.
- There's also another glitch where if he performs a jump while equipped with a Screw Attack, he will be shown in a t-pose. This glitch has now been fixed.
- His Classic Mode is one of only three to feature a fight against a boss (in this case, Rathalos) outside of the boss round, the others being Mega Man & Hero, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, Mario and Metal Mario).
- Given that Metal Mario (after defeating normal Mario) is his final opponent, Bowser is one of only two characters whose final round consists of a mini-boss from Super Smash Bros.'s original 1P game, with the other being Jigglypuff, who faces a Giant Donkey Kong for its own Classic Mode route.