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'''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]]'', along with additional new, less bestial-sounding clips, instead of using his voice actor, Kenneth W. James. | ||
==How to unlock== | ==How to unlock== | ||
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Other weaknesses include a few of Bowser's moves either lacking proper utility or being largely outclassed by his other options. [[Neutral attack]] is Bowser's third fastest attack overall, the first hit can [[lock]] (although this is best suited for bulkier characters), and the second hit can beat spotdodge attempts; however, it is largely outclassed by his Whirling Fortress, since the latter is faster and can be used out of shield. His [[down tilt]], while being equally fast as forward tilt while dealing more damage, has less utility for 2-framing due to its weaker knockback and it is much more punishable, especially on shield. Up aerial, while powerful and relatively quick, has poor range and moderate endlag and landing lag, meaning that up tilt is normally considered a superior vertical KO option. Down aerial, while being Bowser's second strongest aerial and the third strongest meteor smash in the game when hit cleanly, has numerous weaknesses, including its slow startup, stall-then-fall nature, and extreme ending and landing lag. This means that its offstage utility is severely hampered when compared to other down aerials of its nature, such as those of {{SSBU|Mr. Game & Watch}} and {{SSBU|Sonic}}. While [[forward throw]] still has some utility due to its strong knockback, it lacks the damage output of his down throw and the quick release of his back throw, making it somewhat outclassed in terms of KO power and damage. Lastly, while his down special, Bowser Bomb, deals immense damage and is infamous for instantly breaking shields, its slow aerial startup and extreme endlag make it unsuitable for landing and it is agreed to be his worst special as a result. | Other weaknesses include a few of Bowser's moves either lacking proper utility or being largely outclassed by his other options. [[Neutral attack]] is Bowser's third fastest attack overall, the first hit can [[lock]] (although this is best suited for bulkier characters), and the second hit can beat spotdodge attempts; however, it is largely outclassed by his Whirling Fortress, since the latter is faster and can be used out of shield. His [[down tilt]], while being equally fast as forward tilt while dealing more damage, has less utility for 2-framing due to its weaker knockback and it is much more punishable, especially on shield. Up aerial, while powerful and relatively quick, has poor range and moderate endlag and landing lag, meaning that up tilt is normally considered a superior vertical KO option. Down aerial, while being Bowser's second strongest aerial and the third strongest meteor smash in the game when hit cleanly, has numerous weaknesses, including its slow startup, stall-then-fall nature, and extreme ending and landing lag. This means that its offstage utility is severely hampered when compared to other down aerials of its nature, such as those of {{SSBU|Mr. Game & Watch}} and {{SSBU|Sonic}}. While [[forward throw]] still has some utility due to its strong knockback, it lacks the damage output of his down throw and the quick release of his back throw, making it somewhat outclassed in terms of KO power and damage. Lastly, while his down special, Bowser Bomb, deals immense damage and is infamous for instantly breaking shields, its slow aerial startup and extreme endlag make it unsuitable for landing and it is agreed to be his worst special as a result. | ||
In the end, Bowser can be considered to be the "all-rounder" of super heavyweights. While his playstyle remains largely bait-and-punish oriented compared to previous incarnations of him, his attributes make him more of a "lightning bruiser" on this regard. Bowser has among the most raw damage output, highest KO power, and best shield breaking capabilities of any character, while still retaining great range and movement speed, meaning that once he gains the upper hand, it can be practically impossible to break his pressure if he continuously reacts properly. With hard-hitting and relatively laggy moves like his, Bowser is anything but a character who strings together long combos; rather, he usually just needs four or five good hits in order to rack up high amounts of damage, and eventually score KOs. Even some of Bowser's moves that have little KO potential still have some kind of utility, so even in areas where Bowser cannot outright KO, he can continue to dish out large amounts of damage in a short amount of time, and his moveset contains very well-rounded and versatile options to achieve this. However, his moveset is so lopsided for netting damage and easy KOs that he outright lacks options to properly approach or to combat heavy pressure. This means that, if Bowser makes one wrong move, he can be easily pressured as much as he can do such to the opponent, and his lack of safe and fast moves, lack of zoning and counterzoning options, and unreliable mid-ranged options can leave him zoned out and comboed easily by his opponent, leaving him with little to no room to breathe. Regardless, Bowser’s strengths outweigh his weaknesses and he is widely considered to be the best super heavyweight in the game | In the end, Bowser can be considered to be the "all-rounder" of super heavyweights. While his playstyle remains largely bait-and-punish oriented compared to previous incarnations of him, his attributes make him more of a "lightning bruiser" on this regard. Bowser has among the most raw damage output, highest KO power, and best shield breaking capabilities of any character, while still retaining great range and movement speed, meaning that once he gains the upper hand, it can be practically impossible to break his pressure if he continuously reacts properly. With hard-hitting and relatively laggy moves like his, Bowser is anything but a character who strings together long combos; rather, he usually just needs four or five good hits in order to rack up high amounts of damage, and eventually score KOs. Even some of Bowser's moves that have little KO potential still have some kind of utility, so even in areas where Bowser cannot outright KO, he can continue to dish out large amounts of damage in a short amount of time, and his moveset contains very well-rounded and versatile options to achieve this. However, his moveset is so lopsided for netting damage and easy KOs that he outright lacks options to properly approach or to combat heavy pressure. This means that, if Bowser makes one wrong move, he can be easily pressured as much as he can do such to the opponent, and his lack of safe and fast moves, lack of zoning and counterzoning options, and unreliable mid-ranged options can leave him zoned out and comboed easily by his opponent, leaving him with little to no room to breathe. Regardless, Bowser’s strengths outweigh his weaknesses and he is widely considered to be the best super heavyweight in the game. Although his representation and results have not matched those of other top and high tier characters, they have nevertheless been very respectable thanks to players such as {{Sm|LeoN}}, {{Sm|Lunamado}}, and {{Sm|DarkThunder}}, who have demonstrated that, in the right hands, Bowser can dominate opponents with his pressuring tools at high level play. | ||
==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 ''Smash 4'' to ''Ultimate''. Although some of his biggest strengths from the previous game have been toned down, he has received many improvements which alleviated some of his most severe weaknesses, and he also benefits from the new engine changes. As a result, Bowser has been buffed overall. | ||
Bowser | Among Bowser's largest buffs are to those to his character attributes, his KO potential, 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 and [[air speed|air]] and a significantly faster [[falling speed]], 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. 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 ''Smash 4'', and he also has 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 and makes his already excellent endurance better. Bowser's already high power has been made even better 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 {{SSBU|Mario}}, which heavily improves his options against shielding opponents. | ||
Bowser | Some of the universal changes have also benefitted Bowser in one way or another. The universal reduction to [[landing lag]] has significantly improved Bowser's previously atrociously unsafe landing options, as he has less trouble landing than ever before now, which is further suggested by his now very fast falling speed and streamlined jumpsquat. The ability to [[Run cancel|use any attack out of a run]] has also improved his ground game, as it gives him more reliable ways to punish the opponent due to his powerful, heavy-armored tilts and smash attacks. | ||
However, | However, Bowser has also gained a few noteworthy nerfs, with the biggest of them being to his grab game. Much like {{SSBU|Donkey Kong}}, Bowser's main nerf was to his once infamous up throw: it was previously a fearsome combo starter with a myriad of followups and KO setups, but it has lost its combo potential past middling percentages due to its increased knockback and ending lag, which in turn removes its KO setups. Additionally, his pivot grab, notorious for its massive range in ''SSB4'', has shorter range. Although Bowser's heavier weight and drastically faster falling speed make him much more resilient, it also renders him more susceptible to combos than ever before, even more so than in ''Melee''. | ||
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 dodge]]s 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]]. Something else to take note of is that Bowser still retains some flaws from the previous game, namely being heavily susceptible to general pressure, particularly to combos (as he remains a big target), zoning (due to Fire Breath’s general unreliability past mid-ranges when compared to other projectiles), juggling (as a few of his landing options remain slow and/or reactable) and tech-chasing (as his tech rolls are still slow and short-distanced). | |||
Overall, Bowser's | Overall, Bowser's new traits have given him more options for different situations, and it has also enhanced his survivability and speed even further. Additionally, 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, Bowser has a somewhat small but very dedicated playerbase, and has earned great tournament results thanks to players such as {{Sm|LeoN}}. As a result, Bowser has retained his status as a viable character in ''Ultimate'', and is generally regarded as a high tier character, in addition to being unanimously considered the best heavyweight in the game. | ||
{{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 repositioning before 2-framing, it is actually 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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|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 third strongest forward throw in the game only after {{SSBU|Charizard}} and {{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 more susceptible to [[DI]]. Additionally, its launch angle is poor for KOing, 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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|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.}} | ||
=== | ===[[Announcer]] call=== | ||
{{ | {{audio|Needs announcer calls from other languages.}} | ||
| | |||
}} | |||
<gallery> | <gallery> | ||
Bowser English Announcer SSB4-SSBU.wav|English | Bowser English Announcer SSB4-SSBU.wav|English | ||
Bowser Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese | Bowser Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese | ||
</gallery> | </gallery> | ||
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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]]== | ||
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. | ||
Overall, Bowser currently | Overall, Bowser is currently largely considered a mid to upper-mid tier character, though he is 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 professionals (SSBU)]]'' | ||
*{{Sm| | *{{Sm|DarkThunder|Germany}} - The best Bowser player in Europe. Placed 1st at both {{Trn|DreamHack Leipzig 2020}} and {{Trn|Smash Contest: DoKomi 2020}}, 3rd at {{Trn|Smash Contest: DoKomi 2021}}, 17th at {{Trn|COLOSSEL 2022}}, and 25th at {{Trn|Valhalla III}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|quiK}}, and {{Sm|Tarik}}. Currently ranked 32nd on the [[European Smash Rankings]]. | ||
*{{Sm| | *{{Sm|Hero|Japan|p=Japan}} - The best Bowser player in the world. Placed 2nd at {{Trn|Maesuma TOP 8}}, 3rd at {{Trn|Maesuma TOP 6}}, 4th at {{Trn|Kagaribi 4}}, 9th at {{Trn|Kagaribi 6}}, and 13th at {{Trn|Kagaribi 3}} with wins over players such as {{Sm|ProtoBanham}}, {{Sm|Yoshidora}}, and {{Sm|KEN}}. Currently ranked 10th on the [[Experimental Smash Player Rankings]]. Online, placed 1st at [https://smashmate.net/tournament/4882/ Tamisuma SP 258],[https://smashmate.net/tournament/5812/ Tamisuma SP 277], and [https://smashmate.net/tournament/6027/ Tamisuma SP 284]. Ranked 15th on the [https://smashmate.net/record/26/ 3rd] [[Smashmate]] SP ranking. | ||
*{{Sm| | *{{Sm|LeoN|USA}} (#28) - The best Bowser player during the early metagame, and is still one of the best Bowser players in the world. Placed 1st at {{Trn|2GG: Run it Back}}, 5th at {{Trn|Port Priority 6}}, 9th at {{Trn|Shine 2019}}, and 13th at both {{Trn|Glitch 8 - Missingno}} and {{Trn|Collision 2022}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Marss}}, and {{Sm|Nairo}}. | ||
*{{Sm| | *{{Sm|Lunamado|Japan}} - Co-mains Luigi and is one of the best Bowser players in Japan during the early metagame. Placed 1st at {{Trn|Sumabato SP 16}}, 4th at {{Trn|Sumabato SP 3}}, 5th at {{Trn|Sumabato SP 5}}, 17th at {{Trn|Sumabato SP 2}}, and 33rd at {{Trn|Umebura Japan Major 2019}} with wins over players such as {{Sm|Zackray}}, {{Sm|ProtoBanham}}, and {{Sm|Abadango}}. Currently ranked 53rd on the [[Experimental Smash Player Rankings]]. | ||
=={{SSBU|Classic Mode}}: The Red One. Every Red One!== | =={{SSBU|Classic Mode}}: The Red One. Every Red One!== | ||
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*[[Toad]] Outfit (Brawler) | *[[Toad]] Outfit (Brawler) | ||
All the enemies wear Mario caps, for Mario's likeness. | All the enemies wear Mario caps, for Mario's likeness. | ||
The stage references Bowser's | The stage likely references the stages Bowser is fought on in ''{{s|mariowiki|Super Mario 64}}''. | ||
|- | |- | ||
|2||{{CharHead|Ken|SSBU|hsize=20px}}|||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ken Stage}}''|| | |2||{{CharHead|Ken|SSBU|hsize=20px}}|||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ken Stage}}''|| | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
''Conditions in | ''Conditions in italic 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 the Final Battle, 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]]. |