Super Smash Bros. Galaxy Deluxe/Giga Bowser Moveset

Giga Bowser (ギガクッパ), is an unplayable character in Super Smash Bros. Ultimate and only playable via hacking. Unlike previous appearances in the franchise. 
When playable, Giga Bowser is extremely sluggish, with slow moves all-around that have very large hitboxes. However, with many of them taking near enough a second to come out, they are extremely easy for characters like Pichu or Sheik to avoid. Where the matchup shifts, however, is in Giga Bowser's durability: He has an eye-watering 95 units of knockback-based armor that make him almost impossible to launch, with his weight and other statistics holding him down. In general, the only way to launch Giga Bowser prior to around 250% is with counterattacks and extremely strong moves like Aymr. This results in very linear matchups where the player avoids much of Giga Bowser's sluggish attacks and slowly chips away at him until he can finally be KOed; alternatively, attempts can be made to circle camp him.
== Moveset ==
Name 	Damage 	Description 	 	
Neutral attack 	Neutral attack 	Koopa Palm Strike (クッパ掌打) / Koopa Pursuit Attack (クッパ追い打ち) 	4% 	Performs a palm thrust, then a straight punch. While somewhat slow for a neutral attack, its low endlag makes it safer on shield than most others. Bowser's arms each have intangibility (frames 7 and 8, and frames 9-11, respectively). Unlike most neutral attacks, Bowser's has enough knockback to become a reliable KO move at high percentages.
Neutral attack 	Neutral attack 	Koopa Palm Strike (クッパ掌打) / Koopa Pursuit Attack (クッパ追い打ち) 	7% 	Performs a palm thrust, then a straight punch. While somewhat slow for a neutral attack, its low endlag makes it safer on shield than most others. Bowser's arms each have intangibility (frames 7 and 8, and frames 9-11, respectively). Unlike most neutral attacks, Bowser's has enough knockback to become a reliable KO move at high percentages.
Forward tilt 	Forward tilt 	Koopa Back Fist (クッパ裏拳) 	13% 	Does a backhanded punch forwards. The punch may be angled up or down, but doing so does not affect damage or knockback. Has damage-based armor (frames 7-9) and intangibility on his arm (frames 10-14). The downward-angled version can very reliably 2-frame most recoveries, and can KO most characters at around 90%.
Up tilt 	Up tilt 	Ceiling Scratch (天井ひっかき) 	11% 	Does a 180-degree overhead arcing claw swipe. It comes with wide range and average ending lag, allowing it to 50/50 combo into itself at low percents. At slightly higher percents, it can lead into neutral air and back air. The attack will almost always send the opponent directly above Bowser. It also boasts a respectable amount of kill power, being one of the strongest up tilts in the game and KOing at around 120%. Has damage-based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16). However, it has noticeable startup lag, coming out on frame 11.
Down tilt 	Down tilt 	Spoiled Brat Punch (だだっ子パンチ) 	7% (hit 1),
8% (hit 2)	Does an alternating pair of hooks. Both hits deal 15% in total, only slightly higher than the first hit's damage output in SSB4, being 14%. Down tilt's second hit comes out five frames earlier, and gains the ability to trip opponents. It also grants damage-based armor on the first hit (frames 7-9), and intangibility on his arms for both (frames 10-12, and 10-14, respectively). It can still hit many ledge hangs, although the first hit having set knockback can cause the second hit to whiff if a ledge hang is low enough.
Dash attack 	Dash attack 	Jumping Kick (ジャンピングキック) 	12% (clean),
10% (late)	Does a jumping side kick, similar to Meta Knight's dash attack. Good for hitting prone or tumbling opponents and has high base knockback. However, its knockback scaling is poor, preventing it from killing under 200%, along with having high ending lag, making it very punishable.
Forward smash 	Forward smash 	Megaton Drop Kick (メガトンドロップキック) 	23% (clean feet),
20% (clean body), 17% (late feet), 14% (late body)	Does a powerful dropkick. Its outstanding damage output threatens shields, being able to inflict significant damage to them. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. It grants damage-based armor (frames 17-21), and the clean hitboxes render Bowser's feet invincible (20-25), whereas its late hitboxes have anti-rebounding priority. It is tied with Kazuya's forward smash as the third strongest in the game, as it can KO opponents at 56% from center stage. However, due to coming out on frame 22 and having 43 frames of ending lag, it's very punishable if whiffed or shielded.
Up smash 	Up smash 	Rising Spike (ライジングスパイク) 	22% (spikes),
16% (sides), 12% (landing)	Jumps to thrust his shell upwards while spinning. Deals the most damage to opponents who come into contact with Bowser's shell spikes, while other opponents get hit by the sourspots on his head and tail or the landing hitbox instead. The sweetspot KOs at around 80% uncharged, making it the strongest up smash in the game. Grants damage-based armor (frames 11-15) and invincibility on his shell (frames 14-27), making it an excellent anti-air tool that is hard to compete with.
Down smash 	Down smash 	Rampage Scratch (あばれひっかき) 	16% (hit 1),
15% (hit 2)	Does two grounded claw swipes, hitting opponents in front of him, then behind him. Active on frame 12, making it Bowser’s fastest smash attack. It's also among the strongest down smashes in the game; the front hit deals slightly more damage than the back hit, though they both do about the same knockback. Grants damage-based armor (frames 5-11), but unlike his other smashes, it possesses no invincibility. It can hit many characters' ledge hangs and is useful for covering rolls, although it has extremely high ending lag, so it's punishable.
Neutral aerial 	Neutral aerial 	Koopa Wheel (クッパホイール) 	6% (hits 1-4)	An aerial cartwheel. While it is difficult to connect all 4 hits, it is incredibly damaging for an aerial, and it can even open up KO confirms on landing, such as into forward aerial, back aerial, and up aerial. This makes it Bowser's best combo starter when landing with it, as even at low percentages it can combo into up tilt and up smash. It comes out on frame 8. However, the hits after the first don't connect very reliably due to their knockback scaling, and the attack has poor range, with the hitboxes for each hit appearing on specific points on Bowser's hands and feet. It also has noticeable landing lag (15 frames) and doesn't auto-cancel in a short hop.
Forward aerial 	Forward aerial 	Jump Scratch (ジャンプひっかき) 	13% (hand),
12% (arm), 11% (body)	Swipes downward with one claw. It has fairly quick start-up (frame 11), a respectable damage output and knockback, can pseudo-wall of pain with Whirling Fortress as a finisher, and has great range, as it can even hit opponents below him. It can also auto-cancel in a short hop. Altogether, these traits make for arguably Bowser's most versatile aerial.
Back aerial 	Back aerial 	Rocket Kick (ロケットキック) 	19% 	A dropkick. It's incredibly powerful, one of the strongest of its type in the game, as it can either KO around 100% from center-stage and as low as 60% at the edge, although it doesn't have much vertical range. It can auto-cancel in a short hop, making it somewhat safe when retreating. However, it has the most landing lag out of any back aerial in the game (24 frames), making it risky to use when close to the ground. Active on frame 9 to 11. Despite its kill power and quick startup, its hitbox is lackluster, and Bowser's hurtbox extends beyond the actual hitbox of the move at its startup, making it susceptible to fail against disjointed aerials.
Up aerial 	Up aerial 	Heading (ヘディング) 	15% 	An upwards arcing headbutt. Deals great knockback, enough to KO at around 100% near the upper blast line, thus being among the strongest up aerials in the game. Grants intangibility to his head (frames 3-13), which, when combined with its quick startup (frame 9) and its power, makes it an effective juggling tool. However, it can be difficult to properly use because of its mediocre general range.
Down aerial 	Down aerial 	Scrub Brush (スクラブブラシ) 	16% (spikes),
2% (shockwave)	A stall-then-fall attack that involves Bowser retreating into his shell while turning upside-down, then propelling himself towards the ground while spinning. The first few active frames being able to meteor smash opponents, in combination with the move's large hitbox and powerful diagonal knockback during the later active frames, make it a moderately effective edgeguarding tool. The move emits a small shockwave on both sides when Bowser lands, which makes the move slightly harder to punish. Should Bowser use the move while he's off stage, it is almost guaranteed to cause a self-destruct due to its high ending lag and his fast falling speed. Bowser will hover in the air for a brief period before the active frames begin, allowing this move to stall his landing. Grants intangibility on his arms and legs in midair (frames 14-60) and upon landing (frames 1-27). Resembles an attack used by Spinies and Buzzy Beetles where they withdraw into their shell and drop from the ceiling.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out. Bowser’s grabs have very good reach for being non-tether grabs. However, his grabs are not the fastest.
Pummel 	Pummel 	Grab Headbutt (つかみヘッドバット) 	1.6% 	Headbutts the opponent. A slow but powerful pummel.
Forward throw 	Forward throw 	Slingshot (スリングショット) 	12% 	Places the opponent in between his horns, then proceeds to slowly rear his head back and powerfully lunge it forward to launch the opponent. It is the second strongest forward throw in the game only after Incineroar. Despite its damage and knockback, it doesn't release until frame 36, which results in it taking longer to throw opponents than back throw, making it easy to DI on reaction. Additionally, its launch angle is somewhat poor for KO'ing, meaning it won't typically do so until around 150% near the ledge.
Back throw 	Back throw 	Back Throw (バックスルー) 	12% 	Throws the opponent backwards in a sideways motion with one arm, akin to Donkey Kong's regular back throw. It has the exact same damage output and knockback values as his forward throw, which makes it a viable kill move around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw, thus making it more consistent and harder to DI.
Up throw 	Up throw 	Fresh Mixer (フレッシュミキサー) 	0.5% (hits 1-7),
2% (hit 8), 4% (hit 9) 2% (throw)	Throws the opponent slightly upward, withdraws into his shell, and then spins rapidly in order to repeatedly stab them with his shell's spikes. He hops up on the final hit to launch the opponent upwards. Can combo into forward, neutral, and up aerials at low percents.
Down throw 	Down throw 	Heavy Press (ヘビープレス) 	10% (hit 1),
4% (throw)	Places the opponent on the ground and body slams them. It deals 14%, making it the third most damaging throw in the entire game only after Steve's down throw with an Anvil and King K. Rool's up throw. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. However, its high damage and base knockback make it a good mix-up and an option to send opponents offstage.
Floor attack (front)	Floor attack (front)	 	7% 	Swipes his claws behind himself and in front of himself while stumbling to his feet.
Floor attack (back) 	Floor attack (back) 	 	7% 	Swipes his claws around himself while getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Swipes his claws around himself while getting up.
Edge attack 	Edge attack 	 	10% 	Bowser slowly climbs up from the ledge and then swipes at the ground in front of him. It has the longest reach out of any edge attack.
Neutral special 	Neutral special 	Fire Breath 	1.8% (loop) 	Expels a stream of fire from his mouth. It gradually loses strength and range the longer it is used, but it will slowly regain its strength when not in use. It can be angled up or down, which can potentially intercept recovering opponents, although the flames at the very end of the stream do not cause flinching. It deals notoriously high damage; at close ranges it can potentially deal over 30% in a matter of seconds.
Side special 	Side special 	Flying Slam 	18%-23.4% (throw),
15% (collateral)	Grabs an opponent and then jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an aesthetic explosion. Bowser spins around dramatically during the descent. It has a quick frame 6 startup and does strong vertical knockback that can KO at 130%, making it a deadly mixup tool in the air. However, it is very susceptible to DI giving it somewhat mediocre KO power if used too far from the edge of the stage. The move also has a massive 46 frames of endlag on whiff, making it extremely punishable. The suplex can hit other opponents on the descent for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential sacrificial KO, although this becomes more difficult to do if Bowser has a higher percent, and it is possible to recover if the opponent has a long vertical recovery. The ascent grants intangibility (frames 1-23), and can launch opponents significantly far when falling, although the explosion has no hitbox. The move deals more damage based on fall distance, following the formula 18×(1+0.003d) where d = landing height - grab height, maxing out at 100 units (18×1.3)—roughly the distance from Temple's highest platform to the ground below it.
Up special 	Up special 	Whirling Fortress 	1% (grounded hits 1-7),
6% (grounded hit 8), 7% (aerial hit 1), 1% (aerial hits 2-11), 2% (aerial hit 12)	Withdraws into his shell and spins around rapidly, striking multiple times. It starts up on frame 6 and is capable of moving forward or backward while doing so, which makes it an extremely effective out of shield option, launching opponents vertically and easily putting them into disadvantage. In the air, it propels Bowser diagonally upwards, travelling impressive distance vertically and horizontally; the move can cover a greater distance via button mashing near the end of the move.
Down special 	Down special 	Bowser Bomb 	4% (headbutt),
20% (ground pound), 11% (landing)	A Ground Pound. It deals immense vertical knockback to anyone hit and can KO under 100%, making it a situational, yet potent kill move. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is impossible to avoid if it connects. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of its grounded hitboxes connect. It will almost certainly cause a self-destruct if used off-stage due to its ending lag, though it can grab ledges if Bowser is near one. The startup can meteor smash, although it possesses rather weak knockback in comparison to its impressive damage. It resembles the attack he uses during his boss fight in Super Mario Bros. 3.
Final Smash 	Final Smash 	Giga Bowser Punch 	40% 	Bowser transforms into Giga Bowser and teleports into the background, where he becomes impervious to attacks. Red crosshairs will appear on screen to indicate where Giga Bowser will aim his punch, which can be moved around with the control stick; the crosshairs also contains a depleting green gauge around their circumference to indicate how much time is left until the attack will activate automatically, though the attack can be activated manually before the gauge fully depletes. If the opponent's damage percent is 60% or greater before they are punched, they are instantaneously screen KO'd.
== Appearing ==
Giga Bowser Landing Into Ground.
== Taunt ==
Up Taunt: Throws his head back and swivels it in a circle while roaring.
Side Taunt: Leans forward and furiously bites his jaws three times.
Down Taunt: Bounces precariously on one leg, similarly to his teetering animation.
== Idle ==
Sways his head around and back while roaring and exhaling smoke from his mouth.
Clenches his fists and bashes them together, then bends over and roars.
== Victory Pose ==
Left: Walking On Back And Turning On The Camera.
== Victory Theme ==
Giga Bowser: Super Smash Bros. Victory Theme
== Classic Mode: Unknown ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Mario 	Peach's Castle 	Bowser's Theme - Mario Party 10	
2 	Luigi 	Peach's Castle 	Bowser's Theme - Mario Party 10	
3 	Peach 	Peach's Castle 	Bowser's Theme - Mario Party 10	
4 	Daisy 	Peach's Castle 	Bowser's Theme - Mario Party 10	
5 	Rosalina & Luma	Peach's Castle 	Bowser's Theme - Mario Party 10	
6 	Donkey Kong 	Peach's Castle 	Bowser's Theme - Mario Party 10	
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Master Hand 	Final Destination	Master Hand 	
== Palutena's Guidance ==
: Pit: Uhh... What do we have here?
: Palutena: Sorry, Pit. I have no data on this fighter. This Must Be be an intruder from another dimension!
: Pit: OK, it looks like the thing to do is focus on dodging and not getting hit. I guess I should've played more Light vs. Dark to train...
== Color ==
# Original
== Story Mode ==
Giga Bowser Was Captured By Oleander And Vaporized When She unleashed Her beams of stars. and imprisoned alongside the rest of the spirits, with the exception of Girl & Dog.
Oleander Creating Giga Bowser Turn Bowser Into Boss To Kill Girl & Dog.
Name 	Type 	Power	Stage 	Music
Giga Bowser	Neutral	??? 	Final Destination	Giga Bowser
== Spirit ==
Category:Character Movesets