Super Smash Bros. Obliteration/Bowser

Bowser is a Default/Starter Character in Super Smash Bros. Obliteration. As the King of Koopa's and arch rival of Mario, Bowser will stop at nothing to take over the Mushroom Kingdom and the world as well as keep Princess Peach for his own ailing love life, frequently resorting to kidnapping the princess and forcing Mario to come and save her. Bowser is once again ready to rumble and roar over the competition with his intimidating appearance and hard hitting, powerful moves in a true fight for the ages.
== Attacks ==
Type 	Name 	Damage 	Description
Neutral 	Double Punch 	(5% = Hit 1, 7% = Hit 2, 12% = Total) 	Punches twice in quick succession. Relatively high priority allows this move to cancel out some types of projectiles. second hit has minor knockback. knockback. The second hit also has intangibility on his arm during the active hitboxes.
Forward Tilt 	Royal Punch 	(12%) 	 Shifts his weight forwards and delivers a powerful punch. Has decent horizontal knockback, making this move a possible KO option at higher percentages, Has intangibility on his arm during the active hitboxes
Up Tilt 	Royal Punch 	(10%) 	Slashes directly above himself. Has fairly good juggling potential. It has slightly lower KO potential than it had in Brawl, however it retains its speed. It has the potential to KO at higher percentages. Towards the end of this attack, it is possible to also hit opponents directly behind Bowser with the swipe, Has intangibility on his arm during the active hitboxes.
Down Tilt 	Koopa Dual Swipe	(14% =  first hit, 11%  = second hit, 25% = total). 	Crouches and performs two quick claw swipes. It has decent knock back and speed, and has some KO potential at higher percentages. Both hits have intangibility on his arms during the active hitboxes, 
Forward Smash	 	20% = clean body, 23% = clean feet, 17% = late feet), 14% = late body).	Leaps forward and delivers a devastating drop kick. This side smash replaces Bowser's headbutt from Melee and Brawl, and greatly increases his range while still retaining the power. This move has incredible KO potential, and is capable of taking out enemies with low percentage, and even OHKOing lightweight or floaty characters such as Jigglypuff. The attack is relatively slow, however. If fully charged, the attack has decent shield break potential, Has intangibility on his legs during the active hitboxes, 
Up Smash 	 	(20% = hit 1 center, 15% = hit 1 sides, 6% = hit 2). 	Rears himself on all fours and leaps upwards, delivering a powerful blow with his shell. This attack has a hitbox positioned directly atop Bowser's shell that deals significantly more damage and knockback. This attack has incredible vertical KO potential, along with relatively high priority. It has invincibility frames that makes him able to counter counters like Vision, Double Team and Slip Counter. The first hit has intangibility on his shell during the active hitboxes.
Down Smash 	Hurricane Spin 	 (2% = hit 1, 1% = hits 2-6), 9% = hit 7, 16% = total). 	Retreats inside his shell, and performs a rapid spinning attack along the ground. Has high knockback, however to a lesser extent than his other smash attacks. The range of this attack is significantly increased from Brawl. Multi-hits,
== Aerial Attacks ==
Type 	Name 	Damage 	Description
Neutral	 	 (6% = hits 1-4, 24% = Total). 	A cartwheel. It can combo into forward and up aerials at low to medium percentages. It is a mechanically unusual attack, as both its third and fourth hits are present at once (on Bowser's top and bottom half respectively). As such, connecting with the fourth hit before the third hit will mean the third hit will not connect with the opponent. It is one of the most Damaging Neutral Aerials in the game.
Forward	 	(13% (hand), 12% (arm), 11% (body). 	Swipes downward with his claws. It has great range, as it can even hit opponents below him, while its quick start-up and respectable knockback allows it to KO reliably at 100% off-stage. It also autocancels from a short hop, which makes it perceived as being Bowser's most useful aerial, 
Back 	 	(19%) 	A dropkick. It is very powerful, as it can either KO around 100% from center-stage and as low as 60% at the edge, though it does not have much vertical range. The second strongest and most damaging back aerial in the game behind max Aura Lucario's back aerial. Autocancels from a short hop. 
Up 	 	(15%) 	Delivers a blow with his horns aimed directly above himself. Has good KO potential at higher percentages, Has intangibility on his head during the active hitboxes.
Down 	Homing Shall	(16% = Landing directly on top of an opponent, 2% = Where Bowser Lands).	Retreats inside his shell and drops directly downwards at a surprising speed. Has significant ending lag after Bowser hits the ground, but has very good KO potential at higher percentages. Deals 16% damage if Bowser lands directly on top of an opponent, but the attack also creates a slight shock wave that.
==Other Attacks==
Type 	Name	Damage	Description
Floor Attack (Front)	 	(7%) 	Swipes his claws behind himself and in front of himself while getting up.
Floor Attack (Back) 	 	(6%) 	Same as Front Attack, just with Less Power.
Floor Attack (Trip) 	 	(7%) 	Swipes his Claws in Both Forward/Back Directions near the ground.
Ledge Attack 	 	(8%) 	Swipes inward while climbing up. One of the longest ranged edge attacks in the game
Dash Attack 	 	 	A side kick, similar to Meta Knights dash attack. Good for hitting prone or
tumbling opponents, (12% = Clean, 10% = Late).
== Grabs/Throws ==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs an Opponent
Pummel 	Headbutt	(3% = Each Hit). 	Headbutts the opponent, A moderately slower pummel compared to some of the other fighters,
Forward	 	(8% =Hit 1, 4% = Throw, 12% = Total) 	Picks up the opponent with his horns and rears his head back, then swings it forwards, sending them flying, and can KO opponents above 150%
Back 	 	(9% = Hit 1, 5% = Throw, 14% = Total) 	 Throws the opponent over his shoulder. Can KO opponents above 130%. It is Bowser's strongest throw in terms of knockback, 
Up 	 	(0.5% = hits 1-7, 1% = hit 8, 2% = throw, 6.5% = total).	Throws the opponent slightly upward, withdraws into his shell, and then spins rapidly in order to repeatedly stab them with his shell's spikes. Bowser's least damaging throw, but sports outstanding combo potential, as it can combo into up tilt, up smash, neutral aerial, up aerial, forward aerial, back aerial or even Flying Slam. Its aerial combos are especially effective against fast-fallers, although its Flying Slam combo requires a hard read,
Down 	 	(10% = hit 1, 2% = throw, 12% = Total). 	 Places the opponent on the ground and splashes them. Its high base knockback, low knockback growth and high ending lag prevents it from having any follow-ups, although it deals impressive damage. It KOs around 150% near the edge and can be used an alternative to his forward and back throws for setting up an edgeguard.
==Taunts==
Up Taunt: Roars and throws his head back.
Side Taunt: Gnashes his teeth and bites the air in front of him.
Down Taunt: Hops up on one foot and waves his arms around.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Fire Breath 	(1.2% = Loop) 	 Expels a stream of fire from his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward, which can potentially gimp recovering opponents, although the flames at the very end of the stream do not cause flinching, 
Side Special 	FlyingSlam 	(18% = Throw, 15% = Collateral) 	Grabs an opponent, jumps with them into the air and backflips repeatedly before belly-to-belly suplexing them onto the ground. It deals immense vertical knockback that can KO at 120%, making it a very reliable KOing option. Its power and launching angle makes it difficult to properly DI, especially if the user has high gravity. The suplex can also hit other opponents on the ground that it lands into for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential sacrificial KO, 
Up Special 	Whirling Fortress	(2% = grounded hits 1-7, 4% (grounded hit 8, 10% = aerial hit 1, 5% = aerial hits 2-6, 3% = aerial hits 7-11).	Enters his shell and spins rapidly, being able to move forward and backward while doing so. It acts as a recovery when performed in the air, propelling Bowser forward and upwards, but Bowser remains grounded when he performs it on the ground. Very versatile and a useful out of shield option. In the air, button mashing enables it to cover more vertical distance. Surprisingly long-ranged, but it can be intercepted easily, 
Down Special 	Bowser Bomb 	(4% = hop, 20% = drop, 11% = landing, 35% = total). 	 A Ground Pound. It deals immense vertical knockback to anyone hit and can KO under 100%, making it one of Bowser's most reliable KOing options. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack. 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 directly faces one while falling, and starts the move at a full-hop height. 
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Giga Bowser	(Varies)	Transforms into Giga Bowser, the final boss of Melee's Adventure Mode. Giga Bowser has total flinch resistance during his transformation. Instead of using the moves he gained in SSB4, Giga Bowser reuses all of Bowser's moves and animations from Melee Brawl and 3DS/Wii U, complete with his smash attacks inflicting elemental effects.
==AlternateCharacters/Costumes==
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==Photo Credits==
I would personally like to credit for his Alternate Character Images.
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