Bowser (SSBU): Difference between revisions

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|ssbgame3 = SSB4
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|availability = [[Unlockable character|Unlockable]]
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|tier = C+
|ranking = 59
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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]]'', along with additional new, less bestial-sounding clips, instead of using his voice actor, Kenny James.
Bowser retains the realistic roar voice clips that he had in ''[[Super Smash Bros. 4]]'', rather than using his voice actor from the ''Mario'' series, Kenny James.
 
Bowser is ranked 59th out of 82 on the tier list, placing him in the C+ tier. This is a noticeable drop from his placement in ''SSB4'', where he was ranked 24th out of 54.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Bowser, as per tradition, is a [[Weight|super heavyweight]] and the heaviest character in the game. This is reflected by some of his attributes, which fit in the mold of his archetype: he has a slow [[walk]]ing speed (the 16th slowest in the game), very quick [[falling speed|falling]] and [[Fast-Falling|fast falling]] speeds (tied with {{SSBU|Bayonetta}} for the 19th fastest), slow [[air acceleration]], high [[gravity]], and immensely powerful attacks. However, Bowser sports otherwise excellent mobility, as his [[air speed]] is well above average (tied with {{SSBU|Sheik}}, {{SSBU|Duck Hunt}}, {{SSBU|Lucas}}, {{SSBU|Cloud}}, and {{SSBU|Mega Man}} as the 21st fastest in the game), his initial dash is extremely quick, and he also boasts a surprisingly fast [[dash]]ing speed (the 22nd fastest in the game) that surpasses most of his fellow heavyweights, even outrunning characters such as {{SSBU|Marth}}, {{SSBU|Inkling}}, {{SSBU|Toon Link}} and {{SSBU|Pichu}}. Due to his above average dashing speed and initial dash, Bowser sports a respectable [[dash-dance]].
Bowser, as per tradition, is a [[Weight|super heavyweight]] and the heaviest character in the game. This is reflected by some of his attributes, which fit in the mold of his archetype: he has a slow [[walk]]ing speed (16th slowest in the game), very quick [[falling speed|falling]] and [[fast-fall]]ing speeds (tied with {{SSBU|Bayonetta}} for the 19th fastest), slow [[air acceleration]], high [[gravity]], and immensely powerful attacks. However, Bowser sports otherwise excellent mobility, as his [[air speed]] is well above average (tied with {{SSBU|Sheik}}, {{SSBU|Duck Hunt}}, {{SSBU|Lucas}}, {{SSBU|Cloud}}, and {{SSBU|Mega Man}} as the 20th fastest in the game), his initial dash is extremely quick, and he also boasts a surprisingly fast [[dash]]ing speed (the 22nd fastest in the game) that surpasses most of his fellow heavyweights, even outrunning characters such as {{SSBU|Marth}}, {{SSBU|Inkling}}, {{SSBU|Toon Link}}, and {{SSBU|Pichu}}. Due to his above average dashing speed and initial dash, Bowser sports a respectable [[dash-dance]].


Unsurprisingly, Bowser's most notable trait is his impressive endurance, being among the best in the game. His extreme weight makes him very difficult to launch and KO, while his fast falling speed and high gravity let him stay glued to the ground. Bolstering his endurance is his varied forms of [[armor]]; Bowser has damage-based percentage armor on the startup of all his tilts and smash attacks. Unique to Bowser is also an attribute called "[[Tough Guy]]," which is constantly active knockback-based 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. Supplementing Bowser's endurance is the immense damage and power his moveset provides, as all of his moves deal high damage, and most of them have KO potential. [[Rage]] further helps Bowser, as he can easily take advantage of being at KO percentage to easily turn the tables on the opponent should they make one single error.
Unsurprisingly, Bowser's most notable trait is his impressive endurance, being among the best in the game. His extreme weight makes him very difficult to launch and KO, while his fast falling speed and high gravity make it trivial to stay grounded. Bolstering his endurance is his varied forms of [[armor]]; Bowser has damage-based percentage armor on the startup of all his tilts and smash attacks. Bowser also has an attribute called "[[Tough Guy]]," which is constantly active knockback-based 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. Supplementing Bowser's endurance is the immense damage and power his moveset provides, as all of his moves deal high damage, and most of them have KO potential. [[Rage]] further helps Bowser, as he can easily take advantage of being at KO percentage to easily turn the tables on the opponent should they make one single error.


Bowser's grounded game has numerous merits, thanks to the combination of his damage-based armor, the damage and power it boasts, and its speed all around. All of his tilt attacks render his limbs [[Intangibility|intangible]] during their active hitboxes, which makes them pseudo-disjointed, while some of his smash attacks give his body parts [[invincibility]]. These traits further aid Bowser in spacing or beating out attacks, which can lead to very hard punishes. [[Forward tilt]] is decently fast and very powerful, able to KO before 150% and even earlier at the edge. It can be angled and, when angled down, can 2-frame punish certain recovery moves. [[Up tilt]] has very good coverage all around Bowser and is not only his most powerful tilt attack but one of the strongest up tilts in the game, killing middleweights below 125%. [[Forward smash]], while being his slowest smash attack, is the second strongest in the game (killing at around 60% from center stage uncharged) and renders his legs invincible, allowing it to outprioritize other moves. [[Up smash]] is fast relative to its power (coming out on frame 16 while being the strongest up smash in the game when sweetspotted), has invincibility on his entire shell and a hitbox on landing that provides safety, making it an excellent anti-air option. [[Down smash]] is Bowser's fastest smash attack, coming out on frame 12, being especially fast for its power as well (being able to KO around 70% at the edge of a stage) and hits both sides, making it an ideal punish option out of a perfect shield, despite its very high ending lag.
Bowser's grounded game has numerous merits, thanks to the combination of his damage-based armor, the damage and power it boasts, and its speed all around. All of his tilt attacks render his limbs [[Intangibility|intangible]] during their active hitboxes, which makes them pseudo-disjointed, while some of his smash attacks give his body parts [[invincibility]]. These traits further aid Bowser in spacing or beating out attacks, which can lead to very hard punishes. [[Forward tilt]] is decently fast and very powerful, able to KO before 150% and even earlier at the edge. It can be angled and, when angled down, can 2-frame punish most recovery moves. [[Up tilt]] has very good coverage all around Bowser and is not only his most powerful tilt attack but one of the strongest up tilts in the game, killing middleweights below 125%. [[Forward smash]], while being his slowest smash attack, is the second strongest in the game (killing at around 60% from center stage uncharged) and renders his legs invincible, allowing it to outprioritize other moves. [[Up smash]] is fast relative to its power (coming out on frame 16 while being the strongest up smash in the game when sweetspotted), has invincibility on his entire shell and a hitbox on landing that provides safety, making it an excellent anti-air option. [[Down smash]] is Bowser's fastest smash attack, coming out on frame 12, being especially fast for its power as well (being able to KO around 70% at the edge of a stage) and hits both sides, making it an ideal punish option out of a perfect shield, despite its very high ending lag.


His aerial moveset also has useful options. [[Forward aerial]] is considered his best one, as it has relatively average landing lag alongside above average damage and knockback (which allows it to KO below 115% from the edge), great range with good coverage above and below him (comparable to swordfighters with similar "frontal slash" moves), and can combo on landing. [[Back aerial]] deals great damage and has extremely high knockback scaling (killing at around 100% from center stage and as early as 60% by the edge), and is very fast for an aerial of its caliber. Both aerials also autocancel in a short hop, making them good coverage options at the edge, and their power also makes them terrific [[edgeguarding]] options. [[Neutral aerial]] deals a ton of damage if all of its hits connect (although this is very difficult to accomplish), being the second most damaging aerial attack in the entire game, and using it to land gives it combo potential and KO setups at high percentages. Finally, [[up aerial]] renders Bowser's head intangible and is a fairly useful vertical kill move due to its high damage output and knockback, although it is typically situational given its short range.
His aerial moveset also has useful options. [[Forward aerial]] is considered his best one, as it has relatively average landing lag alongside above average damage and knockback (which allows it to KO below 115% from the edge), great range with good coverage above and below him (comparable to swordfighters with similar "frontal slash" moves), and can combo on landing. [[Back aerial]] deals great damage and has extremely high knockback scaling (killing at around 100% from center stage and as early as 60% by the edge), and is very fast for an aerial of its caliber. Both aerials autocancel in a short hop, making them good coverage options at the edge, and their power also makes them terrific [[edgeguarding]] options. [[Neutral aerial]] deals massive damage if all of its hits connect (although this is very difficult to accomplish), being the second most damaging aerial attack in the entire game, and using it while landing gives it combo potential and KO setups at high percentages. Finally, [[up aerial]] renders Bowser's head intangible and is a fairly useful vertical kill move due to its high damage output and knockback, although it is typically situational given its short range.


Bowser's grab game is also rather versatile, thanks to its combination of damage and utility. While his grab is rather slow, it is among the longest reaching non-tether grabs in the game. His [[forward throw|forward]] and [[back throw]]s serve a similar purpose as kill throws; both are among the strongest in the game. [[Up throw]] can be somewhat unreliable as a combo throw, but if the opponent's DI is read correctly, it can lead to extremely damaging combos at low to medium-high percentages. Finally, his [[down throw]] is the third most damaging throw in the entire game, but due to its lack of KO potential, it is mostly used to refresh other moves and put the opponent in an unfavorable position offstage.
Bowser's grab game is also rather versatile, thanks to its combination of damage and utility. While his grab is rather slow, it is among the longest reaching non-tether grabs in the game. His [[forward throw|forward]] and [[back throw]]s serve a similar purpose as kill throws; both are among the strongest in the game. [[Up throw]] is a useful combo throw which can lead to extremely damaging combos at low to medium-high percentages. Finally, his [[down throw]] is the third most damaging throw in the entire game, but due to its lack of KO potential, it is mostly used to refresh other moves and put the opponent in an unfavorable position offstage.


His special moveset commands a balance of both raw damage racking and kill options, all of which are versatile. On one hand, in terms of damage racking, [[Fire Breath]] is Bowser's "projectile" move, spewing flames that peter over time but recharge when Bowser's not using the move. The flames deal massive damage and shieldstun, and unlike other projectiles, don't deal negative shield damage, so the move will always deal full damage to shields. When angled correctly, it can also hit ledge hanging characters and even 2-frame punish certain recoveries, making it a good edgeguarding tool, although it can be countered if he's too close to the ledge. At maximum range, the flames don't cause opponents to flinch, which allows Bowser with a very dangerous damage racking option that won't break an opponent's dazed state (similar to {{SSBU|Piranha Plant}}'s Poison Breath or {{SSBU|Fox}}'s Blaster). His up special, [[Whirling Fortress]], is Bowser's fastest attack at frame 6 on the ground; combined with its multi-hit nature, this makes it an effective "get-off-me" and [[out of shield]] option. In the air, it is Bowser's primary recovery move, traveling below average vertical distance but above average horizontal distance, and has decent KO potential in the air. On the other hand, in terms of kill options, [[Flying Slam]] is the fastest command grab in the game (and tied with Whirling Fortress as Bowser's fastest attack at frame 6), and has incredible power if it grabs an opponent, killing around 120%, or earlier if he has rage. Since he leaps a high distance in the air, he can land on platforms, which can put him at a much more advantageous position and KO opponents even earlier. It can also be [[B-reverse]]d, allowing Bowser to bypass shields unexpectedly, even in midair. [[Bowser Bomb]] deals very high vertical knockback and can even [[meteor smash]] at the start of his descent; it also deals extreme shield damage, allowing it to break a full shield if properly landed. These two moves, combined with Bowser's fantastic damage output, allows him to play [[mindgame]]s with the opponent's shield.
His special moveset commands a balance of both raw damage racking and kill options, all of which are versatile. On one hand, in terms of damage racking, [[Fire Breath]] is Bowser's "projectile" move, spewing flames that peter over time but recharge when the move is not in use. The flames deal massive damage and shieldstun, and unlike other projectiles, don't deal negative shield damage, so the move will always deal full damage to shields. When angled correctly, it can also hit ledge hanging characters and even 2-frame punish many recoveries, making it a good edgeguarding tool, although it can be countered if Bowser is too close to the ledge. At maximum range, the flames don't cause opponents to flinch, which allows Bowser a very dangerous damage racking option that won't break an opponent's dazed state (similar to {{SSBU|Piranha Plant}}'s Poison Breath or {{SSBU|Fox}}'s Blaster), allowing him to KO opponents as early as 0% if he successfully breaks their [[shield]]. His up special, [[Whirling Fortress]], is Bowser's fastest attack at frame 6 on the ground; combined with its multi-hit nature and considerable horizontal mobility, this makes it an effective "get-off-me" and [[out of shield]] option. In the air, it is Bowser's primary recovery move, traveling decent vertical distance and massive horizontal distance, and has decent KO potential to boot. On the other hand, in terms of kill options, [[Flying Slam]] is the fastest command grab in the game (and tied with Whirling Fortress as Bowser's fastest attack at frame 6), and has incredible power if it grabs an opponent, killing around 120%, or earlier if he has rage. Since he leaps a high distance in the air, he can land on platforms, which can put him at a much more advantageous position and KO opponents even earlier. It can also be [[B-reverse]]d, allowing Bowser to bypass shields unexpectedly, even in midair. [[Bowser Bomb]] deals fantastic vertical knockback and can even [[meteor smash]] at the start of its descent; it also deals extreme shield damage, allowing it to break a full shield if properly landed. These two moves, combined with Bowser's fantastic damage output, allows him to play [[mindgame]]s with the opponent's shield.


Thanks to his great damage output, once Bowser has gained the advantage, his abundance of options for racking up damage allows Bowser to put the opponent at a gradually worse and worse position before sealing a stock. Unlike previous incarnations, Bowser also doesn't waver in terms of mobility, which means that, if the opponent is at a disadvantage, he can close in on the distance to his opponent, read their options and mantain the advantage. His consistent {{h2|shield|shield breaking}} prowess, with several moves at his disposal being able to heavily dent shields, means that if the opponent chooses the incorrect defensive option, they can be put in an even worse position, since his moveset is also full of kill options, most notably his forward smash.
Thanks to his great damage output, once Bowser has gained the advantage, his abundance of options for racking up damage allows Bowser to put the opponent at a gradually worse and worse position before sealing a stock. Unlike previous incarnations, Bowser also doesn't waver in terms of mobility, which means that, if the opponent is at a disadvantage, he can close in on the distance to his opponent, read their options and mantain the advantage. His consistent {{h2|shield|shield breaking}} prowess, with several moves at his disposal being able to heavily dent shields, means that if the opponent chooses the incorrect defensive option, they can be put in an even worse position, since his moveset is also full of kill options, most notably his forward smash.


However, Bowser has noticeable flaws. Despite his excellent options to rack up damage, his frame data is below average overall, which means that faster opponents can beat Bowser to the punch, and he is susceptible to being punished if his attacks are whiffed, shielded, or dodged. This ties in with Bowser's biggest weakness, which is his great vulnerability to heavy pressure of any kind. Bowser's combination of extremely high weight, large hurtboxes, fast falling speed, and high gravity makes him an all-you-can-eat buffet for combos, and as such, characters like {{SSBU|Captain Falcon}}, {{SSBU|Mario}}, {{SSBU|Pikachu}}, and {{SSBU|Terry}} can easily combo him for large amounts of damage if he makes one small mistake. His below average frame data also results in an inability to effectively break out of combos. Although Bowser has remarkable range, his is mostly melee-based, so characters with weapons that grant them disjointed reach (like {{SSBU|Lucina}}, {{SSBU|Link}} and {{SSBU|Shulk}}) can prove to be difficult for him to overcome, especially if they're able to space their moves well. As Bowser essentially lacks a projectile (due to Fire Breath's range being short and strict to Bowser's frame), he can also have difficulty at approaching characters with strong zoning games, like {{SSBU|Min Min}}, {{SSBU|Samus}} and Toon Link, especially since their melee range also tends to be comparable to his. The latter two methods of pressure also give Bowser trouble at approaching properly.
However, in spite of his potent strengths, Bowser is not without his drawbacks. Despite his excellent options to rack up damage, his frame data is below average overall, which means that faster opponents can beat Bowser to the punch, and he is susceptible to being punished if his attacks are whiffed, shielded, or dodged. This ties in with Bowser's biggest weakness, which is his great vulnerability to heavy pressure of any kind. Bowser's combination of extremely high weight, large hurtboxes, fast falling speed, and high gravity makes him exceptionally susceptible to combos, and as such, characters like {{SSBU|Captain Falcon}}, {{SSBU|Mario}}, {{SSBU|Pikachu}}, and {{SSBU|Ryu}} can easily punish and combo him for large amounts of damage if he makes a single mistake. His below average frame data and frame 4 [[air dodge]] also results in an inability to effectively break out of combos. Although Bowser has remarkable range, his is mostly melee-based, so characters with weapons that grant them disjointed reach (like {{SSBU|Marth}}, {{SSBU|Cloud}}, and {{SSBU|Shulk}}) can prove to be difficult for him to overcome, especially if they're able to space their moves efficiently. As Bowser essentially lacks a projectile (due to Fire Breath's range being short and strict to Bowser's frame), he can also have difficulty at approaching characters with strong zoning games, like {{SSBU|Min Min}}, {{SSBU|Samus}}, and Toon Link, especially since their melee range also tends to be comparable to his. The latter two methods of pressure also give Bowser trouble at properly approaching.


Landing with Bowser while he's being juggled can prove a notable issue despite his high gravity and fast falling speed, as his most notable options for landing, [[down aerial]] and Bowser Bomb, are laggy and predictable due to being [[stall-then-fall]] moves. Landing with his other aerials, although seemingly not an issue thanks to his forward aerial's range and knockback, can also prove a liability due to none of them being particularly safe on shield. His [[roll]]s are also short-distanced, and his [[tech]]s are slow and have low durations, which makes him prone to tech-chasing. Bowser's recovery, while serviceable and much better than most of the other super heavies, tends to be mediocre in practice, as it is rather slow and doesn't offer Bowser as much protection as other recovery moves would; as a result, he is particularly vulnerable to being edgeguarded, especially by counters or moves that can 2-frame. His out of shield game, despite being consistent, is nevertheless predictable due to Whirling Fortress being his most viable option out of shield; all other options can be punished or do not have the proper range to punish well-spaced moves. Moveover, his damage-based armor (on his grounded attacks) and universal knockback-based armor (from his signature Tough Guy ability) fails to compensate for all of this, as they do not compensate for his lack of medium-ranged and zoning or counterzoning options. Altogether, despite his great mobility and excellent tools to punish melee-focused options making him not as susceptible as his fellow super heavyweight contemporaries, Bowser's defensive game remains just as poor overall compared to them, due to him being so susceptible to pressure.
Landing with Bowser while he's being juggled can prove a notable issue despite his high gravity and fast falling speed, as his most notable options for landing, [[down aerial]] and Bowser Bomb, are laggy and predictable due to being [[stall-then-fall]] moves. Landing with his other aerials, although seemingly not an issue thanks to his forward aerial's range and knockback, can also prove a liability due to none of them being particularly safe on shield. His [[roll]]s are also short-distanced, and his [[tech]]s are slow and have low durations, which makes him prone to tech-chasing. Bowser's recovery, while serviceable and much better than most of the other super heavies, tends to be mediocre in practice, as it is rather slow and doesn't offer Bowser as much protection as other recovery moves would; as a result, he is particularly vulnerable to being edgeguarded, especially by counters or moves that can 2-frame. His out of shield game, despite being consistent, is nevertheless predictable due to Whirling Fortress being his most viable option out of shield; all other options can be punished or do not have the proper range to punish well-spaced moves. Moveover, his damage-based armor (on his grounded attacks) and universal knockback-based armor (from his signature Tough Guy ability) fails to compensate for all of this, as they do not compensate for his lack of medium-ranged and zoning or counterzoning options. Altogether, despite his great mobility and excellent tools to punish melee-focused options making him not as susceptible as his fellow super heavyweight contemporaries, Bowser's defensive game remains just as poor overall compared to them, due to him being so susceptible to pressure.


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 clean, 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 is agreed to be his worst special.
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 medium-ranged option can leave him zoned out and comboed easily by his opponent, leaving him with little to no room to breathe. Nevertheless, Bowser's strengths still overshadow his weaknesses by a good margin, which has caused him to be unanimously considered the best super heavyweight in the game. Although his representation and results aren't as bountiful as 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's pressure can be a terror to face.
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, though overall he is considered mid-tier by most professionals. 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 ''Smash 4'' to ''Ultimate''. Although some of his biggest strengths from the previous game have been toned down, he has nevertheless received much more improvements which drastically toned down his most severe weaknesses, and he also benefits from the new engine. As a result, Bowser has been greatly buffed overall.
Bowser has received a mix of buffs and nerfs in his transition from ''SSB4'' to ''Ultimate'', though while he has received a comparatively higher amount of improvements, some of his biggest strengths from the previous game have been toned down or removed altogether, and the new engine changes pronounce his weaknesses. As a result, Bowser has been slightly nerfed overall.


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 and damage racking abilities, despite being great, have 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 has seen several buffs to his character attributes, power, 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, [[air speed|air]], and [[falling speed]]s, 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. Bowser is even heavier, and 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 ''SSB4'', improving it in general and making his already excellent endurance better.


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 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.
Bowser's already high power was further strengthened in the transition as well (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. As for Flying Slam, it has significantly faster startup overall, now being on par with the fastest standing grabs in the game such as {{SSBU|Mario}}'s and making it the fastest command grab in the game, which heavily improves his options against shielding opponents.


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, infamous for its insane 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''.
However, despite his lower amount of nerfs, the hindrances to Bowser's grab game has been very detrimental to him. Much like {{SSBU|Donkey Kong}}, Bowser's infamous up throw, previously a fearsome combo starter with a myriad of followups and KO setups, has lost its combo potential past mid to high percentages due to its increased knockback and ending lag, removing its KO setups, and requiring precise execution to combo past mid percent. Additionally, his pivot grab, notorious for its massive range in ''SSB4'', has shorter range. The universal nerfing of grabs further compounds these hindrances, as it's now harder for Bowser to make use of his otherwise respectable grab game.


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).
Aside form the nerfs to grabs, the universal changes both help and hinder Bowser, but halt him more overall. On one hand, the ability to [[Run cancel|use any attack out of a run]] further enhances his ground game, as it gives him more reliable ways to punish the opponent due to his powerful, heavy-armored tilts and smash attacks. On the other hand, the universally decreased [[landing lag]] has improved Bowser's atrocious landing options, giving him less trouble at landing than before, which complements his now fast falling speed and streamlined jumpsquat; however, it also allows several characters to combo him with much more ease (comparable to in ''Melee''), especially due to his larger weight and faster falling speed. The changes to [[air dodge]]s, while making him slightly less susceptible to horizontal combos and general juggling since he can use one to escape, they also make him more vulnerable to [[edgeguarding]]. In bulk, these changes have improved Bowser's offense at the notable cost of his already poor disadvantage state and decent defensive game, despite the existence of [[Whirling Fortress]] as an [[out of shield]] option.


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, despite remaining slightly rare in competitive play, Bowser has earned great tournament results thanks to players such as {{Sm|LeoN}}, who has taken sets off of many notable top players in tournament play. As a result, Bowser has retained his status as a viable character in ''Ultimate'', and is universally regarded as a low high tier or upper mid character, in addition to being unanimously considered the best super heavyweight in the game.
Overall, Bowser's moveset has seen a general increase in utility, his survivability and speed were improved much further, and his incredible power was kept intact. The neutering of his combo throw has removed the ease of his highly damaging and KOing setups, removing much of the oppressive factor he had on the ground and shifting the focus on overall movement and threatening the opponent from mid range with un-reactable grabs and wide aerials to push the opponent in a corner or put them in disadvantage. These changes have made his moveset less polarized, with all-around decently effective options for different situations and a renewed affinity for quickly closing the distance between him and his opponent, moving away from his "mighty glacier" playstyle. Bowser also still retains flaws such as a heavy susceptibility to general pressure (such as combos, juggling and tech-chasing), and his changes have failed to completely alleviate the latter problem. Combined with several veterans receiving buffs just as significant as his, decidedly unimpactful changes from game updates, general optimizations to the metagame, and the introduction of powerful DLC characters, Bowser performs worse than in ''SSB4'', being slightly worse relative to the cast.


{{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.
*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 this, it is almost always 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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|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=7%
|neutral2dmg=7%
|neutraldesc=Performs a palm thrust, then a straight punch. While somewhat slow for a neutral attack, its low endlag makes it safer on shield than most other neutral attacks. Bowser's arms each have [[intangibility]] (frames 7 and 8, and frames 9-11, respectively). Unlike most neutral attacks, Bowser's has enough knockback to become a reliable KO move at high percentages.
|neutraldesc=Performs a palm thrust, then a straight punch. While somewhat slow for a neutral attack, its low endlag makes it safer on shield than most others. Bowser's arms each have [[intangibility]] (frames 7 and 8, and frames 9-11, respectively). Unlike most neutral attacks, Bowser's has enough knockback to become a reliable KO move at high percentages.
|ftiltname=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}})
|ftiltname=Koopa Back Fist ({{ja|クッパ裏拳|Kuppa Uraken}})
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=Does a backhanded punch forwards. The punch may be angled up or down, but doing so does not affect damage or knockback.  Has damaged-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can very reliably 2-frame most recoveries, and can KO most characters at around 90%.
|ftiltdesc=Does a backhanded punch forwards. The punch may be angled up or down, but doing so does not affect damage or knockback.  Has damage-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can very reliably 2-frame most recoveries, and can KO most characters at around 90%.
|utiltname=Ceiling Scratch ({{ja|天井ひっかき|Tenjō Hikkaki}})
|utiltname=Ceiling Scratch ({{ja|天井ひっかき|Tenjō Hikkaki}})
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=Does a 180-degree overhead arcing claw swipe. It comes with wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air and back air. The attack will almost always send the opponent directly above Bowser. It also boasts a respectable amount of kill power, being one of the strongest up tilts in the game and KOing at around 120%. Has damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup lag, coming out on frame 11.
|utiltdesc=Does a 180-degree overhead arcing claw swipe. It comes with wide range and average ending lag, allowing it to 50/50 combo into itself at low percents. At slightly higher percents, it can lead into neutral air and back air. The attack will almost always send the opponent directly above Bowser. It also boasts a respectable amount of kill power, being one of the strongest up tilts in the game and KOing at around 120%. Has damage-based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup lag, coming out on frame 11.
|dtiltname=Spoiled Brat Punch ({{ja|だだっ子パンチ|Dadakko Panchi}})
|dtiltname=Spoiled Brat Punch ({{ja|だだっ子パンチ|Dadakko Panchi}})
|dtiltdmg=7% (hit 1),<br>8% (hit 2)
|dtiltdmg=7% (hit 1),<br>8% (hit 2)
|dtiltdesc=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.
|dtiltdesc=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 damage-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.
|dashname=Jumping Kick ({{ja|ジャンピングキック|Janpingu Kikku}})
|dashname=Jumping Kick ({{ja|ジャンピングキック|Janpingu Kikku}})
|dashdmg=12% (clean),<br>10% (late)
|dashdmg=12% (clean),<br>10% (late)
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|fsmashname=Megaton Drop Kick ({{ja|メガトンドロップキック|Megaton Doroppu Kikku}})
|fsmashname=Megaton Drop Kick ({{ja|メガトンドロップキック|Megaton Doroppu Kikku}})
|fsmashdmg={{ChargedSmashDmgSSBU|23}} (clean feet),<br>{{ChargedSmashDmgSSBU|20}} (clean body),<br>{{ChargedSmashDmgSSBU|17}} (late feet),<br>{{ChargedSmashDmgSSBU|14}} (late body)
|fsmashdmg={{ChargedSmashDmgSSBU|23}} (clean feet),<br>{{ChargedSmashDmgSSBU|20}} (clean body),<br>{{ChargedSmashDmgSSBU|17}} (late feet),<br>{{ChargedSmashDmgSSBU|14}} (late body)
|fsmashdesc=Does a powerful 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. It is tied with {{SSBU|Kazuya}}'s forward smash as the second strongest in the game, as it can KO opponents at 56% 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.
|fsmashdesc=Does a powerful 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 damage-based armor (frames 17-21), and the clean hitboxes render Bowser's feet [[invincible]] (20-25), whereas its late hitboxes have anti-rebounding priority. It is tied with {{SSBU|Kazuya}}'s forward smash as the third strongest in the game, as it can KO opponents at 56% from center stage. However, due to coming out on frame 22 and having 43 frames of ending lag, it's very punishable if whiffed or shielded.
|usmashname=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}})
|usmashname=Rising Spike ({{ja|ライジングスパイク|Raijingu Supaiku}})
|usmashdmg={{ChargedSmashDmgSSBU|22}} (spikes),<br>{{ChargedSmashDmgSSBU|16}} (sides), <br>{{ChargedSmashDmgSSBU|12}} (landing)
|usmashdmg={{ChargedSmashDmgSSBU|22}} (spikes),<br>{{ChargedSmashDmgSSBU|16}} (sides), <br>{{ChargedSmashDmgSSBU|12}} (landing)
|usmashdesc=Jumps to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's shell spikes, while other opponents get hit by the sourspots on his head and tail or the landing hitbox instead. The sweetspot KOs at around 80% uncharged, making it the strongest up smash in the game. 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.
|usmashdesc=Jumps to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's shell spikes, while other opponents get hit by the sourspots on his head and tail or the landing hitbox instead. The sweetspot KOs at around 80% uncharged, making it the strongest up smash in the game. Grants damage-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.
|dsmashname=Rampage Scratch ({{ja|あばれひっかき|Abare Hikkaki}})
|dsmashname=Rampage Scratch ({{ja|あばれひっかき|Abare Hikkaki}})
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1),<br>{{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1),<br>{{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdesc=Does two grounded claw swipes, hitting opponents in front of him, then behind him, similarly to {{SSBU|Wolf}}'s down smash. 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, although it has extremely high ending lag, so it is punishable.
|dsmashdesc=Does two grounded claw swipes, hitting opponents in front of him, then behind him. Active on frame 12, making it Bowser’s fastest smash attack. It's also among the strongest down smashes in the game; the front hit deals slightly more damage than the back hit, though they both do about the same knockback. Grants damage-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, although it has extremely high ending lag, so it's punishable.
|nairname=Koopa Wheel ({{ja|クッパホイール|Kuppa Hoīru}})
|nairname=Koopa Wheel ({{ja|クッパホイール|Kuppa Hoīru}})
|nairdmg={{ShortHopDmgSSBU|6}} (hits 1-4)
|nairdmg={{ShortHopDmgSSBU|6}} (hits 1-4)
|nairdesc=An aerial cartwheel. While it is difficult to connect all 4 hits, 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 can combo into up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has noticeable landing lag (15 frames) and cannot auto-cancel in a short hop.
|nairdesc=An aerial cartwheel. While it is difficult to connect all 4 hits, 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 can combo into up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling, and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has noticeable landing lag (15 frames) and doesn't auto-cancel in a short hop.
|fairname=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}})
|fairname=Jump Scratch ({{ja|ジャンプひっかき|Janpu Hikkaki}})
|fairdmg={{ShortHopDmgSSBU|13}} (hand),<br>{{ShortHopDmgSSBU|12}} (arm),<br>{{ShortHopDmgSSBU|11}} (body)
|fairdmg={{ShortHopDmgSSBU|13}} (hand),<br>{{ShortHopDmgSSBU|12}} (arm),<br>{{ShortHopDmgSSBU|11}} (body)
|fairdesc=Swipes downward with one claw. It has fairly quick start-up (frame 11), a respectable damage output, can pseudo-wall of pain with [[Whirling Fortress]] as a finisher, and has great range, as it can even hit opponents below him. It can also auto-cancel in a short hop. Altogether, these traits make for arguably Bowser's most versatile aerial.
|fairdesc=Swipes downward with one claw. It has fairly quick start-up (frame 11), a respectable damage output and knockback, can pseudo-wall of pain with [[Whirling Fortress]] as a finisher, and has great range, as it can even hit opponents below him. It can also auto-cancel in a short hop. Altogether, these traits make for arguably Bowser's most versatile aerial.
|bairname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|bairname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|bairdmg={{ShortHopDmgSSBU|19}}
|bairdmg={{ShortHopDmgSSBU|19}}
|bairdesc=A dropkick. It is very powerful, one of the strongest of its type in the game, 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 incurs a respectable amount of landing lag (24 frames), making it risky to use when close to the ground. Active on frame 9.
|bairdesc=A dropkick. It's incredibly powerful, one of the strongest of its type in the game, as it can either KO around 100% from center-stage and as low as 60% at the edge, although it doesn't have much vertical range. It can [[auto-cancel]] in a short hop, making it somewhat safe when retreating. However, it has the most landing lag out of any back aerial in the game (24 frames), making it risky to use when close to the ground. Active on frame 9 to 11. Despite its kill power and quick startup, its hitbox is lackluster, and Bowser's hurtbox extends beyond the actual hitbox of the move at its startup, making it susceptible to fail against disjointed aerials.
|uairname=Heading ({{ja|ヘディング|Hedingu}})
|uairname=Heading ({{ja|ヘディング|Hedingu}})
|uairdmg={{ShortHopDmgSSBU|15}}
|uairdmg={{ShortHopDmgSSBU|15}}
|uairdesc=An upwards arcing headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, thus being one of the strongest up aerials in the game. Grants intangibility to his head (frames 3-13), which, when combined with its quick startup (frame 9) and its power, makes it an effective juggling tool.
|uairdesc=An upwards arcing headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, thus being among the strongest up aerials in the game. Grants intangibility to his head (frames 3-13), which, when combined with its quick startup (frame 9) and its power, makes it an effective juggling tool. However, it can be difficult to properly use because of its mediocre general range.
|dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}})
|dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}})
|dairdmg={{ShortHopDmgSSBU|16}} (spikes),<br>{{ShortHopDmgSSBU|2}} (shockwave)
|dairdmg={{ShortHopDmgSSBU|16}} (spikes),<br>{{ShortHopDmgSSBU|2}} (shockwave)
|dairdesc=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, make 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).
|dairdesc=A [[stall-then-fall]] attack that involves Bowser retreating into his shell while turning upside-down, then propelling himself towards the ground while spinning. The first few active frames being able to [[meteor smash]] opponents, in combination with the move's large hitbox and powerful diagonal knockback during the later active frames, make 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]] due to its high ending lag and his fast falling speed. Bowser will hover in the air for a brief period before the active frames begin, allowing this move to stall his landing. Grants intangibility on his arms and legs in midair (frames 14-60) and upon landing (frames 1-27). Resembles an attack used by Spinies and Buzzy Beetles where they withdraw into their shell and drop from the ceiling.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Bowser’s grab range is above average, especially for having non-tether grabs. However, his grabs are rather slow.
|grabdesc=Reaches out. Bowser’s grabs have very good reach for being non-tether grabs. However, his grabs are not the fastest.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=Headbutts the opponent.
|pummeldesc=Headbutts the opponent. A slow but powerful pummel.
|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. Not counting the back, up, or down variations of {{SSBU|Donkey Kong}}'s forward throw, it is one of the strongest forward throws in the game. 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]]. As well, its launch angle is poor for KOing, doing so at about 150%.
|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 second strongest forward throw in the game only after {{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 easy to [[DI]] on reaction. Additionally, its launch angle is somewhat poor for KO'ing, 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%
|bthrowdesc=Throws the opponent backwards in a sideways motion with one arm, akin to Donkey Kong's regular back throw. It has the exact same damage output and knockback values as his forward throw, which makes it a viable kill move around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw, and thus making it more consistent and harder to DI.
|bthrowdesc=Throws the opponent backwards in a sideways motion with one arm, akin to {{SSBU|Donkey Kong}}'s regular back throw. It has the exact same damage output and knockback values as his forward throw, which makes it a viable kill move around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw, thus making it more consistent and harder to DI.
|uthrowname=Fresh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}})
|uthrowname=Fresh Mixer ({{ja|フレッシュミキサー|Furessu Mikisā}})
|uthrowdmg=0.5% (hits 1-7),<br>2% (hit 8),<br>4% (hit 9)<br>2% (throw)
|uthrowdmg=0.5% (hits 1-7),<br>2% (hit 8),<br>4% (hit 9)<br>2% (throw)
|uthrowdesc=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 to launch the opponent upwards. Can combo into forward or up aerial at low percents. Furthermore, the latter becomes a 50/50 KO setup at high percentages.
|uthrowdesc=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 to launch the opponent upwards. Can combo into forward, neutral, and up aerials at low percents.
|dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}})
|dthrowname=Heavy Press ({{ja|ヘビープレス|Hebī Puresu}})
|dthrowdmg=10% (hit 1),<br>4% (throw)
|dthrowdmg=10% (hit 1),<br>4% (throw)
|dthrowdesc=Places the opponent on the ground and body slams them. It deals 14%, making it among the most damaging throws in the game. 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.
|dthrowdesc=Places the opponent on the ground and body slams them. It deals 14%, making it the third most damaging throw in the entire game only after {{SSBU|Steve}}'s down throw with an Anvil and {{SSBU|King K. Rool}}'s up throw. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. However, its high damage and base knockback make it a good mix-up and an option to send opponents offstage.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 160: Line 164:
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|edgedesc=Bowser slowly climbs up from the ledge and then swipes at the ground in front of him. It has by far the longest reach out of any edge attack.
|edgedesc=Bowser slowly climbs up from the ledge and then swipes at the ground in front of him. It has the longest reach out of any edge attack.
|nsname=Fire Breath
|nsname=Fire Breath
|nsdmg=1.8% (loop)
|nsdmg=1.8% (loop)
|nsdesc=[[mariowiki:Fire Breath|Expels a stream of fire from his mouth]]. It gradually loses strength and range the longer it is used, but it will slowly regain its strength when not in use. It can be angled up or down, which can potentially gimp recovering opponents, although the flames at the very end of the stream do not cause [[flinch]]ing. It deals notoriously high damage; at close ranges it can potentially deal over 30% in a matter of seconds.
|nsdesc=[[mariowiki:Fire Breath|Expels a stream of fire from his mouth]]. It gradually loses strength and range the longer it is used, but it will slowly regain its strength when not in use. It can be angled up or down, which can potentially intercept recovering opponents, although the flames at the very end of the stream do not cause [[flinch]]ing. It deals notoriously high damage; at close ranges it can potentially deal over 30% in a matter of seconds.
|ssname=Flying Slam
|ssname=Flying Slam
|ssdmg=18%-23.4% (throw),<br>15% (collateral)
|ssdmg=18%-23.4% (throw),<br>15% (collateral)
|ssdesc=Grabs an opponent and then jumps with them into the air and backflips before [[Wikipedia:Suplex#Belly-to-belly suplex|belly-to-belly suplexing]] them onto the ground, causing an aesthetic explosion. Bowser spins around dramatically during the descent. It has a quick frame 6 startup and does strong vertical knockback that can KO at 130%, making it a deadly mixup tool in the air. However, it is very susceptible to DI giving it somewhat mediocre KO power if used too far from the edge of the stage. The move also has a massive 46 frames of endlag on whiff, making it very punishable. The suplex can hit other opponents on the descent for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential [[sacrificial KO]], although this becomes more difficult to do if Bowser has a higher percent, and 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. The move deals more damage based on fall distance, following the formula <code>18×(1+0.003d)</code> where <code>d = landing height - grab height</code>, maxing out at 100 units (18×1.3)&mdash;roughly the distance from [[Temple]]'s highest platform to the ground below it.
|ssdesc=Grabs an opponent and then jumps with them into the air and backflips before [[Wikipedia:Suplex#Belly-to-belly suplex|belly-to-belly suplexing]] them onto the ground, causing an aesthetic explosion. Bowser spins around dramatically during the descent. It has a quick frame 6 startup and does strong vertical knockback that can KO at 130%, making it a deadly mixup tool in the air. However, it is very susceptible to DI giving it somewhat mediocre KO power if used too far from the edge of the stage. The move also has a massive 46 frames of endlag on whiff, making it extremely punishable. The suplex can hit other opponents on the descent for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential [[sacrificial KO]], although this becomes more difficult to do if Bowser has a higher percent, and it is possible to recover if the opponent has a long vertical recovery. The ascent grants intangibility (frames 1-23), and can launch opponents significantly far when falling, although the explosion has no hitbox. The move deals more damage based on fall distance, following the formula <code>18×(1+0.003d)</code> where <code>d = landing height - grab height</code>, maxing out at 100 units (18×1.3)&mdash;roughly the distance from [[Temple]]'s highest platform to the ground below it.
|usname=Whirling Fortress
|usname=Whirling Fortress
|usdmg=1% (grounded hits 1-7),<br>6% (grounded hit 8),<br>7% (aerial hit 1),<br>1% (aerial hits 2-11),<br>2% (aerial hit 12)
|usdmg=1% (grounded hits 1-7),<br>6% (grounded hit 8),<br>7% (aerial hit 1),<br>1% (aerial hits 2-11),<br>2% (aerial hit 12)
|usdesc=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 disadvantage. In the air, it propels Bowser diagonally upwards, travelling below average distance vertically and above average distance horizontally. The move can cover a greater distance via button mashing near the end of the move.
|usdesc=Withdraws into his shell and spins around rapidly, striking multiple times. 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 disadvantage. In the air, it propels Bowser diagonally upwards, travelling impressive distance vertically and horizontally; the move can cover a greater distance via button mashing near the end of the move.
|dsname=Bowser Bomb
|dsname=Bowser Bomb
|dsdmg=4% (headbutt),<br>20% (ground pound),<br>11% (landing)
|dsdmg=4% (headbutt),<br>20% (ground pound),<br>11% (landing)
|dsdesc=A {{s|mariowiki|Ground Pound}}. It deals immense vertical knockback to anyone hit and can KO under 100%, making it a situational, yet potent kill move. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is impossible 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. It resembles the attack he uses during his boss fight in ''Super Mario Bros. 3''.
|dsdesc=A {{s|mariowiki|Ground Pound}}. It deals immense vertical knockback to anyone hit and can KO under 100%, making it a situational, yet potent kill move. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is impossible to avoid if it connects. 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 possesses rather weak knockback in comparison to its impressive damage. It resembles the attack he uses during his boss fight in ''Super Mario Bros. 3''.
|fsname=Giga Bowser Punch
|fsname=Giga Bowser Punch
|fsdmg=40%
|fsdmg=40%
|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 K.O.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.}}
 
===Stats===
{{Attributes
|cast      = 89
|weight    = 135
|rweight    = 1
|dash      = 2.255
|rdash      = 6-10
|run        = 1.971
|rrun      = 22
|walk      = 0.901
|rwalk      = 72
|trac      = 0.104
|rtrac      = 60
|airfric    = 0.0075
|rairfric  = 67-75
|air        = 1.155
|rair      = 20-25
|baseaccel  = 0.01
|rbaseaccel = 15-87
|addaccel  = 0.7
|raddaccel  = 70-79
|gravity    = 0.125
|rgravity  = 13-14
|fall      = 1.77
|rfall      = 20-21
|ff        = 2.832
|rff        = 20-21
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 33
|rjumpheight= 39-42
|shorthop  = 15.7
|rshorthop  = 48
|djump      = 32.61
|rdjump    = 49
}}
 
===[[Announcer]] calls===
<gallery>
Bowser English Announcer SSB4-SSBU.wav|English
Bowser Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Bowser French Announcer SSBU.wav|French
Bowser French EU Announcer SSBU.wav|French (PAL)
Bowser German Announcer SSBU.wav|German
Bowser Italian Announcer SSBU.wav|Italian
Bowser Russian Announcer SSBU.wav|Russian
Bowser Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Throws his head back and swivels it in a circle while roaring.
*'''Up Taunt''': Throws his head back and swivels it in a circle while roaring.
*'''Side Taunt''': Leans forward and angrily chomps his jaws three times.
*'''Side Taunt''': Leans forward and furiously bites his jaws three times.
*'''Down Taunt''': Bounces precariously on one leg, similarly to his [[teeter]]ing animation.
*'''Down Taunt''': Bounces precariously on one leg, similarly to his [[teeter]]ing animation.
<gallery>
<gallery>
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Sways his head around and back while roaring and exhaling steam from his mouth.
*Sways his head around and back while roaring and exhaling smoke from his mouth.
*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>


Line 249: Line 302:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
===Tier placement and history===
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.


Upon the game's initial release however, Bowser was immediately viewed as viable. This was because of improvements to his power and mobility, the addition of armor to his tilts and smash attacks, and the universal changes to landing lag and jumpsquats that had toned down his greatest weakness. Unfortunately, players also took notice of the other heavyweights, such as {{SSBU|Ganondorf}} and {{SSBU|King Dedede}}, who were thought to have received superior improvements. Bowser was generally considered to be an upper mid-tier character, a very slight downturn from his low high-tier placement in ''Smash 4''.
Upon the game's initial release however, Bowser was immediately viewed as viable. This was because of improvements to his power and mobility, the addition of armor to his tilts and smash attacks, and the universal changes to landing lag and jumpsquats that had toned down his greatest weakness. Unfortunately, players also took notice of the other heavyweights, such as {{SSBU|Ganondorf}} and {{SSBU|King Dedede}}, who were thought to have received superior improvements. Bowser was generally considered to be an upper mid-tier character, a very slight downturn from his low high-tier placement in ''Smash 4''.


However, the overall perception of Bowser's viability has continuously improved as the metagame progressed. As players such as {{Sm|LeoN}}, {{Sm|HERO}}, {{Sm|King Koopa}}, {{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 big fighters. As such, Bowser is almost universally considered to be both a high-tier character and the best heavyweight in the game, making him a popular choice across all levels of play.
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. Recently, Bowser has experienced a significant downfall in results due to the buffs of some of the characters that he struggles against like {{SSBU|Diddy Kong}} and {{SSBU|Sonic}} and the introduction to the DLC characters that also give Bowser a very hard time like {{SSBU|Steve}} and {{SSBU|Kazuya}}.
 
Overall, Bowser currently sits at the 59th place out of 82 on the tier list, placing him in the C+, though he is still considered to be 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 professionals (SSBU)]]''
''See also: [[:Category:Bowser players (SSBU)]]''


*{{Sm|AT LOWES|Australia}} - The best Bowser player in Australia. Placed 5th at {{Trn|BigWinChampionship 2}}, 7th at {{Trn|Phantom 2019}}, 9th at {{Trn|Expand Gong 4}}, and 13th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|Sunny Side Up}} with wins over players such as {{Sm|Doctor A Ness}}, {{Sm|Ghost}}, and {{Sm|SebPro101}}. Currently ranked 9th on the [[Australian Power Rankings]].
*{{Sm|Hero|Japan|p=Japan}} - The best Bowser player in the world, having placed top 8 consistently at Japanese majors and has defeated players such as {{Sm|ProtoBanham}}, {{Sm|KEN}}, and {{Sm|Cosmos}}. His 2nd place finish at {{Trn|Maesuma TOP 8}} is the highest placement for a Bowser player. He is also ranked 22nd on the [[OrionRank 2022]].
*{{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|Unismash 7: Ultimate Birthday}}, 17th at {{Trn|Calyptus Cup X: Powwer Up}}, and 25th at {{Trn|Valhalla III}} with wins over players such as {{Sm|iStudying}}, {{Sm|quiK}}, and {{Sm|Tarik}}. Currently ranked 32nd on the [[European Smash Rankings]].
*{{Sm|LeoN|USA}} - The best Bowser player in the early metagame, and is still considered the best Bowser player in the United States. He has placed 4th at {{Trn|Temple: Hermès Edition}} and 9th at both {{Trn|Smash 'N' Splash 5}} and {{Trn|Shine 2019}}, and has defeated players such as {{Sm|Light|p=Connecticut}}, {{Sm|Marss}}, and {{Sm|Dabuz}}. His highest ranking was 20th on the [[OrionRank 2019]].
*{{Sm|Deluxemenu|USA}} - One of the best Bowser players in the United States. Placed 5th at {{Trn|Smashpoint}}, 7th at {{Trn|Standoff 2019}}, and 33rd at {{Trn|Glitch 7 - Minus World}} with wins over players such as {{Sm|Goblin}} and {{Sm|Pandarian}}.
*{{Sm|Lunamado|Japan}} - Plays a multitude of characters but his best results were with Bowser. He was considered the best Bowser player in Japan in the early metagame, placing 4th at {{Trn|Sumabato SP 3}}, 5th at {{Trn|Sumabato SP 5}}, and 17th at both {{Trn|Umebura SP 4}} and {{Trn|Umebura SP 7}} and has defeated players such as {{Sm|ProtoBanham}} and {{Sm|Abadango}} with Bowser.
*{{Sm|Gold|USA}} - One of the best Bowser players in the United States. Placed 1st at {{Trn|Who's Your Pappy 16}} and 17th at {{Trn|Super Smashed Fest}}, {{Trn|2GG: Nightmare on Smashville}}, and {{Trn|GENESIS 7}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Myran}}, and {{Sm|Lui$}}. Currently ranked 5th on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]].
*{{Sm|Mukuro~|Germany}} - The best Bowser player in Europe throughout the game's competitive lifespan. He is the first Bowser player to win a PGR-ranked event, doing so at the C-tier event {{Trn|Calyptus Cup Fusion}}, and has also placed 3rd at {{Trn|Smash Contest: DoKomi 2021}}, 5th at {{Trn|ICARUS 2023}}, and 17th at {{Trn|COLOSSEL 2022}} with wins over players such as {{Sm|quiK}}, {{Sm|Tarik}}, and {{Sm|Larry Lurr}}.
*{{Sm|HERO|Japan}} - One of the best Bowser players in the world. Placed 3rd at {{Trn|Maesuma TOP 6}}, 4th at {{Trn|Kagaribi 4}} and 13th at {{Trn|Kagaribi 3}} with wins over players such as {{Sm|ProtoBanham}}, {{Sm|Akakikusu}} and {{Sm|KEN}}. 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|LeoN|USA}} (#28) - The best Bowser player in the world. Placed 1st at {{Trn|2GG: Run it Back}}, 2nd at {{Trn|Defend the North 2019}}, 9th at both {{Trn|Smash 'N' Splash 5}} and {{Trn|Shine 2019}}, and 13th at {{Trn|Glitch 8 - Missingno}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Marss}}, and {{Sm|Nairo}}.  
*{{Sm|Lunamado|Japan}} - Co-mains Luigi and is one of the best Bowser players in Japan. 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 a win over {{Sm|Abadango}}. Currently ranked 50th on the [[Japan Player Rankings]].
*{{Sm|Mew2King|United States}} - Placed 9th at both {{Trn|Smashpoint}} and {{Trn|Rising Stars at EGLX 2019}}, 33rd at both {{Trn|Super Smash Con 2019}} and {{Trn|Shine 2019}}, and 49th at {{Trn|EVO 2019}} with wins over players such as {{Sm|ZD}} and {{Sm|Suarez}}.
*{{Sm|Pollo|p=Monterrey|Mexico}} - The best Bowser player in Mexico. Placed 4th at {{Trn|BIT MASTER MTY Round 4}}, 5th at {{Trn|Guerras Regias!}}, 7th at both {{Trn|BIT MASTER MTY 3rd IMPACT}} and {{Trn|BIT MASTER MTY 7}}, and 9th at {{Trn|BIT MASTER MTY 5}} with wins over players such as {{Sm|Ang}}, {{Sm|Best Taco}}, and {{Sm|Nanon}}. Currently ranked 40th on the [[Mexican Power Rankings]].


=={{SSBU|Classic Mode}}: The Red One. Every Red One!==
=={{SSBU|Classic Mode}}: The Red One. Every Red One!==
[[File:SSBU Congratulations Bowser.png|thumb|Bowser's congratulations screen.]]
[[File:SSBU Congratulations Bowser.png|thumb|Bowser's congratulations screen.]]
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.
Bowser's opponents are all wearing attire that is red (and/or use fire-based attacks), which is a reference to his mortal enemy (Mario) wearing red clothing. Bowser also fights [[Rathalos]] as the penultimate boss, who is red. The final battle is against [[Mario]], with [[Metal Mario]] appearing after Mario is defeated.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (×2), {{CharHead|Mii Gunner|SSBU|hsize=20px}}, and {{CharHead|Mii Swordfighter|SSBU|hsize=20px}}||[[Find Mii]]|||''{{SSBUMusicLink|Super Mario Bros.|Airship Theme - Super Mario Bros. 3}}''||{{SSBU|Mii Fighter}} costume combinations:
|1||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (×2), {{CharHead|Mii Gunner|SSBU|hsize=20px}}, and {{CharHead|Mii Swordfighter|SSBU|hsize=20px}}||[[Find Mii]]|||''{{SSBUMusicLink|Super Mario Bros.|Airship Theme - Super Mario Bros. 3}}''||{{SSBU|Mii Fighter}} costumes:
*Mario's Cap and Builder Mario's Outfit (Brawler)
*Builder Mario's Outfit (Brawler)
*Mario's Cap and Wild West Wear (Gunner)
*Wild West Wear (Gunner)
*Mario's Cap and Ninja Suit (Swordfighter)
*Ninja Suit (Swordfighter)
*Mario's Cap and [[Toad]] Outfit (Brawler)
*[[Toad]] Outfit (Brawler)
All the enemies wear Mario caps, for Mario's likeness.
The stage references Bowser's Castle.
|-
|-
|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}}''||
Line 288: Line 342:
|3||{{CharHead|Samus|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||
|3||{{CharHead|Samus|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||
|-
|-
|4||Giant {{CharHead|Charizard|SSBU|hsize=20px}} and Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||{{SSBU|Pokémon Trainer}} is absent from the battle. Items do not appear.
|4||Giant {{CharHead|Charizard|SSBU|hsize=20px}} and Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||Giant Charizard's {{SSBU|Pokémon Trainer}} is absent. Items do not appear.
|-
|-
|5||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''||
|5||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Stickerbush Symphony}}''||
Line 296: Line 350:
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{CharHead|Mario|SSBU|hsize=20px}}, then [[Metal Mario]]||[[New Donk City Hall]] ([[Ω form]])||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme (Band Performance) - Super Mario Bros.}}'' <small>(Against Mario)</small><br> ''{{SSBUMusicLink|Super Smash Bros.|Metal Battle}}'' <small>(Against Metal Mario)</small>||Mario transforms into Metal Mario upon defeat.
|Final||{{CharHead|Mario|SSBU|hsize=20px}}, then [[Metal Mario]]||[[New Donk City Hall]] ([[Ω form]])||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme (Band Performance) - Super Mario Bros.}}'' <small>(Against Mario)</small><br> ''{{SSBUMusicLink|Super Smash Bros.|Metal Battle}}'' <small>(Against Metal Mario)</small>||
|}
|}
Note: When fighting the Mii Fighters, they all wear Mario Caps.


[[Credits]] roll after completing Classic Mode. Completing it as Bowser has ''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Bowser has ''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' accompany the credits.
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italics 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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|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|4,400
|4,400
|[[Distant Planet]] ([[Battlefield form]])
|[[Garden of Hope]] ([[Battlefield form]])
|•Attack Power ↑<br>•Hazard: Sticky Floor
|•Attack Power ↑<br>•Hazard: Sticky Floor
|•The floor is sticky<br>•The enemy's throws have increased power<br>•The enemy has increased attack power when the enemy's at high damage
|•The floor is sticky<br>•The enemy's throws have increased power<br>•The enemy has increased attack power when the enemy's at high damage
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*Bowser is the only fighter to be fought in [[Giga Bowser|a form other than their regular appearance]] to recruit them in World of Light.
*Bowser is the only fighter to be fought in [[Giga Bowser|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.
**He is therefore the only unlockable fighter in the series who can be unlocked in such a condition.
*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, [[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 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]].
*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 {{b|The Final Battle|World of Light}}, though she is still affiliated with [[Dharkon]].
**{{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''.
**{{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]].
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*Bowser's Classic Mode is one of only four to feature a fight against a boss (in this case, Rathalos) outside of the boss round, the others being {{SSBU|Mega Man}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}}, 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).
*Bowser's Classic Mode is one of only four to feature a fight against a boss (in this case, Rathalos) outside of the boss round, the others being {{SSBU|Mega Man}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}}, 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).
*Despite also wearing primarily red clothing, King Dedede, {{SSBU|Ness}}, {{SSBU|Villager}}, and {{SSBU|Shulk}} do not appear in Bowser's Classic Mode route.
*Despite also wearing primarily red clothing, King Dedede, {{SSBU|Ness}}, {{SSBU|Villager}}, and {{SSBU|Shulk}} do not appear in Bowser's Classic Mode route.
*Interestingly, performing Bowser's down aerial on a {{b|ladder|stage element}} does not cause him to let go and fall to the ground, despite being a [[stall-then-fall]] move. He's the only character with this trait.
*Interestingly, performing Bowser's down aerial on a {{b|ladder|stage element}} does not cause him to let go and fall to the ground, despite being a [[stall-then-fall]] move. He is the only character with this trait.
*Bowser briefly reverts to his hunched-over ''Super Smash Bros. Melee/Brawl'' idle pose after his stun animation.


{{SSBUCharacters}}
{{SSBUCharacters}}