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{{character|
{{ArticleIcons|melee=y}}
|name=Bowser
{{disambig2|Bowser's appearance in ''Melee''|the character in other contexts|Bowser}}
|image=[[Image:Bowsermelee.jpg]]
{{Infobox Character
|universe=[[Mario (universe)|Mario]]
|name = Bowser
|appearsin=''[[Super Smash Bros. Melee|SSBM]]'', ''[[Super Smash Bros. Brawl|SSBB]]''
|image = [[File:Bowser SSBM.jpg]]
|availability=[[Default character|Default]]
|symbol = preBrawl
|tier=<font color="#990000">Bottom</font>
|game = SSBM
|ranking=23
|ssbgame1 = SSBB
|debut=''[[Super Mario Bros.]]'' (1985)
|ssbgame2 = SSB4
|ssbgame3 = SSBU
|availability = [[Starter character|Starter]]
|tier = F
|tierPAL = H
|ranking = 26
|rankingPAL = 24
}}
}}
'''Bowser''' ({{ja|クッパ|Kuppa}}, ''Koopa''), is a character in ''[[Super Smash Bros. Melee]]'' and is available from the [[Starter character|start]]. Announced at [[E3]] 2001, Bowser was added to the game because he won the official poll of desired newcomers for a potential second ''Smash'' game with 169 votes, by a wide margin over the runner-up, [[Peach (SSBM)|Princess Peach]].<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostResult2.html]</ref> A stronger form of Bowser, named [[Giga Bowser]], also appears as the true final boss of [[Adventure Mode (SSBM)|Adventure Mode]].


:''This article is about Bowser's appearance in [[Super Smash Bros. Melee]].  For other uses, see [[Bowser]].
Bowser has no voice actor, but uses realistic roars, similarly to his sounds in ''Mario Kart 64''.


'''Bowser''', known in Japan as '''Koopa''' (クッパ, ''Kuppa''), is a character in ''[[Super Smash Bros. Melee]]'' and is available from the start. A [[Giga Bowser|stronger form of Bowser]] also appears as the "final" boss in Adventure Mode.
Bowser is currently ranked dead last on the current ''Melee'' [[tier list]], being placed 26th out of 26 characters, making this his worst placement in the series. Among Bowser's positive traits is his difficulty in getting KO'd due to his high weight and rather fast falling speed for a heavyweight; additionally, he has among the most powerful attacks in the game (most notably his forward smash), as well as some useful aerial attacks, most notably his forward and upward aerials. However, he suffers due to his large size and falling speed, which makes him extremely easy to combo. His moves are burdened with sluggish frame data, and his approach is among the worst in the game, with laggy aerials, a poor jumping ability (leading to an awful SHFFL), a short wavedash, poor projectile, and a slow, predictable [[recovery]]. Bowser suffers from having terrible matchups in the game, with most of the cast being able enough to camp, edgeguard, and overwhelm him with attacks easily.


==Pros & Cons==
==Attributes==
[[Image:Bowser.jpg|thumb|right|]]
Bowser acts as the game's primary "slow and powerful" fighter; other equally heavy and powerful characters, such as {{SSBM|Donkey Kong}} and {{SSBM|Ganondorf}}, are of considerably higher speed than Bowser in a variety of ways. Bowser has an average dashing speed, average falling speed, below average air speed, below average traction and the slowest initial dash. These characteristics, however, also give Bowser a short and slow wavedash.
===Pros===
*Decent range and large hitboxes
*Good knockback on most of his attacks
*Has good edgeguarding
*Heaviest character in the game
*Has some good options on ledge
*Has a very fast and useful Up+B attack


===Cons===
Bowser's greatest strength is his raw damage output and KO potential. Many of his attacks are the strongest of their kind, and their damage output can reach perhaps ludicrous levels; his uncharged forward smash, for instance, deals 24%, and his down tilt has the second highest damage output in the game for a tilt (behind Ganondorf's up tilt), dealing a potential 22% if both hits connect. As a result of this high damage output, Bowser possesses numerous finishing options, with all of his tilts, smash attacks, forward, back, and up aerials, [[Koopa Klaw]] back throw, [[Whirling Fortress]], and [[Bowser Bomb]] becoming potentials for garnering KOs. In addition to their high power, Bowser's attacks also have very large hitboxes, granting a more threatening offensive presence.
*A very large target
*One of, if not the easiest character to combo in the game.
*Has no combos. The few combos he has are on 3 characters, are not guaranteed (they can be escaped with proper DI), and are generally only 2 hit combos.  
*Possesses a very slow and near useless [[wavedash]] (except when used as a waveland)
*Awful standing grab range (so his shield grab sucks).
*Fairly slow dash speed compared to most characters
*A lot of his KOs are dependent on his ability to edgeguard opponents, which means they must first be off the edge.
*Long windup and winddown lag for most of his attacks
*Players must be able to read their opponents extremely well and must successfully pressure their opponents.
*Possesses a very slow jumping and landing animation which is one of, if not the major, reason he is so slow.


===Match-ups===
In addition to this, Bowser has a surprisingly high amount of tricks that can be used to aggravate opponents, such as the set knockback on his down throw setting up tech chases against fast fallers. One of Bowser's most versatile moves takes form as his up special move, [[Whirling Fortress]]. In addition to its superb damage potential, it is among the most flexible moves in the game, acting as a combo breaker due to its extremely quick five start-up frames, allowing it to serve as a very strong [[out of shield]] option, and a dangerous substitute to Bowser's poor defensive roll. Bowser is also surprisingly proficient at edgeguarding, despite his sluggish movement. He can quickly grab the ledge while using his Whirling Fortress off the side of the stage (known as Fortress Hogging), and can push recovering enemies backwards with his below-100% ledge attack, which is one of the best ledge attacks in the game due to its speed and the large area around the ledge that it covers. Meanwhile, his forward aerial is one of his fastest and highest reaching attacks, while his back aerial is a semi-spike, giving him two more useful tools to gimp opponents.
:''see [[Bowser Match-ups]]''


==Moveset==
Bowser's extreme power that sacrifices speed, however, is what causes him to be considered the worst character in ''Melee''. Despite an average dashing speed, he has poor air speed, the slowest walking speed, the slowest jump in the game (an 8-frame jump squat) and a mediocre wavedash. [[Fire Breath]] is also tied with Zelda's [[Din's Fire]] for possibly the worst projectile in the game; with high startup and ending lag, short reach for a projectile, and gradual loss of power, it is almost completely useless outside of edgeguarding already linear recoveries (on top of Bowser already having much better edgeguarding options). His aerial approach is of equally poor quality, due to his aforementioned slow jumping speed and high-lag aerials. This leads to a horrible SHFFL that is, ironically, very easy to perform. These deficiencies give Bowser the worst neutral game of the entire cast.


===B Moves===
Bowser's poor neutral game is exacerbated by poor defensive options; his only good option is the aforementioned Whirling Fortress, as all of his other defensive options are among the worst in the game. With a small shield that invites shield stabbing, as well as slow defensive rolls and sidesteps, Bowser has very few ways to escape pressure inflicted onto him. He also has no options against projectiles, due to his massive hurtbox and lack of an effective projectile or reflector of his own. Bowser’s attacks, despite having large hitboxes, also tend to have surprisingly short range (especially for a character of his size) or poor hitbox placement, particularly for his strongest attacks such as his smashes. Finally, Bowser's attacks have notoriously sluggish frame data, and are easy to punish. As a result, Bowser ironically has trouble KOing opponents despite his incredible power, as his poor approaching options and the extreme lag in his moves make him prediction-reliant to land his finishers.
*B-Fire Breath (Damage Varies on Length)
*Smash B(B+Left/Right)-Koopa Klaw (5%-10%)
Close To Opponent Smash B+B+Left/Right-Snack Time(Each bite does 2%-4%
damage.  


The headbutt/throw does 7%-13%)
While Bowser does have high endurance potential due to being the heaviest character in the game, it is offset by his terrible mobility and extreme susceptibility to getting [[combo|comboed]], allowing him to be put into KO percentages very quickly. Faster characters, including {{SSBM|Fox}}, {{SSBM|Falco}}, and most of the ''Melee'' cast can easily combo, [[juggle]], and [[chain grab]] him, with very little chance for Bowser to escape. His slow, predictable, and easily gimpable recovery also hampers his survivability; despite Whirling Fortress being a good out of shield move, it is very poor as a recovery move, granting decent horizontal but terrible vertical distance. This makes [[meteor smash]]es and [[spike]]s extremely threatening to Bowser, as characters with reliable spikes (such as {{SSBM|Falco}} and {{SSBM|Marth}}) can instantly gimp his recovery, even at extremely low percentages. Bowser's recovery is further hampered by his poor air speed and his lack of alternate options to recover or ways to slow down his falling speed; as a result, Bowser is very simple to edgeguard.
*Down B-Bowser Bomb(4%-21%)
*Up B-Whirling Fortress(1%-30%)


===Jab/Tilt/Dash Moves===
Bowser's lack of low-knockback moves, coupled with high ending lag, give him a very shallow combo game; most of his combos require precise timing and L-cancelling, and even then, these combos are limited to two or three hits even if the opponent [[DI]]s poorly, with the last hit often not being one that can lead to a KO. Bowser's slow speed on both the ground and in the air also prevent him from easily pursuing foes after they have been knocked back, leading to opponents easily recovering from hits and being able to counter Bowser's further attempts at comboing. This makes Bowser's punishes highly inconsistent, even at the lowest levels of play.
*Jab-Left Scratch/Right Scratch (becomes a combo if pressed repeatedly) (8%-11%)
*Ftilt-Koopa Knuckle(6%-14%)
*Dtilt-Floor Scratch(7%-22%)
*Utilt-Ceiling Scratch(7%-11%)
*Dash Attack-Horn Charge(6%-11%)


===Smashes===
Overall, Bowser is a very deficient character with few advantages and several crippling weaknesses. His great power is masked by his horrible neutral game, and his survivability is greatly offset by his poor defensive game and ease of being comboed. He also lacks safe moves, with Whirling Fortress often being the only reliable move in his entire arsenal, making him very limiting on players. As such, he rarely sees representation in all levels of play, due to the multitude of hard reads that Bowser players must land to even hold equal footing with other characters in the cast.
*Fsmash-Hammer Head(13%-32%)
*Dsmash-Buzzsaw(1%-27%)
*Usmash-Shell Shock(11%-27%)


===Aerials===
==Version history==
*Nair-Gyroscope(7%-13%)
Bowser was slightly buffed in the PAL version of ''Melee''. The issue regarding his down throw was fixed, and he is slightly heavier.
*Fair-Jump Slash(intercept move)(9%-14%)
*Bair-Spike Stretch(8%-13%)
*Dair-Scrub Brush(1%-15%)
*Uair-Horn Toss(9%-17%)


===Grabs===
'''NTSC 1.02'''
*Forward-Catapult(5%-10%)
*{{nerf|Bowser can no longer perform [[Flame canceling]].}}
*Back-Reverse Throw(5%-10%)
'''PAL'''
*Up-Blender(5%-10%)
*{{buff|Bowser is one unit heavier (117 → 118).}}
*Down-Bowser Slam(6%-12%)
*{{change|Down throw is no longer weight dependent.}}
**{{buff|As a result, it now properly hits {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}.}}


===Taunt===
==Moveset==
*Control Pad Up- Roar (0%)
''For a gallery of Bowser's hitboxes, see [[Bowser (SSBM)/Hitboxes|here]].''
[[File:BowserAerialAttacksSSBM.png|thumb|Bowser's aerial attacks]]
{{MovesetTable
|game=SSBM
|neutralcount=2
|neutralname=Left Scratch ({{ja|左スクラッチ|Hidari Sukuratchi}}) / Right Scratch ({{ja|右スクラッチ|Migi Sukuratchi}})
|neutral1dmg=5%
|neutral2dmg=6%
|neutraldesc=Bowser slashes with his left claw, and then his right claw. Resembles a swiping action he performs in ''Super Mario 64''. Noticeable KO potential at higher percentages, being the third most powerful jab in the game.
|ftiltname=Koopa Knuckle ({{ja|クッパナックル|Kuppa Nakkuru}})
|ftiltangles=3
|ftiltupdmg=13% (fist), 15% (arm)
|ftiltsidedmg=12% (fist), 13% (arm), 14% (body)
|ftiltdowndmg=11% (fist), 13% (arm)
|ftiltdesc=Bowser leans forward and throws a backhanded punch. Has a bit of start up lag and little range, but it has fairly good knockback for a tilt. In fact, it is the most powerful forward tilt in ''Melee''. Can be aimed up or down. The attack is based on the second hit of his [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Drill Claw|Drill Claw]] attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|utiltname=Ceiling Scratch Floor ({{ja|天井のスクラッチフロア|Tenjō no Sukuratchi Furoa}})
|utiltdmg=13%
|utiltdesc=Swats the air above him with his left claw. Has good knockback and can be good for setting up combos. It is the second strongest up tilt in ''Melee'', surpassed by Ganondorf's.
|dtiltname=Scratch ({{ja|傷|Kizu}})
|dtiltdmg=13% (hit 1), 10% (hit 2)
|dtiltdesc=Bowser slashes along the ground with his claws. Oddly, despite having two separate hits, they cannot link together past very low percentages and the first hit is stronger. The first hit is one of the stronger down tilts in the game and can KO at higher percentages.
|dashname=Horn Charge ({{ja|ホーンチャージ|Hōn Chāji}})
|dashdmg=11% (clean), 8% (late)
|dashdesc=Bowser charges forward. Decent knockback at low percents, but cannot KO at very high percents and is very punishable due to startup and ending lag.
|fsmashname=Hammer Head ({{ja|ハンマーヘッド|Hanmā Heddo}})
|fsmashdmg={{ChargedSmashDmgSSBM|24}}
|fsmashdesc=Bowser rears back for a short moment and headbutts with force. It deals incredibly high damage and knockback, though suffers from a lot of lag in general. It is the strongest smash attack in the game and KOs at around 18-38% when fully charged.
|usmashname=Shell Shock ({{ja|砲弾ショック|Hōdan Shokku}})
|usmashdmg={{ChargedSmashDmgSSBM|20}} (leap), {{ChargedSmashDmgSSBM|12}} (landing)
|usmashdesc=Bowser thrusts his shell upward from a jump and hits the opponent with the spikes. A powerful attack with a rather long-lasting hitbox. Bowser has a smaller hitbox inside his shell that does {{ChargedSmashDmgSSBM|17}} damage, but it rarely connects due to overlapping the bigger hitbox. Bowser's himself is intangible the moment he jumps off the ground.
|dsmashname=Buzzsaw ({{ja|バズソー|Bazusō}})
|dsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|10}} (hit 7)
|dsmashdesc=Bowser spins around in his shell, doing great damage with multiple hits from his spikes. Subpar range, can be DI'd out of, and has noticeable ending lag, but still powerful nonetheless. Combos into itself on fast-falling characters. Sixth most powerful down smash in the game.
|nairname=Gyroscope ({{ja|ジャイロスコープ|Jairosukōpu}})
|nairdmg=13%
|nairdesc=Bowser spins around in his shell, similarly to down smash. Low knockback, but long duration.
|fairname=Jump Slash ({{ja|ジャンプスラッシュ|Janpu Surasshu}})
|fairdmg=14% (left claw), 12% (left arm), 11% (right shoulder)
|fairdesc=Bowser slashes forward in midair. It has good knockback and good damage output throughout, which makes it a rather viable [[edgeguarding]] and KOing option.
|bairname=Spike Stretch ({{ja|スパイクストレッチ|Supaiku Sutoretchi}})
|bairdmg=13% (clean), 9% (late)
|bairdesc=Bowser thrusts his shell backwards. It is a viable [[edgeguarding]] option due to being a [[semi-spike]]. Has [[sex kick]] properties.
|uairname=Horn Toss ({{ja|ホーントス|Hōn Tosu}})
|uairdmg=17%
|uairdesc=Bowser whips his head above him horizontally. It is the slowest up aerial in the game, but is also the strongest. This is Bowser's only aerial that can KO reliably at 100%, and even earlier on lighter characters.
|dairname=Scrub Brush ({{ja|スクラブブラシ|Sukurabu Burashi}})
|dairdmg=3% (hits 1-9), 2% (landing)
|dairdesc=Bowser retreats into his shell and spins while facing upside-down. Does a lot of damage if all hits connect, but has low knockback, the hits don't reliably connect, and can lead to a self-destruct if used offstage due to its long duration and Bowser's weak recovery. It has a landing hitbox.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|pummelname=Bull Horns ({{ja|雄牛の角|Osuushi no Tsuno}})
|pummeldmg=3%
|pummeldesc=Headbutts the foe. Moderately slow.
|fthrowname=Catapult ({{ja|カタパルト|Kataparuto}})
|fthrowdmg=10%
|fthrowdesc=Bowser throws his foe forward. Can act as a potential KO move at high percentages.
|bthrowname=Reverse Throw ({{ja|逆投げ|Sakanage}})
|bthrowdmg=10%
|bthrowdesc=Bowser throws his foe backwards.
|uthrowname=Blender ({{ja|ブレンダー|Burendā}})
|uthrowdmg=1% (hits 1-8), 2% (throw)
|uthrowdesc=Bowser throws his foe upward a short distance and on his shell, doing damage to the opponent while spinning. Has [[set knockback]] and can chaingrab fastfallers.
|dthrowname=Bowser Slam ({{ja|クッパスラム|Kuppa Suramu}})
|dthrowdmg=12% (hit), 0% (throw)
|dthrowdesc=Bowser throws his foe on the ground and splashes them. It has a hitbox which lasts for one frame and deals a rather high 12%. The throw itself deals no damage. Can set up a tech-chase. In NTSC versions of the game, the throw is weight dependent. This makes the throw not deal any damage against {{SSBM|Jigglypuff}} or {{SSBM|Mr. Game & Watch}}, because they are a certain weight, where the down throw animation plays at a speed where it skips the frame the hitbox comes out on (frame 47). In the PAL version, the throw was made weight independent, so it plays at the same speed, and works properly against the entire cast.
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Bowser leaps forward to strike with his head, then back to kick behind, and finally gets up into standing position.
|floorbname=&nbsp;
|floorbdmg=12%
|floorbdesc=Bowser gets up while swinging his right hand around.
|edgefname=&nbsp;
|edgefdmg=8%
|edgefdesc=Quickly spins onto the stage, then retreats back a bit.
|edgesname=&nbsp;
|edgesdmg=10%
|edgesdesc=Slowly climbs onto stage and does a quick claw swipe.
|nsname=Fire Breath
|nsdmg=2%
|nsdesc=Bowser lets out a stream of fire that weakens over time. The move has a lot of start up lag, and is really only useful for [[edgeguarding]]. However, it can be cancelled by using a technique called [[Fire Breath#|Flame Cancel]]. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|ssname=Koopa Klaw
|ssdmg=12%/10% (slash), 4% (bite capture), 3% (bite pummel), 5% (release), 15% (forward throw), 11% (back throw)
|ssdesc=Bowser does a claw swipe. It grabs enemies that are close, while it hits and launches opponents that are farther away. Foes can escape this move in the same way they can escape grabs: by rolling the [[control stick]]. The forward throw awards more damage, while the back throw has higher knockback. The attack hitbox has transcendent priority.
|usname=Whirling Fortress
|usdmg=Ground: 13% (clean), 5% (mid), 3% (late)<br/>Air: 10% (startup), 3% (loop early), 2% (loop late)
|usdesc=Bowser retreats into his shell and spins. A recovery move with very little start up. The attack has great knockback when used on the ground, and in the air, it is good for racking up damage. The attack hits once on the ground, but multiple times in the air. It's great for horizontal recovery, but does not cover much vertical distance. Can be used to grab the ledge quickly when grounded facing either direction.
|dsname=Bowser Bomb
|dsdmg=21% (drop), 8% (landing)
|dsdesc=If used on the ground, Bowser jumps up into the air, then plummets back down to the ground, damaging anyone who's in the way. If used in the air, the move functions the same, except there is no initial jump. The shockwave on the ground can damage nearby opponents. This move is a [[stall then fall]] move.
}}


===Character Strategies===
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 117
|rweight = 1
|dash = 1
|rdash = 26
|run = 1.5
|rrun = 11-15
|walk = 0.65
|rwalk = 26
|trac = 0.06
|rtrac = 15-23
|airfric = 0.01
|rairfric = 15-20
|air = 0.8
|rair = 21-22
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 12-19
|gravity = 0.13
|rgravity = 3-5
|fall = 1.9
|rfall = 12-14
|ff = 2.4
|rff = 13
|jumpsquat = 8
|rjumpsquat = 26
|jumpheight = 31.57
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 22
|djump = 28.77
|rdjump = 9
}}


All of the below are given credit to Decadant One
'''PAL'''
{{Attributes
|cast = 26
|weight = 118
|rweight = 1
|dash = 1
|rdash = 26
|run = 1.5
|rrun = 11-16
|walk = 0.65
|rwalk = 26
|trac = 0.06
|rtrac = 15-23
|airfric = 0.01
|rairfric = 15-20
|air = 0.8
|rair = 21-22
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 12-19
|gravity = 0.13
|rgravity = 3-5
|fall = 1.9
|rfall = 12-14
|ff = 2.4
|rff = 13
|jumpsquat = 8
|rjumpsquat = 26
|jumpheight = 31.57
|rjumpheight = 15
|shorthop = 10.66
|rshorthop = 22
|djump = 28.77
|rdjump = 9
}}


===[[Announcer]] call===
<gallery>
Bowser English Announcer SSBM.wav|English
Bowser Japanese Announcer SSBM.wav|Japanese
</gallery>


<b>[[Mario]]/[[Dr Mario]]</b> - Mario is such a well balanced opponent that all the above strategies will apply. He can use almost any type of approach well, so he may change his tactics mid-battle. His Super Cape shouldn't be too much trouble. As long as you're holding a direction, it won't affect the 'Fortress, and it won't affect many of Bowser's moves due to hitting all around anyway. Be particualarly careful of his backwards throw. It's power allowed Mario to defeat Bowser in SM64, and is an excellent KO move here. His Coin Punch's speed, angle and priority make him an awkward target to edge-guard, so time you strikes to perfection. Remember that the forward smash can be set off early to allow opponents to fly into it. Dr Mario is nearly identical to fight, other than his lack of a wall jump, meaning he's less likely to recover from pits.
===[[Taunt]]===
{{Taunt/SSBM|char=Bowser|desc=Rears his head back and roars.}}


<b>[[Luigi]]</b> - In the hands of an average player, Luigi tends to be a bit slow moving to put up much resistance. In the hands of a veteran Luigi, he becomes lightning fast, wavedashing around faster than many characters can dash. Luckily, he's still fairly dependant on his air game, where he's not as fast a target. In the air, watch out for his neutral and forward aerials, which are fast and powerful. Like Mario, his back throw is superb. Unlike Mario, his forward B leaves him very vulnerable. He's remarkably easy to edge-guard due to this move. If he's recovering low or level, use a forward aerial. If he's coming from beneath you (very likely, given his recovery method), use a down smash. If he's high, wait 'till he uses the Green Missile, and simply finish him with an upward aerial. There is no reason he should be able to avoid it.
===[[Idle pose]]===
{{Idle|desc=Similar to his taunt, only slower. Leans back and roars, exhaling steam from his mouth.|image=Bowser Idle Pose Melee.gif }}


<b>[[Peach]]</b> - Very dangerous. She's fast to move, very fast to strike, and has bizarrely high power and priority. Although dangerous in the air, she can be outranged by many of Bowser's strikes. On the ground, don't CC, or she'll punish you with her down smash. She's exceptional difficult to edge-guard, due to her float ability. However, she's not too fast while doing this, so landing the final hit shouldn't be too hard. And she can only stay out there for so long. A common trick for her is to close, fast fall beneath you, and Parasol up through you. If she drops suddenly, jump backwards, and aim a forward aerial. Conveniently, she's not a great edge-guarder herself, and shouldn't pose and special problems. If you're coming in low, she'll probably try a down smash. Grab the ledge quickly, and then immediately roll over to go straight through her attack.
===[[Crowd cheer]]===
{{Crowd
|char=Bowser
|char-jp=Koopa
|game=Melee
|desc-us=Bow-ser! Bow-ser!
|desc-jp=Kooo-pa!
|pitch-us=Male
|pitch-jp=Male}}


<b>[[Yoshi]]</b> - On the stage, his fast and powerful attacks can be annoying, as are his grabs. However, his special moves are poor, and he'll be cautious in the air, for fear of being knocked off the edge without his double jump. He's the easiest character for Bowser to edge-guard, as most of Bowser's edge-guarding tactics will pierce his normally-resistant jump.
===[[Victory pose]]s===
{{Victory/SSBM
|victory-theme=MushroomKingdomThemeMelee.ogg
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''.
|desc-1=Steps forward, builds up a little, and roars.
|desc-3=Spins around in his shell and comes out smiling.
|desc-2=Takes two steps forward while swiping with his claws twice.
|char=Bowser}}


<b>[[DK]]</b> - DK should pose no problems for Bowser. He beats you in reach, but loses on power, weight and priority. His attacks aren't as wide as Bowser's, and he's got few defences against opponents coming in from slightly above. He has a similar tactic to Bowser's short hopped forward aerial with his back aerial, but Bowser's forward aerial will win on reach and priority. His Spinning Kong has good priority, so you'll need to let the forward aerial off early. He's also remarkebly easy to garb with a short hopped Koopa Klaw.
==In [[competitive play]]==
===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 -->
:''See also: [[:Category:Bowser players (SSBM)]]''
*{{Sm|62-bit Hero|USA}} - The most famous Bowser player of the MLG era, and primary innovator of the character. Returned to the community through Netplay upon the release of [[Project Slippi]], but has yet to compete on a large scale again.
*{{Sm|Arash|USA}} - Considered to be one of the best Bowser players in Melee’s early metagame. Placed 9th at {{Trn|MLG San Francisco 2005}} and 13th at {{Trn|MOAST 3}}, the latter being possibly the highest Bowser placement seen at any major tournament in ''Melee'', though it's unclear how much he actually used Bowser at those tournaments, as he played {{SSBM|Jigglypuff}} as well. He eventually switched to solo-maining Jigglypuff before retiring in 2007.
*{{Sm|DJ Nintendo|USA}} - Was considered the best Bowser in the world and one of the best Bowser players of all time. Placed 13th at {{Trn|MLG Long Island 2007}} with solely Bowser and used him as a secondary in his placements at 13th at {{Trn|Apex 2009}} and 17th at {{Trn|Revival of Melee 2}}. His win over {{Sm|Ryan Ford}} is considered the best win the character has seen in the game's competitive life. However, he mostly played other characters, primarily {{SSBM|Fox}}, after the end of the MLG era.
*{{Sm|WarriorKnight|USA}} - One of the primary innovators of Bowser’s metagame and one of the best Bowser players of all time. He placed top 24 at a few superregionals such as 9th at {{Trn|MLG Long Island 2007}} and 17th at {{Trn|Zenith 2014}}. His placements of 49th at both {{Trn|CEO 2016}} and {{Trn|Apex 2022}} mark the best Bowser placements at majors behind Arash, with the latter being the only notable Bowser result seen at a legitimate tournament in the post-Slippi era.


<b>[[Bowser]]</b> - If you're a good Bowser player, you'll know his weaknesses as well as his strengths. here's your chance to exploit them.
===Tier placement and history===
Since the beginning of the metagame, Bowser has always been a bottom-tiered character, ranking at or near the bottom on many revisions, due to his shallow combo tree, severe vulnerability to getting comboed and edgeguarded, atrocious mobility, and his pitiful [[matchup]]s against top/high tier characters, which has led to very poor tournament results overall. Even with the innovations of dedicated Bowser professionals such as {{Sm|62-bit Hero}} and {{Sm|WarriorKnight}}, who propelled Bowser to a level of play that many rarely ever saw before, Bowser players simply could not reach the ubiquity and consistency needed as a main to be considered as a relevant threat in the top-level environment. Currently, Bowser is last on the tier list and is ranked in the F tier in 26th place. He has negligible representation in tournaments outside of situational matches where he is counterpicked against players unfamiliar with the matchup (e.g. [http://www.youtube.com/watch?v=R9NaIYFnVgY&t=7m41s DJ Nintendo vs. Unknown522 at Zenith 2013]) and is considered non-viable for high-level play.


<b>[[Link]]</b> - Link's reach and priority are excellent, and may cause some problems. Use the extreme range of the forward aerial here. His Hookshot can grab you as you shell shift towards him, but cannot grab an airborne opponent. Short hopping is a good approach. If he ever misses with the Hookshot, he's a prime target for a forward smash. His projectiles shouldn't cause too many problems,as they can be batted away with strikes, or simply blocked without fuss. Between the Hookshot and his Spin Attack, he's got good recovery, but there's an easy weakness. Move back and allow him to Spin over the edge, then strike him as he descends.
==In 1-P Mode==
===In {{SSBM|Classic Mode}}===
In Classic Mode, Bowser can appear as an ordinary opponent, an opponent alongside {{SSBM|Mario}}, {{SSBM|Zelda}}, {{SSBM|Mewtwo}} or {{SSBM|Peach}}, a giant opponent, a metal opponent, or an ally in the team and giant battles.


<b>[[Young Link]]</b> - Young Link is much easier for Bowser to cope with, due to vastly decreased power, reach and priority. His Hookshot also has a smaller reach. His downward aerial is much more potent, though, so be careful of an airborne assault.
In his appearances, he will appear on either {{SSBM|Battlefield}} or [[Princess Peach's Castle]]. Unusually, if fought as a giant character, he will appear on [[Fountain of Dreams]].


<b>[[Zelda]]</b> - Zelda has few good moves. Her ace-in-the-hole is her Lightning Kick (forward or back aerial), and Bowser's an easy target for this. However, her special moves are awful, her recovery is easily exploitable, and she's pretty much screwed if you can keep her above you.
===In [[Adventure Mode]]===
In Adventure Mode, Bowser acts as a final boss of sorts, fought on the last stage, Stage 12: Final Destination. In this appearance, he is larger than usual, and as a result, he is more resistant to knockback. When played on Very Easy and Easy [[Difficulty|difficulties]], or if the player spent too much time in the Adventure Mode, then the game is concluded there. Classic Bowser's [[trophy]] falls off the stage, and the player's selected character celebrates with one of their [[Victory pose]]s.
[[File:GigaBowserAppears.png|thumb|Bowser's trophy returns to face the {{SSBM|Ice Climbers}} one last time.]]
If the player, however, arrives at Stage 12: Final Destination on Normal difficulty or higher, Bowser will appear with his black color scheme instead of his ordinary green color scheme (or his green color scheme if the player plays Bowser with his black color scheme). After he is KO'd and the ordinary cutscene is played, however, the eerie music continues where another cutscene shows the classic Bowser's trophy returning to Final Destination to face the player's character one last time. The trophy is then struck with lightning, and Bowser turns into Giga Bowser. Then Giga Bowser comes to life when he opens his mouth. As a last challenge for the player, they must defeat Giga Bowser in order to clear the Adventure Mode. After he is defeated, a cutscene shows Bowser's trophy falling off the stage again; this time, however, it breaks apart in which appears to be a "floor" in a pitch black background.


<b>[[Shiek]]</b> - She may be the best character in SSBM, but Shiek doesn't present any additional probelms to Bowser. In fact, his CC to 'Fortress proves rather effective. She's still tough, but Bowser has fewer problems against her than many characters. Her Needle Storm is a real pain,as it inflicts large damage and is very hard to avoid, due to it's speed. Just try your hardest to keep her at arms reach, and keep using set ups. Her general edge-guarding method is her forward aerial. Fast fall under this as you close, and spin up through her. Luckily, Shiek's recovery is rather poor, and easily exploitable. At distance, she may switch to Zelda and attempt Farore's Wind, but this doesn't make her any less of a target. In fact, she'll have less maneuverability after the move. If this happens, make sure to press the advantage and don't let her switch back until you KO her.
===In [[All-Star Mode]]===
In All-Star Mode, Bowser and his allies are fought on Yoshi's Island, as the remaining ''Mario'' stages were already taken by the rest of the four characters in the cast. When fighting Bowser on Yoshi's Island, the stage will always play its alternate track, "Super Mario Bros. 3".


<b>[[Ganondorf]]</b> - One of Bowser's toughest opponents, due to being just as strong and heavy as he is. Ganondorf also has faster attacks, with greater reach. Nasty. CC works well, as this stops short hopped up aerials striking Bowser, and reduces Ganondorf's incredible knockback. It's also a good idea to be wary for short hopped down aerials, as these are strong enough to launch even Bowser off the top of the stage! However, Ganondorf has few ways out of comboes and set ups, so keep him off his feet. He's also easy to edge-guard and edge-hog, due to the low priority of his Dark Dive. His edge-guarding skills are good though, and he's got a spike. Item use is excellent, as he's very slow to move, and Bowser can outpace him easily.
===In [[Event Match]]es===
Bowser makes the following appearances in the following [[event match]]es:
*'''[[Event 1: Trouble King]]''': Bowser is the first opponent of the event mode. The player plays as {{SSBM|Mario}}, and Mario and Bowser have 2 stock each in an untimed match on the {{SSBM|Battlefield}} stage. KO Bowser twice to win, which is an easy objective because Bowser is lighter than usual and has less competent AI.
*'''[[Event 10: All-Star Match 1]]''': Bowser is the last of five opponents the player must fight in this series of staged battles. The player's character battles him on the [[Rainbow Cruise]] stage, and their character has 2 stock while Bowser has 1. With a timer of four minutes, the player must defeat him and the other four characters one-by-one with the overall time and life the player has: Mario, {{SSBM|Donkey Kong}}, {{SSBM|Yoshi}}, and {{SSBM|Peach}} beforehand.
*'''[[Event 17: Bounty Hunters]]''': In this original scenario, the player plays as {{SSBM|Samus}} teamed up with {{SSBM|Captain Falcon}} (with Friendly Fire turned off), and the shared opponent is Bowser on the [[Jungle Japes]] stage. With everyone receiving one stock and 2:00 as the time limit, the goal is to be the one to KO Bowser. The player fails if Captain Falcon delivers the finishing blow or if Bowser SDs.
*'''[[Event 19: Peach's Peril]]''': A scenario designed in homage to the standard plot of traditional ''Super Mario'' games of Bowser being after {{SSBM|Peach}} and Mario saving her. The player plays as Mario teamed with Peach, whose AI is set on walking to each end of the stage aimlessly, and they each have 1 stock while the enemy Bowser has infinite stock. Bowser is especially strong and durable in this match, and he will attack either of them in the area on the {{SSBM|Final Destination}} stage. The objective is to last a full minute with both Mario and Peach surviving by the end, and high score is determined by how many times Mario can KO Bowser.
*'''[[Event 25: Gargantuans]]''': A scenario designed in homage to old, campy monster movies like Godzilla and King Kong. On the [[Fourside]] stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized {{SSBM|Donkey Kong}} (as "King Kong") with two stock. Two other characters on the match are a tiny Mario and a tiny Peach, who will be K.O.'d within seconds of the battle between the two main monsters.
*'''[[Event 42: Trouble King 2]]''': This tough event takes place in [[Poké Floats]]. The player controls {{SSBM|Luigi}} against a giant Bowser in an untimed match where the two of them have a stock of two each.
*'''[[Event 51: The Showdown]]''': In the game's final Event Match, the player has to square off against [[Giga Bowser]], {{SSBM|Ganondorf}}, and {{SSBM|Mewtwo}} on a team. With no time limit, the player is tasked with defeat all three, and everyone is given three stocks.


<b>[[Captain Falcon]]</b> - A very dangerous opponent, due to his ease of hitting Bowser with his forward aerial. His speed, however, is exploitable. He can often fly straight into a move before he realises he was in danger. Like Ganondorf, stick to using the reach and priority of the forward aerial, and floor him often. He's slightly harder to edge-guard than Ganondorf, but still nothing special. However, it's much harder to recover against him, due to his agility and his down aerial. There's little you can do about this, so it's best to pummel him as quickly as possible to avoid needing to recover often.
===Ending Images===
<center><gallery>
BowserClassicMode.jpg|Classic Mode.
BowserAdventureMode.jpg|Adventure Mode.
BowserAllStarMode.jpg|All-Star Mode.
</gallery></center>


<b>[[Samus Aran]]</b> - Samus' missile spamming can be difficult to counter. Her Charge Beam has immense power, but can be cancelled by many of Bowser's strikes, including his forward aerial and forward smash, and also the initial hit of the 'Fortress. This is risky, however, and simply blocking is often a better idea. Her missiles are a greater problem. Since they explode on impact, they will pierce any of Bowser's moves. Conveniently, Samus has few good defences against attacks from above, so this is the best option. Although Samus is reasonably strong, her combo ability isn't great, so Bowser shouldn't have too many problems against her at close quarters. Her grapple beam can't be followed up quite as well as Link's Hookshot, and she's just as vulnerable after missing. Her lack of speed and poor aerial game also work in Bowser's
==[[Trophies]]==
advantage. Only her neutral aerial is particularly good. However, her recovery can be awkward. Her bomb-jumping and grapple beam allow her to recover from vast distance, at a low altitude, which makes intercepting her difficult. However, during bomb-jumping she is relatively vulnerable, so a quick forward aerial can be useful. Just watch out for her spike.
In addition to the normal trophy about Bowser as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and [[All-Star Mode]]s respectively with Bowser on any difficulty:


<b>[[Fox]]</b> - There are those who regard Bowser as a counter to Fox, and there's a fair bit of evidence to support this. Fox is very easily edgeguarded, he's very vulnerable to Bowser's low-altitude juggles, and his comboes can be broken by Bowser, leaving Fox on high damage. Even the Shine Combo can be broken, unless it's done absolutely flawlessly, which is incredibly unlikely. Attrition works easily against Fox, and he's easily KO'd on little damage. The shine spike is annoying, but Bowser can avoid it with a bit of foresight.
{{Trophy/Fighter
|name=Bowser
|image=Bowser Trophy Melee.png
|mode=Classic
|desc=Bowser has a long history of kidnapping Princess Peach to lure his nemesis, Mario, into traps. He leads an enormous group of mischievous creatures, not the least of which are his seven children. With outrageous strength, flammable breath, and more spikes than you can shake a Star Rod at, Bowser is a constant threat.
|gamelist={{Trophy games|game1=Super Mario Bros.|release1=10/85}}
|game=Melee
}}
{{clrl}}


<b>[[Falco]]</b> - Much harder to deal with than Fox. His Blaster can keep you back, and his attacks are more likely to floor you. If he does so, don't tech. Instead, use Bowser's 'get up' moves. Against the Blaster, power shielding one of his shots back at him to stun works well as a surprise. However, don't try it repeatedly. If your opponent sees you trying, he'll just mix up timings and you'll suffer. Falco also has an excellent spike, which is difficult to avoid. The best approach is to air dodge to the edge, and then roll over. Luckily, he's even easier to edge-guard than Fox. Like Fox, he's vulnerable to low-altitude juggles, and will take massive damage from the down smash.
{{Trophy/Fighter
|name=Bowser
|image=Bowser Trophy (Smash).png
|mode=Adventure
|desc=In many ways, Bowser is the toughest character around. Not only does he have near-impervious hide, but his great mass makes him almost impossible to hurl offscreen. Of course, his weight also makes him rather slow to maneuver, so when facing him in battle, it's best to press your attack and not give him a chance to counter.
|gamelist=:B: Fire Breath
:Smash B: Koopa Klaw
|game=Melee
}}
{{clrl}}


<b>[[Kirby]]</b> - Kirby shouldn't be too much trouble, due to his lack of reach and knockback. He simply can't brawl with Bowser. He has few good edge-guarding techniques, and he's easily edge-guarded due to his lack of speed and agility in the air. All he can steal with Swallow is Fire Breath, and he's welcome to it. His Stone move is invincible to strikes, but he's vulnerable when turning back. If he drops down from above, block it, then down smash.
{{Trophy/Fighter
|name=Bowser
|image=Bowser Trophy (Smash 2).png
|mode=All Star
|desc=Bowser's Fire Breath strikes continually, but it grows gradually smaller over time until it's barely smoldering. The Koopa Klaw rakes enemies at a distance and pulls nearby foes in close for a good gnawing. Bowser's Whirling Fortress moves laterally over the ground; it works in midair as a recovery. The Bowser Bomb is powerful and paves the way for more attacks.
|gamelist=:Up & B: Whirling Fortress
:Down & B: Bowser Bomb
|game=Melee
}}
{{clrl}}


<b>[[Ness]]</b> - Just get stuck in against Ness. He doesn't cope well in a brawl. Watch out for his bat (forward smash), as it's strong and has good knockback, but pales in comparison to Bowser's forward smash. His Yo-yo is poor, and his special moves are generally feeble. Don't use Fire Breath in case he absorbs it with Psi Magnet. His short hopped forward aerial can be annoying, but can be easily stopped by a forward tilt. His recovery is poor normally, and he can't use his PK Thunder to get out of holes, but if he manages to strike himself well, he's very dangerous. If he's attempting it, simply leap out and into the PK Thunder iteslf. You may take a minor hit, but he'll fall off the bottom. Just make sure you don't brush Ness with the 'Fortress on your own recovery, as he'll then be able to recover. When recovering against Ness, don't come in level, or you'll just be batted out. Aim for the edge, or over his head.
==[[Alternate costume (SSBM)#Bowser|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=4|[[File:Bowser Palette (SSBM).png]]
|-
|{{Head|Bowser|g=SSBM|s=25px}}
|{{Head|Bowser|g=SSBM|s=25px|cl=Red}}
|{{Head|Bowser|g=SSBM|s=25px|cl=Blue}}
|{{Head|Bowser|g=SSBM|s=25px|cl=Black}}
|}


<b>[[Ice Climbers]]</b> - Individually, no problem. As a pair, a lot tougher. Using high priority attacks requires much better timing, as at any point, there's likely to be two attacks coming your way rather than one. The Koopa Klaw to grab is much harder, as the Ice Climber that is not grabbed will simply strike you, forcing you to let go. If you do get one in your claws, dispense with the biting and immediately throw. The back throw works to seperate the two, while the forward will strike both of them. Watch out for their grab tactics in particular. Your best bet is often to break quickly then DI away. Luckily, the immense knockback of Bowser's strikes works well here, as it can seperate them easily. Once reeling, go for the second (CPU controlled) Ice Climber, and eliminate it quickly before the other can intervene. This shouldn't be too hard, as the second Climber has no real sense of self-preservation. They won't block or dodge well, and they won't evade edge-guarding. This means that it's easier to defeat the second one and then take apart the lone Climber than it is to take on both of them. Edge-guarding is easy enough; just knock one or the other too far away from the other to use Belay.
==Glitch==
[[File:Bowser Giant Hand Glitch Melee.gif|thumb|The glitch in action.]]
Bowser's giant hand glitch is a glitch in ''Super Smash Bros. Melee'' that temporarily makes Bowser's hand inflate to several times its size, as the name implies. However, the glitch is only visible for a brief second.


<b>[[Pikachu]]/[[Pichu]]</b> - Pikachu's main problem is his lack of range, so make the most of this by playing keep away with the forward aerial, and using the forward smash as it attempts to close. Pikachu's electricity-based attacks can occasionaly pierce Bowser's attacks, but this relies on Pikachu bypassing Bowser's range. Pikachu is highly vulnerable while using Skull Bash or Thunder, as these moves have wind up and lag. Pikachu is a poor edge-guarder, but it's downward-tipping tail moves can be difficult to overcome. Luckily, the 'Fortress out-prioritises these moves. Simply go for the edge to avoid Thunder as an edge-guarder. When edge-guarding Pikachu, either hit early enough to catch Quick Attack as it passes through you; or, much easier, wait back a bit and get ready to up smash as it finishes the move and is vulnerable. Pichu is a slightly harder target due to it's small size, but it's glaring weaknesses make it an easy victim.
Method:
First, Bowser must pick up a capsule, then short hop. This also works with any item you can throw with the A button.
After that, he must immediately perform an air dodge.
*As Bowser lands from the air dodge, his right hand (the one holding the capsule) will quickly grow many times its normal size, then just as quickly shrink back to normal. It grows and shrinks over the space of only a few frames, so it is difficult to pause the game at exactly the right point. If the game is paused when Bowser's hand is giant, inspection reveals that the giant hand is as detailed as Bowser's normal hand. When in its giant state, the hand can also distort platforms.


<b>[[Jigglypuff]]</b> - Jigglypuff may be able to KO Bowser in two hits with Rest, but Bowser also has a really easy time KO'ing Jigglypuff. She's almost solely aerial based, so make sure to keep her away with forward aerials. The 'Wall of Pain' (spamming backward aerials) can be annoying, but Bowser's reach and priority should win through if timed well. Edge-guarding Jigglypuff should largely consist of forward aerials. Just try to keep knocking her out; as she uses her multiple jumps, she slows, and loses agility. Once she's ran out of steam, she's an easy target. Overall, it's best to keep her at range, to avoid the 'joys' of Rest and Pound. Concentrate on landing hits, as she's easily killed at very low damage.
==Gallery==
 
<center>
<b>[[Mewtwo]]</b> - Like Luigi, Mewtwo is easily beaten when used by most players, but becomes much more dangerous in the hands of those that favour him. His fast, long-reaching dodges make him elusive, and his Teleport allows him to get out of line-of-fire quickly. His grab range is huge, and his throws are exceptionally powerful. He wields items better than most of the cast, and can leave you stunned with Disable and Confusion. On the other hand, he's a large target, and his smashes have little knockback. Forward aerials are risky against him - he has arguably the best shield-grabbing abilities in the game. The Koopa Klaw still works well, and Mewtwo's upwards attacks are weak. Extreme close-quarters is the best place to fight him, as he doesn't react quickly. He's exceptionally difficult to edge-guard, due to his immense double jump and the ability to Teleport away from attacks. Like Pikachu and Zelda, it's usually best to strike him after recovering, when he's vulnerable. He's not a great edge-guarder, as his spike is short-reached and needs very precise aim, and knocking away with back aerials requires the enemy to be in a certain position. Many Mewtwo players will attempt to fight near the screen's edges if possible, where they can KO easily from a shield-grab. Jump over Mewtwo, and Koopa Klaw him from behind, and immediately throw backwards yourself. This is a risky method, though, as Mewtwo can KO from 0% damage easily, completely negating Bowser's weight advantage.
<gallery>
 
Bowser Melee.jpg|Official artwork of Bowser.
<b>[[Marth]]</b> - Marth doesn't use a wide variety of tactics, or complicated techniques. Instead, he relies on having a wall of pure stats on his side. He's almost as strong as Bowser, with just as much knockback and priority. He's also fast, agile, and has an incredibly long reach, with a wide arc.  
SSBMWebsiteBowser1.jpg|[[Taunt]]ing while holding a [[Mr. Saturn]] on [[Princess Peach's Castle]].
He'll aim to keep you at a distance, and he's very good at it. Try to use the range of the forward aerial, and jump over him to the 'Klaw. His grabs can cause problems, as they're fast, and have a much longer range than they appear to. He's capable of chain-throwing as well. However, the fact remains that he's got little variety, so he's predictable. Use mind games to open him up. If he camps, either use items or just flame him. He'll soon move. Counter is irritating, but the Koopa Klaw still goes through it on a grab. In addition, Bowser's wind up works well against it. Just wait slightly longer than normal to strike, and Marth's counter will have worn off by the time Bowser's hit strikes (Marth will only counter during the period he's flashing white). He's easily edge-guarded, as his recovery is poor. However, his edge-guarding rivals Bowser's! He'll either down tilt you repeatedly when low, or just use his forward smash. Like Falcon, it's best to do it to him before he does it to you.
Whirling Fortress SSBM.jpg|Using [[Whirling Fortress]] on [[Fountain of Dreams]].
 
SSBMWebsiteBowser3.jpg|Using his [[down throw]] on {{SSBM|Kirby}} on Princess Peach's Castle.
<b>[[Roy]]</b> - Like Marth, with none of the power or knockback. He's also lighter and slower, with a poor air game and few comboes. If you can beat Marth, Roy shouldn't be a problem.
Ssbmbowser4.jpg|Using [[Bowser Bomb]] on {{SSBM|Fox}} on [[Pokémon Stadium]].
 
Koopa Klaw.jpg|Using [[Koopa Klaw]] on Fox on [[Great Bay]].
<b>[[Mr. Game & Watch]]</b> - G&W has few strengths. He's not particularly strong, he's not particularly fast. His reach is average, and his throws are poor. His specials are arguably the worst in the game. His recovery is easily edge-guarded, and he's not a great edge-guarder himself. His most useful moves are his neutral aerial (parachute) and his down tilt (manhole cover), but Bowser has better. There really isn't anything G&W is likely to do that sets him apart in any way.
Fire breath melee.jpg|Using [[Fire Breath]] on [[Brinstar]].
CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on [[Corneria]].
</gallery>
</center>


==Trivia==
*In the [[Special Movie]], Bowser is the only character not to appear with his universe (nor play a [[Music (SSBM)|song]] from his own universe nor play his own [[credits]] theme). However, Bowser is from the {{uv|Mario}} universe. But he is shown right after Captain Falcon (continuing Captain Falcon's theme song and ''credits'' theme.
*Bowser has his own unique landing effect as opposed to the other characters. This effect is also used for his helpless landing animation as well.
*Not counting Donkey Kong and Mario, as they have been both a protagonist and antagonist, Bowser, along with Ganondorf, are the first two playable antagonists in the ''Smash'' franchise. <!--Mewtwo does not count, due to its antagonistic role being exclusive to the main anime series and possibly other non-game adaptations, but being non-existence in at least the main series games. Do not use its appearance in Event 51: The Showdown as a counterargument, as some antagonistic fighters who aren't necessarily villains are still considered villains in certain scenarios in the Smash series.-->


==References==
{{reflist}}
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0724/index.html Bowser's page at Smabura-Ken]


*[[smashwiki:26TP/Bowser|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
 
{{Mario universe}}
 
[[Category:Bowser (SSBM)| ]]
[[Category:Characters]]
[[Category:Trophies (SSBM)]]
[[Category:Characters (SSBM)]]
[[es:Bowser (SSBM)]]
[[Category:Bosses]]
[[Category:Mario universe]]

Revision as of 19:46, April 7, 2024

This article is about Bowser's appearance in Melee. For the character in other contexts, see Bowser.
Bowser
in Super Smash Bros. Melee
Bowser in Super Smash Bros. Melee.
MarioSymbol(preBrawl).svg
Universe Mario
Other playable appearances in Brawl
in SSB4
in Ultimate
Availability Starter
Tier F (26) (North America)
H (24) (Europe)
BowserHeadSSBM.png

Bowser (クッパ, Koopa), is a character in Super Smash Bros. Melee and is available from the start. Announced at E3 2001, Bowser was added to the game because he won the official poll of desired newcomers for a potential second Smash game with 169 votes, by a wide margin over the runner-up, Princess Peach.[1] A stronger form of Bowser, named Giga Bowser, also appears as the true final boss of Adventure Mode.

Bowser has no voice actor, but uses realistic roars, similarly to his sounds in Mario Kart 64.

Bowser is currently ranked dead last on the current Melee tier list, being placed 26th out of 26 characters, making this his worst placement in the series. Among Bowser's positive traits is his difficulty in getting KO'd due to his high weight and rather fast falling speed for a heavyweight; additionally, he has among the most powerful attacks in the game (most notably his forward smash), as well as some useful aerial attacks, most notably his forward and upward aerials. However, he suffers due to his large size and falling speed, which makes him extremely easy to combo. His moves are burdened with sluggish frame data, and his approach is among the worst in the game, with laggy aerials, a poor jumping ability (leading to an awful SHFFL), a short wavedash, poor projectile, and a slow, predictable recovery. Bowser suffers from having terrible matchups in the game, with most of the cast being able enough to camp, edgeguard, and overwhelm him with attacks easily.

Attributes

Bowser acts as the game's primary "slow and powerful" fighter; other equally heavy and powerful characters, such as Donkey Kong and Ganondorf, are of considerably higher speed than Bowser in a variety of ways. Bowser has an average dashing speed, average falling speed, below average air speed, below average traction and the slowest initial dash. These characteristics, however, also give Bowser a short and slow wavedash.

Bowser's greatest strength is his raw damage output and KO potential. Many of his attacks are the strongest of their kind, and their damage output can reach perhaps ludicrous levels; his uncharged forward smash, for instance, deals 24%, and his down tilt has the second highest damage output in the game for a tilt (behind Ganondorf's up tilt), dealing a potential 22% if both hits connect. As a result of this high damage output, Bowser possesses numerous finishing options, with all of his tilts, smash attacks, forward, back, and up aerials, Koopa Klaw back throw, Whirling Fortress, and Bowser Bomb becoming potentials for garnering KOs. In addition to their high power, Bowser's attacks also have very large hitboxes, granting a more threatening offensive presence.

In addition to this, Bowser has a surprisingly high amount of tricks that can be used to aggravate opponents, such as the set knockback on his down throw setting up tech chases against fast fallers. One of Bowser's most versatile moves takes form as his up special move, Whirling Fortress. In addition to its superb damage potential, it is among the most flexible moves in the game, acting as a combo breaker due to its extremely quick five start-up frames, allowing it to serve as a very strong out of shield option, and a dangerous substitute to Bowser's poor defensive roll. Bowser is also surprisingly proficient at edgeguarding, despite his sluggish movement. He can quickly grab the ledge while using his Whirling Fortress off the side of the stage (known as Fortress Hogging), and can push recovering enemies backwards with his below-100% ledge attack, which is one of the best ledge attacks in the game due to its speed and the large area around the ledge that it covers. Meanwhile, his forward aerial is one of his fastest and highest reaching attacks, while his back aerial is a semi-spike, giving him two more useful tools to gimp opponents.

Bowser's extreme power that sacrifices speed, however, is what causes him to be considered the worst character in Melee. Despite an average dashing speed, he has poor air speed, the slowest walking speed, the slowest jump in the game (an 8-frame jump squat) and a mediocre wavedash. Fire Breath is also tied with Zelda's Din's Fire for possibly the worst projectile in the game; with high startup and ending lag, short reach for a projectile, and gradual loss of power, it is almost completely useless outside of edgeguarding already linear recoveries (on top of Bowser already having much better edgeguarding options). His aerial approach is of equally poor quality, due to his aforementioned slow jumping speed and high-lag aerials. This leads to a horrible SHFFL that is, ironically, very easy to perform. These deficiencies give Bowser the worst neutral game of the entire cast.

Bowser's poor neutral game is exacerbated by poor defensive options; his only good option is the aforementioned Whirling Fortress, as all of his other defensive options are among the worst in the game. With a small shield that invites shield stabbing, as well as slow defensive rolls and sidesteps, Bowser has very few ways to escape pressure inflicted onto him. He also has no options against projectiles, due to his massive hurtbox and lack of an effective projectile or reflector of his own. Bowser’s attacks, despite having large hitboxes, also tend to have surprisingly short range (especially for a character of his size) or poor hitbox placement, particularly for his strongest attacks such as his smashes. Finally, Bowser's attacks have notoriously sluggish frame data, and are easy to punish. As a result, Bowser ironically has trouble KOing opponents despite his incredible power, as his poor approaching options and the extreme lag in his moves make him prediction-reliant to land his finishers.

While Bowser does have high endurance potential due to being the heaviest character in the game, it is offset by his terrible mobility and extreme susceptibility to getting comboed, allowing him to be put into KO percentages very quickly. Faster characters, including Fox, Falco, and most of the Melee cast can easily combo, juggle, and chain grab him, with very little chance for Bowser to escape. His slow, predictable, and easily gimpable recovery also hampers his survivability; despite Whirling Fortress being a good out of shield move, it is very poor as a recovery move, granting decent horizontal but terrible vertical distance. This makes meteor smashes and spikes extremely threatening to Bowser, as characters with reliable spikes (such as Falco and Marth) can instantly gimp his recovery, even at extremely low percentages. Bowser's recovery is further hampered by his poor air speed and his lack of alternate options to recover or ways to slow down his falling speed; as a result, Bowser is very simple to edgeguard.

Bowser's lack of low-knockback moves, coupled with high ending lag, give him a very shallow combo game; most of his combos require precise timing and L-cancelling, and even then, these combos are limited to two or three hits even if the opponent DIs poorly, with the last hit often not being one that can lead to a KO. Bowser's slow speed on both the ground and in the air also prevent him from easily pursuing foes after they have been knocked back, leading to opponents easily recovering from hits and being able to counter Bowser's further attempts at comboing. This makes Bowser's punishes highly inconsistent, even at the lowest levels of play.

Overall, Bowser is a very deficient character with few advantages and several crippling weaknesses. His great power is masked by his horrible neutral game, and his survivability is greatly offset by his poor defensive game and ease of being comboed. He also lacks safe moves, with Whirling Fortress often being the only reliable move in his entire arsenal, making him very limiting on players. As such, he rarely sees representation in all levels of play, due to the multitude of hard reads that Bowser players must land to even hold equal footing with other characters in the cast.

Version history

Bowser was slightly buffed in the PAL version of Melee. The issue regarding his down throw was fixed, and he is slightly heavier.

NTSC 1.02

PAL

  • Buff Bowser is one unit heavier (117 → 118).
  • Change Down throw is no longer weight dependent.

Moveset

For a gallery of Bowser's hitboxes, see here.

Bowser's aerial attacks
  Name Damage Description
Neutral attack Left Scratch (左スクラッチ) / Right Scratch (右スクラッチ) 5% Bowser slashes with his left claw, and then his right claw. Resembles a swiping action he performs in Super Mario 64. Noticeable KO potential at higher percentages, being the third most powerful jab in the game.
6%
Forward tilt Koopa Knuckle (クッパナックル) 13% (fist), 15% (arm) Bowser leans forward and throws a backhanded punch. Has a bit of start up lag and little range, but it has fairly good knockback for a tilt. In fact, it is the most powerful forward tilt in Melee. Can be aimed up or down. The attack is based on the second hit of his Drill Claw attack in Super Mario RPG: Legend of the Seven Stars.
12% (fist), 13% (arm), 14% (body)
11% (fist), 13% (arm)
Up tilt Ceiling Scratch Floor (天井のスクラッチフロア) 13% Swats the air above him with his left claw. Has good knockback and can be good for setting up combos. It is the second strongest up tilt in Melee, surpassed by Ganondorf's.
Down tilt Scratch () 13% (hit 1), 10% (hit 2) Bowser slashes along the ground with his claws. Oddly, despite having two separate hits, they cannot link together past very low percentages and the first hit is stronger. The first hit is one of the stronger down tilts in the game and can KO at higher percentages.
Dash attack Horn Charge (ホーンチャージ) 11% (clean), 8% (late) Bowser charges forward. Decent knockback at low percents, but cannot KO at very high percents and is very punishable due to startup and ending lag.
Forward smash Hammer Head (ハンマーヘッド) 24% Bowser rears back for a short moment and headbutts with force. It deals incredibly high damage and knockback, though suffers from a lot of lag in general. It is the strongest smash attack in the game and KOs at around 18-38% when fully charged.
Up smash Shell Shock (砲弾ショック) 20% (leap), 12% (landing) Bowser thrusts his shell upward from a jump and hits the opponent with the spikes. A powerful attack with a rather long-lasting hitbox. Bowser has a smaller hitbox inside his shell that does 17% damage, but it rarely connects due to overlapping the bigger hitbox. Bowser's himself is intangible the moment he jumps off the ground.
Down smash Buzzsaw (バズソー) 2% (hits 1-6), 10% (hit 7) Bowser spins around in his shell, doing great damage with multiple hits from his spikes. Subpar range, can be DI'd out of, and has noticeable ending lag, but still powerful nonetheless. Combos into itself on fast-falling characters. Sixth most powerful down smash in the game.
Neutral aerial Gyroscope (ジャイロスコープ) 13% Bowser spins around in his shell, similarly to down smash. Low knockback, but long duration.
Forward aerial Jump Slash (ジャンプスラッシュ) 14% (left claw), 12% (left arm), 11% (right shoulder) Bowser slashes forward in midair. It has good knockback and good damage output throughout, which makes it a rather viable edgeguarding and KOing option.
Back aerial Spike Stretch (スパイクストレッチ) 13% (clean), 9% (late) Bowser thrusts his shell backwards. It is a viable edgeguarding option due to being a semi-spike. Has sex kick properties.
Up aerial Horn Toss (ホーントス) 17% Bowser whips his head above him horizontally. It is the slowest up aerial in the game, but is also the strongest. This is Bowser's only aerial that can KO reliably at 100%, and even earlier on lighter characters.
Down aerial Scrub Brush (スクラブブラシ) 3% (hits 1-9), 2% (landing) Bowser retreats into his shell and spins while facing upside-down. Does a lot of damage if all hits connect, but has low knockback, the hits don't reliably connect, and can lead to a self-destruct if used offstage due to its long duration and Bowser's weak recovery. It has a landing hitbox.
Grab Grab (つかみ)
Pummel Bull Horns (雄牛の角) 3% Headbutts the foe. Moderately slow.
Forward throw Catapult (カタパルト) 10% Bowser throws his foe forward. Can act as a potential KO move at high percentages.
Back throw Reverse Throw (逆投げ) 10% Bowser throws his foe backwards.
Up throw Blender (ブレンダー) 1% (hits 1-8), 2% (throw) Bowser throws his foe upward a short distance and on his shell, doing damage to the opponent while spinning. Has set knockback and can chaingrab fastfallers.
Down throw Bowser Slam (クッパスラム) 12% (hit), 0% (throw) Bowser throws his foe on the ground and splashes them. It has a hitbox which lasts for one frame and deals a rather high 12%. The throw itself deals no damage. Can set up a tech-chase. In NTSC versions of the game, the throw is weight dependent. This makes the throw not deal any damage against Jigglypuff or Mr. Game & Watch, because they are a certain weight, where the down throw animation plays at a speed where it skips the frame the hitbox comes out on (frame 47). In the PAL version, the throw was made weight independent, so it plays at the same speed, and works properly against the entire cast.
Floor attack (front)   6% Bowser leaps forward to strike with his head, then back to kick behind, and finally gets up into standing position.
Floor attack (back)   12% Bowser gets up while swinging his right hand around.
Edge attack (fast)   8% Quickly spins onto the stage, then retreats back a bit.
Edge attack (slow)   10% Slowly climbs onto stage and does a quick claw swipe.
Neutral special Fire Breath 2% Bowser lets out a stream of fire that weakens over time. The move has a lot of start up lag, and is really only useful for edgeguarding. However, it can be cancelled by using a technique called Flame Cancel. This attack has transcendent priority.
Side special Koopa Klaw 12%/10% (slash), 4% (bite capture), 3% (bite pummel), 5% (release), 15% (forward throw), 11% (back throw) Bowser does a claw swipe. It grabs enemies that are close, while it hits and launches opponents that are farther away. Foes can escape this move in the same way they can escape grabs: by rolling the control stick. The forward throw awards more damage, while the back throw has higher knockback. The attack hitbox has transcendent priority.
Up special Whirling Fortress Ground: 13% (clean), 5% (mid), 3% (late)
Air: 10% (startup), 3% (loop early), 2% (loop late)
Bowser retreats into his shell and spins. A recovery move with very little start up. The attack has great knockback when used on the ground, and in the air, it is good for racking up damage. The attack hits once on the ground, but multiple times in the air. It's great for horizontal recovery, but does not cover much vertical distance. Can be used to grab the ledge quickly when grounded facing either direction.
Down special Bowser Bomb 21% (drop), 8% (landing) If used on the ground, Bowser jumps up into the air, then plummets back down to the ground, damaging anyone who's in the way. If used in the air, the move functions the same, except there is no initial jump. The shockwave on the ground can damage nearby opponents. This move is a stall then fall move.

Stats

NTSC

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 117 1 – Initial dash
1.5 – Run
0.65 0.06 0.01 0.8 0.02 – Base
0.03 – Additional
0.13 1.9 – Base
2.4Fast-fall
8 31.57 - Base
10.66 - Short hop
28.77

PAL

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 118 1 – Initial dash
1.5 – Run
0.65 0.06 0.01 0.8 0.02 – Base
0.03 – Additional
0.13 1.9 – Base
2.4Fast-fall
8 31.57 - Base
10.66 - Short hop
28.77

Announcer call

Taunt

  • Rears his head back and roars.
Bowser-Taunt-SSBM.gif

Idle pose

  • Similar to his taunt, only slower. Leans back and roars, exhaling steam from his mouth.
Bowser Idle Pose Melee.gif

Crowd cheer

English Japanese
Cheer
Description Bow-ser! Bow-ser! Kooo-pa!
Pitch Male Male

Victory poses

An orchestrated cover of the iconic "Level Completed" music from Super Mario Bros..
  • Steps forward, builds up a little, and roars.
  • Takes two steps forward while swiping with his claws twice.
  • Spins around in his shell and comes out smiling.
Bowser-Victory1-SSBM.gif Bowser-Victory2-SSBM.gif Bowser-Victory3-SSBM.gif

In competitive play

Most historically significant players

See also: Category:Bowser players (SSBM)
  • USA 62-bit Hero - The most famous Bowser player of the MLG era, and primary innovator of the character. Returned to the community through Netplay upon the release of Project Slippi, but has yet to compete on a large scale again.
  • USA Arash - Considered to be one of the best Bowser players in Melee’s early metagame. Placed 9th at MLG San Francisco 2005 and 13th at MOAST 3, the latter being possibly the highest Bowser placement seen at any major tournament in Melee, though it's unclear how much he actually used Bowser at those tournaments, as he played Jigglypuff as well. He eventually switched to solo-maining Jigglypuff before retiring in 2007.
  • USA DJ Nintendo - Was considered the best Bowser in the world and one of the best Bowser players of all time. Placed 13th at MLG Long Island 2007 with solely Bowser and used him as a secondary in his placements at 13th at Apex 2009 and 17th at Revival of Melee 2. His win over Ryan Ford is considered the best win the character has seen in the game's competitive life. However, he mostly played other characters, primarily Fox, after the end of the MLG era.
  • USA WarriorKnight - One of the primary innovators of Bowser’s metagame and one of the best Bowser players of all time. He placed top 24 at a few superregionals such as 9th at MLG Long Island 2007 and 17th at Zenith 2014. His placements of 49th at both CEO 2016 and Apex 2022 mark the best Bowser placements at majors behind Arash, with the latter being the only notable Bowser result seen at a legitimate tournament in the post-Slippi era.

Tier placement and history

Since the beginning of the metagame, Bowser has always been a bottom-tiered character, ranking at or near the bottom on many revisions, due to his shallow combo tree, severe vulnerability to getting comboed and edgeguarded, atrocious mobility, and his pitiful matchups against top/high tier characters, which has led to very poor tournament results overall. Even with the innovations of dedicated Bowser professionals such as 62-bit Hero and WarriorKnight, who propelled Bowser to a level of play that many rarely ever saw before, Bowser players simply could not reach the ubiquity and consistency needed as a main to be considered as a relevant threat in the top-level environment. Currently, Bowser is last on the tier list and is ranked in the F tier in 26th place. He has negligible representation in tournaments outside of situational matches where he is counterpicked against players unfamiliar with the matchup (e.g. DJ Nintendo vs. Unknown522 at Zenith 2013) and is considered non-viable for high-level play.

In 1-P Mode

In Classic Mode

In Classic Mode, Bowser can appear as an ordinary opponent, an opponent alongside Mario, Zelda, Mewtwo or Peach, a giant opponent, a metal opponent, or an ally in the team and giant battles.

In his appearances, he will appear on either Battlefield or Princess Peach's Castle. Unusually, if fought as a giant character, he will appear on Fountain of Dreams.

In Adventure Mode

In Adventure Mode, Bowser acts as a final boss of sorts, fought on the last stage, Stage 12: Final Destination. In this appearance, he is larger than usual, and as a result, he is more resistant to knockback. When played on Very Easy and Easy difficulties, or if the player spent too much time in the Adventure Mode, then the game is concluded there. Classic Bowser's trophy falls off the stage, and the player's selected character celebrates with one of their Victory poses.

Bowser's trophy returns to face the Ice Climbers one last time.

If the player, however, arrives at Stage 12: Final Destination on Normal difficulty or higher, Bowser will appear with his black color scheme instead of his ordinary green color scheme (or his green color scheme if the player plays Bowser with his black color scheme). After he is KO'd and the ordinary cutscene is played, however, the eerie music continues where another cutscene shows the classic Bowser's trophy returning to Final Destination to face the player's character one last time. The trophy is then struck with lightning, and Bowser turns into Giga Bowser. Then Giga Bowser comes to life when he opens his mouth. As a last challenge for the player, they must defeat Giga Bowser in order to clear the Adventure Mode. After he is defeated, a cutscene shows Bowser's trophy falling off the stage again; this time, however, it breaks apart in which appears to be a "floor" in a pitch black background.

In All-Star Mode

In All-Star Mode, Bowser and his allies are fought on Yoshi's Island, as the remaining Mario stages were already taken by the rest of the four characters in the cast. When fighting Bowser on Yoshi's Island, the stage will always play its alternate track, "Super Mario Bros. 3".

In Event Matches

Bowser makes the following appearances in the following event matches:

  • Event 1: Trouble King: Bowser is the first opponent of the event mode. The player plays as Mario, and Mario and Bowser have 2 stock each in an untimed match on the Battlefield stage. KO Bowser twice to win, which is an easy objective because Bowser is lighter than usual and has less competent AI.
  • Event 10: All-Star Match 1: Bowser is the last of five opponents the player must fight in this series of staged battles. The player's character battles him on the Rainbow Cruise stage, and their character has 2 stock while Bowser has 1. With a timer of four minutes, the player must defeat him and the other four characters one-by-one with the overall time and life the player has: Mario, Donkey Kong, Yoshi, and Peach beforehand.
  • Event 17: Bounty Hunters: In this original scenario, the player plays as Samus teamed up with Captain Falcon (with Friendly Fire turned off), and the shared opponent is Bowser on the Jungle Japes stage. With everyone receiving one stock and 2:00 as the time limit, the goal is to be the one to KO Bowser. The player fails if Captain Falcon delivers the finishing blow or if Bowser SDs.
  • Event 19: Peach's Peril: A scenario designed in homage to the standard plot of traditional Super Mario games of Bowser being after Peach and Mario saving her. The player plays as Mario teamed with Peach, whose AI is set on walking to each end of the stage aimlessly, and they each have 1 stock while the enemy Bowser has infinite stock. Bowser is especially strong and durable in this match, and he will attack either of them in the area on the Final Destination stage. The objective is to last a full minute with both Mario and Peach surviving by the end, and high score is determined by how many times Mario can KO Bowser.
  • Event 25: Gargantuans: A scenario designed in homage to old, campy monster movies like Godzilla and King Kong. On the Fourside stage, with unlimited time, the player plays as a giant-sized Bowser (as "Godzilla") with 1 stock against a giant-sized Donkey Kong (as "King Kong") with two stock. Two other characters on the match are a tiny Mario and a tiny Peach, who will be K.O.'d within seconds of the battle between the two main monsters.
  • Event 42: Trouble King 2: This tough event takes place in Poké Floats. The player controls Luigi against a giant Bowser in an untimed match where the two of them have a stock of two each.
  • Event 51: The Showdown: In the game's final Event Match, the player has to square off against Giga Bowser, Ganondorf, and Mewtwo on a team. With no time limit, the player is tasked with defeat all three, and everyone is given three stocks.

Ending Images

Trophies

In addition to the normal trophy about Bowser as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star Modes respectively with Bowser on any difficulty:

Bowser trophy from Super Smash Bros. Melee.
Classic Mode trophy
Bowser
Bowser has a long history of kidnapping Princess Peach to lure his nemesis, Mario, into traps. He leads an enormous group of mischievous creatures, not the least of which are his seven children. With outrageous strength, flammable breath, and more spikes than you can shake a Star Rod at, Bowser is a constant threat.
Super Mario Bros. (10/85)
Bowser trophy from Super Smash Bros. Melee.
Adventure Mode [Smash] trophy
Bowser [Smash]
In many ways, Bowser is the toughest character around. Not only does he have near-impervious hide, but his great mass makes him almost impossible to hurl offscreen. Of course, his weight also makes him rather slow to maneuver, so when facing him in battle, it's best to press your attack and not give him a chance to counter.
B: Fire Breath
Smash B: Koopa Klaw
Bowser trophy from Super Smash Bros. Melee.
All-Star Mode [Smash] trophy
Bowser [Smash]
Bowser's Fire Breath strikes continually, but it grows gradually smaller over time until it's barely smoldering. The Koopa Klaw rakes enemies at a distance and pulls nearby foes in close for a good gnawing. Bowser's Whirling Fortress moves laterally over the ground; it works in midair as a recovery. The Bowser Bomb is powerful and paves the way for more attacks.
Up & B: Whirling Fortress
Down & B: Bowser Bomb

Alternate costumes

Bowser's palette swaps, with corresponding tournament mode colours.
BowserHeadSSBM.png BowserHeadRedSSBM.png BowserHeadBlueSSBM.png BowserHeadBlackSSBM.png

Glitch

The giant hand glitch in Melee with some visual hacks. Made in Photoshop.
The glitch in action.

Bowser's giant hand glitch is a glitch in Super Smash Bros. Melee that temporarily makes Bowser's hand inflate to several times its size, as the name implies. However, the glitch is only visible for a brief second.

Method: First, Bowser must pick up a capsule, then short hop. This also works with any item you can throw with the A button. After that, he must immediately perform an air dodge.

  • As Bowser lands from the air dodge, his right hand (the one holding the capsule) will quickly grow many times its normal size, then just as quickly shrink back to normal. It grows and shrinks over the space of only a few frames, so it is difficult to pause the game at exactly the right point. If the game is paused when Bowser's hand is giant, inspection reveals that the giant hand is as detailed as Bowser's normal hand. When in its giant state, the hand can also distort platforms.

Gallery

Trivia

  • In the Special Movie, Bowser is the only character not to appear with his universe (nor play a song from his own universe nor play his own credits theme). However, Bowser is from the Mario universe. But he is shown right after Captain Falcon (continuing Captain Falcon's theme song and credits theme.
  • Bowser has his own unique landing effect as opposed to the other characters. This effect is also used for his helpless landing animation as well.
  • Not counting Donkey Kong and Mario, as they have been both a protagonist and antagonist, Bowser, along with Ganondorf, are the first two playable antagonists in the Smash franchise.

References

  1. ^ [1]

External links