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Bowser (PM): Difference between revisions

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m (Combining words like that makes it a noun that drifts from the intended meaning. On another note: should the "'s" in Melee be italicized as well?)
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===Giga Bowser===
===Giga Bowser===
[[Image:PMDryGigaBowser.png|thumb|Giga Bowser's alternate costume.]]
[[Image:PMDryGigaBowser.png|thumb|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 {{SSBB|Zero Suit Samus}} was playable in ''Brawl''. Starting from 3.0, Giga Bowser can now receive knockback in addition to damage, as well as now being vulnerable to status ailments like [[sleep]]ing or getting [[buried]], though his moveset has been improved to compensate for this, and he still cannot be [[grab]]bed but cannot pickup any items still. Some changes to Giga Bowser include:
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 {{SSBB|Zero Suit Samus}} was playable in ''Brawl''. Starting from 3.0, Giga Bowser can now receive knockback in addition to damage, as well as now being vulnerable to status ailments like [[sleep]]ing or getting [[buried]], though his moveset has been improved to compensate for this, and he still cannot be [[grab]]bed nor pick up any [[item]]s. 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|[[Dashing]] now produces hitboxes in front of Giga Bowser's feet, which repeatedly inflict 3% damage while weakly pushing enemies forward.}}
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*{{buff|Bowser's KB 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|Bowser's KB 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|Bowser's Neutral-Air adjusted in animation and timing to be autocancelable in a short hop}}
*{{buff|Bowser's Neutral-Air adjusted in animation and timing to be autocancelable in a short hop}}
*{{buff|Bowser's Down-Air hitboxes adjusted to be more like Melee in positioning, but pull opponents into the hits much better}}
*{{buff|Bowser's Down-Air hitboxes adjusted to be more like ''Melee'' in positioning, but pull opponents into the hits much better}}
*{{buff|Bowser's Up-B can properly Meteor Cancel}}
*{{buff|Bowser's Up-B can properly Meteor Cancel}}
*{{change|Bowser's Spot Dodge animation and invulnerability adjusted}}
*{{change|Bowser's Spot Dodge animation and invulnerability adjusted}}
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*{{change|Forward-Tilt's start up homogenized between angles}}
*{{change|Forward-Tilt's start up homogenized between angles}}
*{{change|Forward-Tilt knockback base reduced, growth compensated for percents over 115}}
*{{change|Forward-Tilt knockback base reduced, growth compensated for percents over 115}}
*{{change|Back-Aerial's hitboxes repositioned and resized to closer match melee's placements}}
*{{change|Back-Aerial's hitboxes repositioned and resized to closer match ''Melee'''s placements}}
*{{change|Up-Aerial knockback Angle slightly lowered}}
*{{change|Up-Aerial knockback Angle slightly lowered}}
*{{change|Ledge Attack knockback reverted to set knockback (2.1 kb)}}
*{{change|Ledge Attack knockback reverted to set knockback (2.1 kb)}}
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===3.0===
===3.0===
*{{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|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-Air’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 2.5’s forward air}}
*{{buff|Forward-Air’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 2.5’s forward air}}
*{{nerf|Dash length very slightly shortened}}
*{{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|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-Air knockback stats reduced to be closer to Melee’s}}
*{{nerf|Neutral-Air knockback stats reduced to be closer to ''Melee''’s}}
*{{nerf|Back-Air’s IASA timings delayed to match Melee’s}}
*{{nerf|Back-Air’s IASA timings delayed to match ''Melee''’s}}
*{{nerf|Whirling Fortress edgehog behavior changed to no longer auto-snap to ledges. Requires some finesse to fortress hog now}}
*{{nerf|Whirling Fortress edgehog behavior changed to no longer auto-snap to ledges. Requires some finesse to fortress hog now}}
*{{nerf|Grounded Whirling Fortress initial hitboxes further shrunk and later hitbox coverage restructured to match the animation better}}
*{{nerf|Grounded Whirling Fortress initial hitboxes further shrunk and later hitbox coverage restructured to match the animation better}}
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|-
|-
!Back aerial
!Back aerial
| Spike Stretch || 17%|| Bowser extends his shell to the opponent. If he hit's the ground, Bowser is vulnerable for a good amount of frames.
| Spike Stretch || 17%|| Bowser extends his shell to the opponent. If he hits the ground, Bowser is vulnerable for a good amount of frames.
|-
|-
!Up aerial
!Up aerial
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|-
|-
!Neutral special
!Neutral special
| [[Fire Breath]] || 3% (first hit), 2% (subsequent hits), 3% (bite), 6% (tip)|| Bowser releases a flamethrower at the opponent. Over time it loses it's range, but gains slightly more power.
| [[Fire Breath]] || 3% (first hit), 2% (subsequent hits), 3% (bite), 6% (tip)|| Bowser releases a flamethrower at the opponent. Over time it loses its range, but gains slightly more power.
|-
|-
!Side special
!Side special

Revision as of 21:27, January 26, 2014

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

Bowser is a playable character in the Brawl mod Project M, hailing as the main villain in the Super Mario games. 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

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

  • Buff Significantly larger, giving him more reach in his attacks.
  • Buff Slightly heavier.
  • Buff Most of Bowser's moves and animations now have some sort of launch resistance within Project M's new knockback armor engine: his crouch, crawl, and up smash charge grant him light armor, while his dash attack, smashes, neutral air, Koopa Klaw, and Bowser Bomb give him heavy armor (shown by a red flash).
  • 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 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.
  • 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.
  • 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 both throws are now much stronger and can 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.
  • 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.
  • Buff Spot dodge has more intangibility frames at the end, compensating for its long duration and dodging attacks more effectively.
  • Nerf Larger size increases Bowser's hurtbox, making him more vulnerable to projectiles and combos.
  • Nerf Forward smash deals less damage.
  • Nerf Bowser Bomb no longer has a hitbox during its jump.
  • Change Forward throw with Koopa Klaw is now a head smash.
  • Change Bowser's second idle pose from Brawl now replaces his down taunt, and he additionally emits a roar reminiscent of that from Melee.

Dry Bowser

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. Bowser's moveset, effects, and sounds remain the same while playing as Dry Bowser.

Giga Bowser

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 3.0, 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 nor pick up any items. 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, 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.
  • 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.

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 protuding from his chest and nose.

Revisions

2.1

  • Change Bowser fits properly on the Training pause screen

2.5b

  • Buff Bowser's Crawl speed has been increased
  • Buff Bowser's KB 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 Bowser's Neutral-Air adjusted in animation and timing to be autocancelable in a short hop
  • Buff Bowser's Down-Air hitboxes adjusted to be more like Melee in positioning, but pull opponents into the hits much better
  • Buff Bowser's Up-B can properly Meteor Cancel
  • Change Bowser's Spot Dodge animation and invulnerability adjusted
  • Change Bowser's Jab 1 sound effects cleaned up
  • Change Bowser's Down-Air causes more shield damage on the landing hit, and less shield damage on the multihits

2.6b

  • Buff Dash Attack now hits a second time (when Bowser lands on the ground)
  • Buff Dash Attack 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 Dash Attack's Startup
  • Buff Turn-Grab range increased
  • Buff Grounded Down-B's horizontal drift can now be controlled slightly during the Jump Cancel window - Bowser can gain or lose about a Bowser's width of distance
  • Buff Down-B now generates quake hitboxes when Bowser lands
  • 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 Demo 2.1
  • Nerf Forward-Aerial knockback base greatly reduced, growth compensated for percents over 115
  • 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. Note that the majority of Bowser's Armor already adhered to this standard, and was unchanged
  • Change Converted Bowser's Crawl Armor to Light Armor
  • Change Forward-Tilt's start up homogenized between angles
  • Change Forward-Tilt knockback base reduced, growth compensated for percents over 115
  • Change Back-Aerial's hitboxes repositioned and resized to closer match Melee's placements
  • Change Up-Aerial knockback Angle slightly lowered
  • Change Ledge Attack knockback reverted to set knockback (2.1 kb)
  • Change Neutral-B reaches slightly further, drains faster to a much smaller minimum range, and recharges a bit slower
  • Change Grounded Up-B initial hitboxes reduced in size. Hitbox Damage degrades slightly slower, and the hitboxes enlarge briefly when it does so
  • Change Down-B landing graphics enlarged to match new hitboxes

3.0

  • 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-Air’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 2.5’s forward air
  • 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-Air knockback stats reduced to be closer to Melee’s
  • Nerf Back-Air’s IASA timings delayed to match Melee’s
  • Nerf Whirling Fortress edgehog behavior changed to no longer auto-snap to ledges. Requires some 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-Air now has a claw trail that traces the hitbox arc
  • Change Aerial Whirling Fortress hitboxes redone to reduce vertical coverage and slightly increase horizontal reach
  • Change Whirling Fortress animation has slight tweaks for polish
  • Change Flamebreath hitboxes redone. They now start with lower damage but gain damage as they travel, being strongest at the tip. Grounded foes are now pushed down and out of the flames
  • Change Aerial Flamebreath hitboxes have unaltered knockback behavior, but have the scaling damage 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

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Double Scratch 6% then 5% (11% total) Bowser swipes at the opponent twice.
Forward tilt Koopa Knuckle 15% An extended punch with good knockback.
Up tilt Ceiling Scratch 13% (clean), 12% (early) Bowser scratches upwards at an opponent. Can hit at the sides.
Down tilt Floor Scratch 12% close, 13% tip (first), 14% (second) Bowser scratches at the opponent at the feet. The second scratch is optional by pressing the attack button again.
Dash attack Horn Charge 12% (ram), 8% (fall) Bowser tackles the opponent. Has heavy armor during the inital frames of the attack.
Forward smash Hammer Head 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 Shell Shock 14%, 10% (landing) Bowser spikes an opponent with his shell. Causes an earthquake when coming down.
Down smash Buzzsaw 6 hits of 3%, then 10% (28% total) Bowser spins around piercing at the opponent with deadly force. Strong armor during the inital frames.
Neutral aerial Gyroscope 13% Bowser spins in the air multiple times, and has super armor during the first spin.
Forward aerial Jump Slash 13% sourspot, 16% sweetspot Bowser slashes at the opponent with all his claws. The glowing area is the sweetspot.
Back aerial Spike Stretch 17% Bowser extends his shell to the opponent. If he hits the ground, Bowser is vulnerable for a good amount of frames.
Up aerial Horn Toss 18% Bowser strikes the foe with both horns at a deadly force. Can cause serious knockback.
Down aerial Scrub Brush 10 hits, 16% total, then 5% (grounded hit) Bowser rapidly hits the opponent upside down with his shell.
Grab Grab Grabs the opponent.
Pummel Bite 4% Bowser bites the opponent. Fairly slow pummel
Forward throw Catapult 10% Bowser tosses the opponent forwards.
Back throw Reverse Throw 10% Bowser violently throws the opponent backwards.
Up throw Blender 8 hits of 1%, then 2% upon releasing (10% total) Bowser throws the opponent onto his back and spikes them with his shell. Has great knockback.
Down throw Bowser Slam 16% Bowser puts the opponent on the ground. Helpless, the opponent is body slammed, while struggling to get free.
Floor attack (front) Worm 6% Bowser attacks from the front and back with a headbutt and kick.
Floor attack (back) Claw Spin 6% Each swipe Bowser extends himself to scratch the opponent.
Floor attack (trip) Floor Spin 5% Bowser scratches at the opponent to get up.
Edge attack (fast) Quick Spin 8% Bowser throws himself at the opponent at his shell before retreating back to the ledge.
Edge attack (slow) Slow Swipe 10% Bowser swipes with his claw to give some space.
Neutral special Fire Breath 3% (first hit), 2% (subsequent hits), 3% (bite), 6% (tip) 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), 11% (claw) Bowser grabs the opponent and can throw him forwards or backwards. If no one is grabbed, Bowser does a forceful swipe. Has super armor before the grab.
Up special Whirling Fortress 13% Bowser spins rapidly to gain height. Can be used for Edgehogging.
Down special Bowser Bomb 25% 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 super 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 24 seconds, and can receive knockback, though he becomes significantly heavier and immune to grabs.

In competitive play

Notable players

Palette swaps

Recolors
File:Bowser recolors.png
Alternative
File:Bowser alternative1.png

Trivia

  • As of 3.01, Bowser's character select pose is now loosely based off of Zangief's low kick from the Street Fighter series.

External links