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Bowser (PM): Difference between revisions

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===v3.6 Beta===
===v3.6 Beta===
{{incomplete}}
*{{change|Bowser is 6% smaller.}}
*{{change|Bowser is 6% smaller.}}
**{{nerf|Shield size|16|15}}
**{{nerf|Shield size|16|15}}

Revision as of 09:38, July 16, 2015

Bowser
in Project M and Project+
Bowser SSBB.jpg
MarioSymbol.svg
Universe Mario
Base game appearance Brawl
Moveset inspiration Bowser (SSBM), Bowser (SSBB)
Alternate costume Dry Bowser
BowserHeadSSBB.png

Hailing from the Mario universe, Bowser is a playable character in the Brawl mod Project M. His moveset in Project M comes from a combination of his Brawl and Melee movesets, though with heavy buffs.

Attributes

Bowser's alternate costume.

Bowser in Project M is the classic super heavy weight fighter. His moves are generally slow but hit incredibly hard, he has one of the highest weights and size, and he has widely spread armor on many of his moves. Bowser's armor mechanic demands respect and allows Bowser to simply block the knockback and flinching from weak to medium attacks while performing certain moves. This can be used defensively to absorb what would otherwise be a potentially combo starting move, and it can be used offensively to plow straight through an attack intended to stop Bowser from advancing. Even while being a slower character, Bowser has surprising speed in some areas. He has an above average dashing speed, and Bowser Bomb can be jump canceled, giving Bowser what has been dubbed a super-jump. It allows for terrifyingly quick follow ups into the air for a finisher with moves like his up or forward air, or Koopa Klaw, which has returned from Melee with more power. Whirling Fortress maintains its previous range and power, its viability as an out of shield option, and its ability to fortress hog.

However, Bowser's large size and heavy weight make him susceptible to being comboed, hit with projectiles, and just being hit in general. Despite his speed in some areas (getting to the edge, getting into the air for a follow up) he remains very easy to out-maneuver, as he has poor aerial speed and his long jumping animation gives him a very slow wavedash. While it is difficult to send Bowser far due to his extreme weight, it is fairly easy to send him off the bottom or gimp him, as he suffers from an extremely predictable recovery.

Changes from Melee and Brawl to PM

As Bowser was bottom tier in his former iterations, he was heavily buffed overall from Melee and Brawl to Project M.

Aesthetics

  • Change Bowser's third idle pose from Brawl now replaces his down taunt, and he additionally emits a roar from his Super Mario 64 incarnation, which is also the Wii Remote sound for Bowser in Project M and Brawl .
  • Change Bowser now has his own Victory Theme which is now a Rock Version of his theme in Super Mario 64.

Attributes

  • Buff Bowser is significantly larger, giving him more reach in his attacks.
    • Nerf Larger size increases Bowser's hurtbox, making him even more vulnerable to projectiles and combos.
  • Buff Bowser is slightly heavier.
  • Buff Several of Bowser's moves and animations now have some sort of launch resistance; his crouch, crawl, and dash attack give him light armor while his neutral aerial grants him medium armor and Bowser Bomb gives him heavy armor. All of his smash attacks grant variable armor from light to super armor depending on how much they are charged.
  • Buff Many of Bowser's attacks, notably his forward tilt, up smash, back air, up air and down throw, do much more damage, shield damage, and knockback than either one of his past incarnations. His forward smash is the most notable example, as despite still having slow startup, it now deals a single hit with very powerful knockback and an explosive effect, being the strongest move in Bowser's arsenal (and also the strongest forward smash in the game).
  • Buff Spot dodge has the same duration, but is far less laggy, compensating for its long duration. In Project M, it generally dodges attacks more effectively.

Ground Attacks

  • Buff Second hit of down tilt is now optional, activated by pressing the attack button a second time; this allows Bowser to either launch the foe with a single hit to then follow on, or punish shielding or crouch canceling foes with a second hit, while formerly Bowser was forced to stay in place using the two hits.
  • Nerf Forward smash deals less damage.

Aerial Attacks

  • Buff Forward aerial now has a sweetspot at the slashing trail, dealing stronger damage and knockback, while the rest of the attack acts like the Melee version.

Grabs and Throws

  • Buff Forward and back throws have stronger knockback.
  • Buff Pummel now involves biting opponents like with Koopa Klaw in Melee, dealing 4% damage as opposed to most pummels' 3%, allowing to rack up damage quicker.

Special Moves

  • Buff Flame cancel reimplemented from Melee, giving Bowser a lagless Fire Breath startup. Fire Breath's damage values were also inverted so that the flames inflict less damage close, but more damage from a distance, and Bowser additionally performs a fiery bite that launches nearby foes away when the move is canceled, making it generally more useful.
  • Buff Regains the Koopa Klaw move from Melee, allowing Bowser another set of powerful grabs with more utility than his Flying Slam. He can no longer bite opponents with the move, but the back throw can still KO reliably.
  • Buff Fortress Hogging is made possible again, allowing Bowser to quickly and efficiently grab the ledge to edgeguard opponents.
  • Buff Bowser Bomb is much stronger, and can be canceled with a jump before the max leap height when used from the ground, letting Bowser follow up combos or even KO them outright after using a move that knocked his foe airborne. It can still grab ledges from both sides as in Brawl so it can be reliably used from the stage to then be edge-canceled, equipping Bowser with a deadly edgeguard in this move.
    • Nerf Bowser Bomb no longer has a hitbox during its jump.
  • Change Forward throw with Koopa Klaw is now a head smash.

Giga Bowser

Attributes

Giga Bowser's alternate costume.

Giga Bowser remains as Bowser's Final Smash in Project M. However, by holding a shield button at both the character and stage selection screens, it is possible for Bowser to start and participate as Giga Bowser permanently during the match, similar to how Zero Suit Samus was playable in Brawl. Starting from v3.0, Giga Bowser can now receive knockback in addition to damage, as well as now being vulnerable to status ailments like sleeping or getting buried, though his moveset has been improved to compensate for this, and he still cannot be grabbed. In 3.6, he gained the ability to pick up items and use the majority of them. Giga Bowser's main flaw is that he is extremely prone to combos because of his size and weight. His duration when summoned via Final Smash was also increased to almost twice as long. Some changes to Giga Bowser include:

  • Buff Dashing now produces hitboxes in front of Giga Bowser's feet, which repeatedly inflict 3% damage while weakly pushing enemies forward.
  • Buff Landing with Bowser Bomb produces an enormous quake hitbox that affects all grounded opponents (no matter the platform in which they are standing) near him, similar to Venusaur's Earthquake in Melee.
  • Buff Down throw now involves Giga Bowser forcefully slamming his opponent with his hand into the ground at a backwards angle, which is faster than the original throw, and inflicts a much more powerful 19% damage in addition to hitting nearby characters.
  • Nerf Vulnerability to knockback now leaves Giga Bowser heavily susceptible against combos due to his large size, especially against juggling ones.
  • Nerf Shield can now become broken.
  • Nerf Whirling Fortress is not intangible during startup, instead granting Giga Bowser heavy armor.
  • Change Side taunt now has hitboxes on each bite that deal 4%, for a total of 20% if all hits land.
  • Change Ending the match as Giga Bowser will now make him appear that way on the results screen, using the same victory poses and clapping motion as the regular Bowser.

Revisions

v2.1

  • Change Bowser fits properly on the Training pause screen.

v2.5b

  • Buff Bowser's crawl speed has been increased.
  • Buff Bowser's knockback armor strength was increased slightly on dash attack's startup, up smash's charge, down air, and up throw to correspond with the tumble threshold.
  • Buff Neutral air adjusted in animation and timing to be autocancelable in a short hop.
  • Buff Down air hitboxes adjusted to be more like Melee in positioning, but pull opponents into the hits much better.
  • Buff Whirling Fortress can properly meteor cancel.
  • Change Bowser's spot dodge animation and invulnerability adjusted.
  • Change Bowser's sound effects cleaned up on first jab.
  • Change Down air causes more shield damage on the landing hit, but less shield damage on the multihits.

v2.6b

  • Buff Dash attack now hits a second time; when Bowser lands on the ground.
  • Buff Dash attack's cooldown reduced.
  • Buff Back aerial autocancels notably sooner.
  • Buff Dash grab has Bowser lunge notably further.
  • Buff Dash grab's startup was changed to look identical to the dash attack's one.
  • Buff Pivot grab range increased.
  • Buff Grounded Bowser Bomb's horizontal drift can now be controlled slightly during the jump cancel window - Bowser can gain or lose a distance of about a width equal to himself.
  • Buff Bowser Bomb's quake hitboxes were slightly increased in size.
  • Nerf Corrected a mistake where crawl armor was much stronger than light armor when not moving.
  • Nerf Removed armor on Whirling Fortress, back aerial, and down aerial.
  • Nerf Neutral aerial timings and cooldown reverted to those of v2.1.
  • Nerf Forward aerial knockback base greatly reduced; its knockback growth was compensated for percents over 115%, but not sufficiently.
  • Nerf Back aerial knockback slightly reduced.
  • Change Giga Bowser significantly revamped.
  • Change Bowser's armor matched to the Project M standard of Light, Medium, and Heavy armor. The majority of Bowser's Armor was already adhered to this standard, and remained unchanged.
  • Change Converted Bowser's crawl armor to light armor.
  • Change Forward tilt's startup homogenized between angles.
  • Change Forward tilt knockback base reduced, but knockback growth compensated for percents over 115%.
  • Change Back aerial's hitboxes repositioned and resized to closer match Melee's placements.
  • Change Up aerial's knockback angle slightly lowered.
  • Change Ledge attack knockback reverted to set knockback (v2.1's knockback).
  • Change Fire Breath reaches slightly further, but drains faster to a much smaller minimum range, and recharges a bit slower.
  • Change Grounded Whirling Fortress's initial hitboxes reduced in size. To compensate, the hitboxes' damage degrades slightly slower, and the hitboxes enlarge briefly when it does so.
  • Change Bowser Bomb's landing graphics enlarged to match the new hitboxes.

v3.0

  • Buff Up tilt initial knockback stats increased to match Melee's. Frame timing adjusted so that the move degrades sooner, when Bowser is swiping above his head.
  • Buff Forward aerial's hitboxes restructured into a tipper format. The inner “flub” hitboxes have damage and knockback approximating Melee's hitboxes, while the tipper hitbox has damage and comparable knockback to PM v2.5's forward air.
  • Buff Fire Breath's hitboxes redone. They now start with lower damage but gain damage as they travel, being strongest at the tip, so it's better to use the move from a distance. Grounded foes are now pushed down and out of the flames.
  • Nerf Dash length very slightly shortened.
  • Nerf Dash grab reverted to pre-2.6 animation and tweaked for readability. Bowser grabs slightly later, but grab range should now match animation properly.
  • Nerf Neutral aerial's knockback stats reduced to be closer to Melee's.
  • Nerf Back aerial's IASA timings delayed to match Melee's.
  • Nerf Whirling Fortress edgehog behavior changed to no longer auto-snap to ledges; it requires more finesse to fortress hog now.
  • Nerf Grounded Whirling Fortress initial hitboxes further shrunk and later hitbox coverage restructured to match the animation better.
  • Nerf Aerial Koopa Klaw has slightly less horizontal movement.
  • Change Forward aerial now has a claw trail that traces the sweetspot's arc.
  • Change Aerial Whirling Fortress hitboxes redone to reduce vertical coverage but slightly increase horizontal reach.
  • Change Whirling Fortress animation has slight tweaks for polish.
  • Change Aerial Fire Breath hitboxes have unaltered knockback behavior, but have the scaling damage of the grounded version and no longer flinch at the tip.
  • Change Giga Bowser can now be damaged normally. As compensation, his moveset was improved and his Final Smash duration almost doubled.

v3.5

  • Buff First hit of down tilt deals 13% damage, regardless if it hits at the tip.
  • Buff Landing shockwave from up smash deals more damage.
  • Nerf Dash attack now only hits once.
  • Nerf Late hitbox of up tilt deals less damage.
  • Nerf Second hit of down tilt deals less damage.
  • Nerf Up Smash deals less damage when jumping.
  • Nerf Down smash deals less damage.
  • Change Up Smash hit stats have been altered.

v3.6 Beta

  • Change Bowser is 6% smaller.
    • Nerf Shield size: 16 → 15
  • Buff Dash Initial Velocity: 1.1 → 1.3
  • Buff Walk Acceleration: 0.05 → 0.07
  • Buff Walk Maximum Velocity: 0.65 → 0.75
  • Nerf Dash attack IASA: 49 frames → 54 frames
    • Nerf Armor reduced.
    • Nerf Initial hit trajectory: 80 degrees → 70 degrees
    • Nerf Late hit trajectory: 80 degrees → 55 degrees
    • Nerf Hit degrades to weak hit one frame earlier.
  • Buff Forward tilt startup: 11 frames → 9 frames
    • Nerf Initial damage: 15%/14%/13% → 14%/13%/12%
    • Change Late hit added that makes it one frame more active but deals 4% less damage with no extra shield damage, 0 base knockback, and 100 growth.
    • Change Disjoint on hand hitbox is reduced while body hitbox is enlargened.
  • Nerf Up tilt's initial hit degrades 1 frame sooner.
    • Nerf Late hit damage: 11% → 8%
    • Nerf Trajectory: 80 → 110/70
    • Nerf Base knockback: 55 → 40
  • Change Down tilt has armor indicator for light armor.
  • Buff All smashes have light armor while charging.
    • Nerf Charge time now determines how strong the Smash’s corresponding armor is. Scales from light armor (no charge) to super armor (full charge). While Bowser now has access to super armor, it takes him a much longer startup to achieve the armor strength he had on his smash attacks in v3.5, particularly the forward smash.
  • Buff Forward smash start up: 34 frames → 30 frames
    • Nerf One less active frame and armor frame.
    • Change Tipper hitbox now comes out a frame later and slightly reduced in size. Body Hitbox enlarged.
    • Change Lunging movement reduced.
    • Nerf Knockback reduced. Base 50 -> 60, Growth 100 -> 70.
    • Change Minor tweaks to explosion graphic placement.
  • Buff Up smash startup: 15 frames → 12 frames
    • Buff IASA
    • Nerf Removed intangibility in favor of Armor (Frames 13-18) that degrades one step on frame 15 (to possibly no armor).
    • Buff Re-arranged hitboxes to give slightly better sweetspot coverage.
  • Buff Down smash startup: 13 frames → 10 frames
    • Buff IASA: 68 frames → 60 frames
    • Change Tweaked positioning and Resized repeating Hitboxes to give Bowser better body coverage without effectively increasing range.
    • Change Final Hit adjusted:
      • Nerf Damage: 10 → 6
      • Nerf Trajectory: 90 degrees → 120 degrees
      • Buff Base knockback: 40 → 50
      • Buff Knockback growth: 140 → 168
  • Nerf Neutral aerial armor reduced to medium armor and activates 2 frames later to match hitbox startup.
  • Change Forward aerial knockback matches Melee's forward aerial. Hand hitbox is now 25 base and 99 growth while tip hitbox is 35 base and 92 growth, where they both used to be 50 base and 75 growth.
  • Change Up aerial knockback curve redone to favor lower base and higher growth.
    • Nerf Base knocback: 50 → 25
    • Buff Knockback growth: 96 → 112
  • Nerf Down aerial lowest hitbox size reduced.
  • Change Down throw made weight independent.
  • Change Flame Breath has larger hitboxes but drains quicker and hits in very slightly later intervals.
  • Buff Koopa Klaw startup: 16 frames → 12 frames
    • Nerf Armor removed.
    • Nerf Forward throw damage: 20 → 15
  • Nerf Whirling Fortress initial hit base knockback: 90 → 70
    • Buff Knockback growth: 80 → 85
    • Nerf Aerial version's repeating hits damage reduced by 1% each.
  • Nerf Bowser Bomb vertical distance slightly reduced.
  • Change Giga Bowser buffed.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 6% (hit 1), 5% (hit 2) (11% total) Bowser swipes at the opponent twice.
Forward tilt 15% (high), 14% (mid), 13% (low) An extended punch with good knockback. Can be angled.
Up tilt 13% (early), 11% (late) Bowser scratches upwards at an opponent. Can hit at the sides.
Down tilt 13% (hit 1), 12% (hit 2) Bowser scratches at the opponent at the feet. The second scratch is optional by pressing the attack button again.
Dash attack 12% (ram), 8% (fall) Bowser tackles the opponent. Has heavy armor during the initial frames of the attack.
Forward smash 26% Bowser smashes his head into the opponent. If it connects, an explosion occurs. The attack is a great finisher at low percentages, and has armor during the frames before contact.
Up smash 20% (shell center), 17% (shell sides), 12% (landing) Bowser spikes an opponent with his shell. Causes an earthquake when coming down.
Down smash 2% (hits 1-6), 10% (hit 7), (22% total) Bowser spins around piercing at the opponent with deadly force. Strong armor during the initial frames.
Neutral aerial 13% Bowser spins in the air multiple times, and has heavy armor during the first spin.
Forward aerial 16% (sweetspot), 13% (sourspot) Bowser slashes at the opponent with all his claws. The glowing area is the sweetspot.
Back aerial 17% (clean), 10% (late) Bowser extends his shell to the opponent. If he hits the ground, Bowser is vulnerable for a good amount of frames.
Up aerial 18% Bowser strikes the foe with both horns at a deadly force. Can cause serious knockback.
Down aerial 2% (hits 1-9), 3% (hit 10) (21% total), 5% (landing) Bowser rapidly hits the opponent upside down with his shell.
Grab Grabs the opponent.
Pummel 4% Bowser bites the opponent. A fairly slow pummel.
Forward throw 10% Bowser tosses the opponent forwards.
Back throw 10% Bowser violently throws the opponent backwards.
Up throw 1% (hits 1-8), 2% (throw) (10% total) Bowser throws the opponent onto his back and spikes them with his shell. Has great knockback.
Down throw 16% (hit), 0% (throw) (16% total) Bowser puts the opponent on the ground. Helpless, the opponent is body slammed, while struggling to get free.
Floor attack (front) 6% Bowser attacks from the front and back with a headbutt and kick.
Floor attack (back) 6% Bowser extends himself to scratch the opponent.
Floor attack (trip) 5% Bowser scratches at the opponent to get up.
Edge attack (fast) 8% Bowser throws himself at the opponent at his shell before retreating back to the ledge.
Edge attack (slow) 10% Bowser swipes with his claw to give some space.
Neutral special Fire Breath 1-3% (flames), 3% (bite) Bowser releases a flamethrower at the opponent. Over time it loses its range, but gains slightly more power.
Side special Koopa Klaw 20% (forward throw), 15% (back throw), 12%/11% (claw tip/body) Bowser grabs the opponent to then throw them either forward or backward. If no one is grabbed, Bowser does a forceful swipe. Has heavy armor before the grab.
Up special Whirling Fortress Ground: 13%/10%/8%/6%, Air: 10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) (35% total) Bowser spins rapidly to gain height. Can be used for edgehogging.
Down special Bowser Bomb 25% (drop), 10% (landing body), 7% (shockwave close), 4% (shockwave far) Bowser jumps into the air and lands on the opponent with force if used on the ground. In the air, Bowser slams over what he is over. Has heavy armor during the jumping animation and when hitting the ground. Can be jump cancelled before the flip.
Final Smash Giga Bowser Varies Bowser transforms into an enlarged, much more powerful version of himself, which uses elemental effects such as fire, electricity and darkness during most attacks. Lasts for roughly 24 seconds, and can receive knockback, though he becomes significantly heavier and immune to grabs.

In competitive play

Notable players

Alternate costumes

Dry Bowser appears in Project M as Bowser's alternate costume. In the game New Super Mario Bros., Bowser falls to his apparent doom in a pit of lava, only to emerge and be fought later on in his skeletal form, Dry Bowser. He is an undead skeleton of Bowser (similar to how Dry Bones are apparent skeletons of Koopas) with an orange tuft of hair and his shell intact, though badly burnt. In v3.5, Bowser's eyes gain an orange glow during certain attack animations as Dry Bowser. However, Bowser's moveset, and sounds remain the same while playing as Dry Bowser.

Giga Bowser now additionally uses recolors correspondent to those of the regular Bowser, including a Giga Dry Bowser alt costume. Disregarding size, shell and tail, the latter costume looks exactly the same as the regular Dry Bowser, though with a more pronounced muzzle and additional spikes protruding from his chest and nose.

Bowser's alternate costumes in PM
BowserHeadSSBB.png BowserHeadBlackSSBB.png BowserHeadRedSSBB.png BowserHeadBlueSSBB.png BowserHeadWhiteSSBB.png BowserHeadBrownSSBB.png BowserHeadDryPM.png

External links