Editing Bowser (SSB4)/Down smash

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:


==Overview==
==Overview==
Bowser retreats into his shell and spins around, hitting opponents up to seven times with his spikes. It has decent startup (frame 10), deals 16% total damage and all hits cover both of Bowser's sides, making it useful for getting many opponents off him at a time or catching [[roll]]s. It also possesses decent power, KOing near the edge at around 95% uncharged. However, the move bears a noticeable weakness in its ending lag (40 frames), and small characters can potentially escape out of the move at high percentages with [[SDI]] due to only the first hit having set knockback. This property also makes its KO ability inconsistent, as the opponent might be dragged behind Bowser before the last hit and thus be launched in the opposite direction, and the move is significantly easier to survive in said situation, not KOing until around 140% from center stage. Moreover, [[Whirling Fortress]] is usually favored as an anti-pressure option due to coming out faster (on frame 6), being usable both out of a [[dash]] and [[out of shield]], and allowing Bowser to move horizontally, while he has safer and more consistent finishers in his [[aerial attack]]s (especially when comboed into from an {{mvsub|Bowser|SSB4|up throw}}) and [[Flying Slam]]. Due to this, Bowser's down smash is more of a situational move.
Bowser retreats into his shell and spins around, hitting opponents up to seven times his spikes. It has decent startup (frame 10), deals 16% total damage and all hits cover both of Bowser's sides, making it useful for getting many opponents off him at a time or catching [[roll]]s. It also possesses decent power, KOing near the edge at around 95% uncharged. However, the move bears a noticeable weakness in its ending lag (40 frames), and small characters can potentially escape out of the move at high percentages with [[SDI]] due to only the first hit having set knockback. This property also makes its KO ability inconsistent, as the opponent might be dragged behind Bowser before the last hit and thus be launched in the opposite direction, and the move is significantly easier to survive in said situation, not KOing until around 140% from center stage. Moreover, [[Whirling Fortress]] is usually favored as an anti-pressure option due to coming out faster (on frame 6), being usable both out of a [[dash]] and [[out of shield]], and allowing Bowser to move horizontally, while he has safer and more consistent finishers in his [[aerial attack]]s (especially when comboed into from an {{mvsub|Bowser|SSB4|up throw}}) and [[Flying Slam]]. Due to this, Bowser's down smash is more of a situational move.


==Update history==
==Update history==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)