Template:SSB4 to SSBU changelist/Bowser: Difference between revisions

 
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===Aesthetics===
===Aesthetics===
*{{change|Bowser sports a darker and more monotone color scheme overall, similarly to his appearances in previous installments: his skin is yellower akin to his appearance in ''[[Brawl]]'', whereas his head's and shell's green color schemes are similar to his appearance in ''[[Melee]]''. Due to the different lightning physics used in ''Ultimate'', Bowser's model also features a more subdued color scheme.  His claws are darker and more gray in color. In addition, his scales, hair, horns and spikes exhibit more subtle detailing; and his bands have visible scuffs and scratches. His pupils are also larger, and his spikes are slightly longer and thinner.}}
*{{change|Bowser sports a darker and more monotone color scheme overall, similarly to his appearances in previous installments: his skin is yellower akin to his appearance in ''[[Brawl]]'', whereas his head's and shell's green color schemes are similar to his appearance in ''[[Melee]]''. Due to the different lightning physics used in ''Ultimate'', Bowser's model also features a more subdued color scheme.  His claws are darker and more gray in color. In addition, his scales, hair, horns, and spikes exhibit more subtle detailing; and his bands have visible scuffs and scratches. His pupils are also larger, and his spikes are slightly longer and thinner.}}
*{{change|Bowser has been made more expressive than previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.}}
*{{change|Bowser has been made more expressive than in previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.}}
*{{change|Bowser makes roaring noises during his [[idle poses]] instead of remaining silent like in ''Smash 4''.}}
*{{change|Bowser makes roaring noises during his [[idle poses]] instead of remaining silent like in ''Smash 4''.}}
*{{change|Bowser's [[shield]]ing pose has changed: he turns around more, making it appear as if he's guarding attacks with his shell.}}
*{{change|Bowser's [[shield]]ing pose has changed: he turns around more, making it appear as if he's guarding attacks with his shell.}}
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*{{buff|Bowser [[walk]]s slightly faster (0.858 → 0.901).}}
*{{buff|Bowser [[walk]]s slightly faster (0.858 → 0.901).}}
*{{buff|Bowser [[dash]]es faster (1.792 → 1.971).}}
*{{buff|Bowser [[dash]]es faster (1.792 → 1.971).}}
**{{buff|Bowser's initial [[dash]] is significantly faster (1 → 2.255), going from the slowest to the fifth fastest. This significantly helps him with his defensive and offensive approach on the ground, and gives him a respectable dash dance.}}
**{{buff|Bowser's initial [[dash]] is significantly faster (1 → 2.255), going from the slowest in the game to being tied for the 6th fastest. This significantly helps him with both his defensive and offensive approach on the ground, whilst also giving him a respectable dash dance.}}
*{{buff|Bowser's [[air speed]] is faster (1 → 1.155), especially relative to the cast, going from average to being tied for the 19th fastest in the game.}}
*{{buff|Bowser's [[air speed]] is faster (1 → 1.155), especially relative to the cast, going from average to being tied for the 19th fastest in the game.}}
*{{buff|Bowser’s [[traction]] is higher (0.0577 → 0.104), making it easier for him to punish [[out of shield]]. However, it is much lower relative to the cast, going from the 27th highest to the 56th highest.}}
*{{buff|Bowser’s [[traction]] is higher (0.0577 → 0.104), making it easier for him to punish [[out of shield]]. Relative to the returning cast, however, it is much lower, going from the 27th highest to only the 56th highest.}}
*{{buff|Bowser [[falling speed|falls]] significantly faster (1.39 → 1.77), his falling speed going from the 17th slowest to being tied for the 18th fastest. This greatly improves his vertical endurance and ground-to-air transitioning. The most notable change, however, is that this, when coupled with him receiving less landing lag on his aerials, helps him out with one of his primary weaknesses in ''Smash 4'': his trouble landing safely.}}
*{{buff|Bowser [[falling speed|falls]] significantly faster (1.39 → 1.77), his falling speed going from the 17th slowest to being tied for the 18th fastest. This greatly improves his vertical endurance and ground-to-air transitioning. The most notable change, however, is that this, when coupled with him receiving less landing lag on his aerials, helps him out with one of his primary weaknesses in ''Smash 4'': his trouble landing safely.}}
**{{buff|His fast-falling speed is also faster as a result (2.224 → 2.832), now being faster than his ''Melee'' fast-falling speed.}}
**{{buff|His fast-falling speed is also faster as a result (2.224 → 2.832), now being faster than his ''Melee'' fast-falling speed.}}
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**{{nerf|Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in ''Smash 4'' (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and [[shield break]]ing ability. The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in ''Smash 4''.}}
**{{nerf|Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in ''Smash 4'' (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and [[shield break]]ing ability. The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in ''Smash 4''.}}
**{{buff|The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.}}
**{{buff|The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.}}
*[[Forward smash]]:
**{{buff|It now has transcendent [[priority]], and combined with his legs now being invincible (rather than intangible), this makes Bowser's forward smash much more difficult to challenge, in a similar vein to his up smash.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|It deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch at a consistent and higher angle (70°/120° → 85°), further improving the move's already impressive KO potential, to the point where the sweetspot is stronger than {{SSBU|Ganondorf}}'s up smash and the strongest up smash in the game.}}
**{{buff|It deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch at a consistent and higher angle (70°/120° → 85°), further improving the move's already impressive KO potential, to the point where the sweetspot is stronger than {{SSBU|Ganondorf}}'s up smash and the strongest up smash in the game.}}
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*[[Up throw]]:
*[[Up throw]]:
**{{buff|The eighth hit deals more damage (1% → 2%), and it has an additional hit right as the release occurs that deals 4%, almost doubling its total damage output (6.5% → 11.5%).}}
**{{buff|The eighth hit deals more damage (1% → 2%), and it has an additional hit right as the release occurs that deals 4%, almost doubling its total damage output (6.5% → 11.5%).}}
**{{nerf|The ending hit's knockback will override the throw portion's up until very high percentages. Said hit has greatly altered knockback (25 (base)/180 (scaling) → 85/80) effectively resulting in the move dealing noticeably more knockback at lower percents while not having improved KO potential at high percents, reducing its combo potential significantly and preventing followups with neutral aerial almost entirely.}}
**{{nerf|The ending hit's knockback will override the throw portion's up until very high percentages. Said hit has greatly altered knockback (25 (base)/180 (scaling) → 85/80) effectively resulting in the move dealing noticeably more knockback at lower percents while not having improved KO potential at high percents, reducing its combo potential significantly, but not entirely.}}
**{{nerf|The throw releases opponents slower (frame 53 → 57), but has more ending lag (FAF 64 → 75). Although this is somewhat alleviated by Bowser's faster jumpsquat, it completely removes the move's combo potential past mid percentages, along with no longer possessing any guranteed KO setups.}}
**{{nerf|The throw releases opponents slower (frame 53 → 57), but has more ending lag (FAF 64 → 75). Although this is somewhat alleviated by Bowser's faster jumpsquat, it completely removes the move's combo potential past mid percentages, along with no longer possessing any guranteed KO setups.}}
**{{nerf|The last hit deals significantly less knockback to bystanders (80 base/200 scaling → 85/80).}}
**{{nerf|The last hit deals significantly less knockback to bystanders (80 base/200 scaling → 85/80).}}
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**{{buff|It deals more damage per hit (1.2% → 1.8%).}}
**{{buff|It deals more damage per hit (1.2% → 1.8%).}}
**{{buff|It has larger hitboxes (4u → 4.5u).}}
**{{buff|It has larger hitboxes (4u → 4.5u).}}
**{{change|The flames are more vibrant in color, a stark contrast to the more realistic-looking flames in ''Smash 4''.}}
**{{change|The flames are more vibrant in color, a stark contrast to the more realistic-looking flames in ''SSB4''.}}
*[[Flying Slam]]:
*[[Flying Slam]]:
**{{buff|The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)). This allows Bowser to beat out shielding opponents much more easily when airborne, and combined with his faster jumpsquat gives it utility as out of shield option.}}
**{{buff|The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)), especially in the air. This allows Bowser to beat out shielding opponents much more easily when airborne, and in combination with his faster jumpsquat gives it utility as an out of shield option.}}
**{{buff|The move can be [[B-reversing|B-reverse]]d.}}
**{{buff|It has a new property that gradually increases its damage the more distance Bowser falls with the grabbed opponent before impacting ground (for example, if he lands on a lower platform from where the move was initiated), still with a minimum of 18% and reaching a maximum of 23.4%. This damage increase fully affects the move's knockback, improving its KO potential if initiated above the stage or if Bowser can control it adequately.}}
**{{buff|It has a new property that gradually increases its damage the more distance Bowser falls with the grabbed opponent before impacting ground (for example, if he lands on a lower platform from where the move was initiated), still with a minimum of 18% and reaching a maximum of 23.4%. This damage increase fully affects the move's knockback, improving its KO potential if initiated above the stage or if Bowser can control it adequately.}}
**{{buff|The inner grabbox is larger (4u → 5u).}}
**{{buff|The inner grabbox is larger (4u → 5u).}}
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