Bowser (SSB4): Difference between revisions

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As aforementioned, Bowser greatest strength is his damage and knockback output; not only are his attack able to deal damage that would normally require comboing from other characters to attain, nearly all of them can KO at low to mid damage percentages, granting Bowser the most KO options of all characters. An example of his power is his side smash, which can KO any fighter from the center of [[Final Destination]] at 36-40% at full charge, and deals 32% of damage at full charge itself. His forward and back throws are among the strongest in the game, being equally capable of KOing at around 120% near the edge, similar to Donkey Kong's back throw. Even his jab can KO around 150% near the edge. Thanks to being the heaviest fighter, Bowser himself can survive more KOs than all other characters, and KOing Bowser is more difficult than in previous installment as Bowser now possesses a minimal amount of universal [[launch resistance]] that prevents him from taking any knockback from attacks that deal negligible knockback (such as the first hit of a weak jab) until reaching a certain damage percentage (which is often around the 50s to 100s). Because of all this, Bowser is perhaps the fighter who benefits the most from the new [[rage]] mechanic, which grants Bowser even greater launching power than he already boasts with the more damage he takes and his survivability can ensure that he makes longer use of it than any other characters.
As aforementioned, Bowser greatest strength is his damage and knockback output; not only are his attack able to deal damage that would normally require comboing from other characters to attain, nearly all of them can KO at low to mid damage percentages, granting Bowser the most KO options of all characters. An example of his power is his side smash, which can KO any fighter from the center of [[Final Destination]] at 36-40% at full charge, and deals 32% of damage at full charge itself. His forward and back throws are among the strongest in the game, being equally capable of KOing at around 120% near the edge, similar to Donkey Kong's back throw. Even his jab can KO around 150% near the edge. Thanks to being the heaviest fighter, Bowser himself can survive more KOs than all other characters, and KOing Bowser is more difficult than in previous installment as Bowser now possesses a minimal amount of universal [[launch resistance]] that prevents him from taking any knockback from attacks that deal negligible knockback (such as the first hit of a weak jab) until reaching a certain damage percentage (which is often around the 50s to 100s). Because of all this, Bowser is perhaps the fighter who benefits the most from the new [[rage]] mechanic, which grants Bowser even greater launching power than he already boasts with the more damage he takes and his survivability can ensure that he makes longer use of it than any other characters.


Despite his strength and weight, Bowser is a rather fast character for a heavyweight, as a number of his attacks come out quickly and end much faster than most other heavyweights, and he possesses the 15th fastest running speed in the game. This, along with having the greatest physical [[reach]] in the game, allows Bowser to perform combos and rack up damage more easily than in past games, and further aids his already outstanding damage output.
Despite his strength and weight, Bowser is a rather fast character for a heavyweight, as a number of his attacks come out quickly and end much faster than most other heavyweights, and he possesses the 15th fastest running speed in the game. This, along with having among the greatest physical [[reach]] in the game, allows Bowser to perform combos and rack up damage more easily than in past games, and further aids his already outstanding damage output.


Bowser's specials are also useful for his damage and KOing games; [[Fire Breath]] can rack up damage quickly and opponents too close to Bowser while he's performing the move on them will constantly push himself back, allowing distance for follow-ups. [[Bowser Bomb]] can break full [[shield]]s if all of its hitboxes connect, allowing Bowser to stun opponents and dish out serious punishment. The special itself is also one of Bowser's greater finishers and even when used in the air it can leave fighters with barely any shield energy left. [[Flying Slam]] is another of his greater finishers and can aid in his recovery (though using it as a means of recovery is situational at best). As it is acknowledged as a grab, Flying Slam can also ignore shields. Lastly, [[Whirling Fortress]] can both rack up damage and act as a great [[out of shield]] option. Its main use is for horizontal recovery however, and while its vertical distance is lackluster, repeatedly pressing the special button while performing it in the air will give Bowser a small but noticeable boost at the end of it.
Bowser's specials are also useful for his damage and KOing games; [[Fire Breath]] can rack up damage quickly and opponents too close to Bowser while he's performing the move on them will constantly push himself back, allowing distance for follow-ups. [[Bowser Bomb]] can break full [[shield]]s if all of its hitboxes connect, allowing Bowser to stun opponents and dish out serious punishment. The special itself is also one of Bowser's greater finishers and even when used in the air it can leave fighters with barely any shield energy left. [[Flying Slam]] is another of his greater finishers and can aid in his recovery (though using it as a means of recovery is situational at best). As it is acknowledged as a grab, Flying Slam can also ignore shields. Lastly, [[Whirling Fortress]] can both rack up damage and act as a great [[out of shield]] option. Its main use is for horizontal recovery however, and while its vertical distance is lackluster, repeatedly pressing the special button while performing it in the air will give Bowser a small but noticeable boost at the end of it.