Bowser (SSBM)

Bowser (, 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. 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 survival to high percents due to his very 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. The grounded version of Whirling Fortress has minimal start up, greatly improving his otherwise bad defence options. Lastly, Bowser possesses the best ledge attack in the game, featuring low start up time and excellent range.
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, the slowest jump squat in the game, which is perhaps his worst flaw (leading to an awful SHFFL), a slow wavedash, and a poor projectile. The benefits of Bowser's excellent weight value are largely undone by his limited recovery options, which are both predictable and lacking in distance. Overall, Bowser has many difficult matchups, with much of the cast being able to easily camp, edgeguard, and overwhelm Bowser with their superior agility and aggression. Bowser is definitively an unviable pick at the highest levels of play.
==Attributes==
Bowser acts as the game's primary "slow, but powerful" fighter; other equally heavy and powerful characters, such as and , 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 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 command grab, 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 and priority, it is among the most flexible moves in the game, acting as a combo breaker due to its extremely quick start-up, being out on frame five, 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 (although his over-100% ledge attack is much worse). Meanwhile, his forward aerial can be used as a zoning tool and 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 greatly 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 (a dismal 8-frame jump squat) and a mediocre wavedash. Fire Breath is also tied with Zelda's Din's Fire and Kirby's Final Cutter 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 very 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 perhaps 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 other than Whirling Fortress. He also has almost no options against projectiles, due to his massive hurtbox and lack of an effective projectile or reflector of his own, outside of powershielding. Many of 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 has trouble comboing opponents despite his incredible power, and 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 , , 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 and ) can easily 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 fast, consecutive, low-knockback moves 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, often only if the opponent DIs poorly, with the last hit not often being one that can lead to a KO. Bowser's slow movement on both the ground and in the air also prevent him from easily pursuing foes after they have been knocked back, leading to a play style mostly centered on stage control and ledge mechanics, with opponents easily out-maneuvering approaches, and being able to punish Bowser's over-extended attempts at comboing. Moreover, Bowser's hard reads and smash attack KO attempts are inherently risky at all levels of play.
Overall, Bowser is a resoundingly ineffective character competitively, with his few advantages, and several crippling weaknesses. His great power is masked by his bad neutral game and lag, and his high survivability is greatly offset by his poor defense game and being so easily comboed due to his very large size. He also lacks the arsenal of safe moves and movement that high-tiers have, and therefore resorts typically to a stray hit and edgeguarding-centric game plan, with Whirling Fortress often being the only reliable move under pressure, making him very limiting on players. As such, he very rarely sees representation in competitive 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. Overall, while he is mildly less dysfunctional in the PAL release, Bowser is still undeniably a nonviable choice competitively.
NTSC 1.02
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PAL
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==Moveset==
For a gallery of Bowser's hitboxes, see here.
===Stats===
NTSC
PAL
===Announcer call===
Bowser English Announcer SSBM.wav|English
Bowser Japanese Announcer SSBM.wav|Japanese
===Taunt===
===Idle pose===
===Crowd cheer===
 	Cheer (International)	Cheer (Japanese)
Cheer 	 	
Description	Bow - ser! Bow - ser!	Kooooo - pa!
===Victory poses===
==In competitive play==
===Most historically significant players===
:See also: :Category:Bowser players (SSBM)
* - Formerly known as Gimpyfish, the most renowned 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.
* - Considered to be one of the best Bowser players in Melee’s early metagame. Placed 9th at and 13th at , 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 as well. He eventually switched to solo-maining Jigglypuff before retiring in 2007.
* - Was considered the best Bowser in the world and one of the best Bowser players of all time. Placed 13th at with solely Bowser and used him as a secondary in his placements of 13th at and 17th at . His win over is considered the best win the character has seen in the game's competitive life. However, he mostly played other characters, primarily , after the end of the MLG era.
* - 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 and 17th at . His placements of 49th at both and mark the best Bowser placements at majors behind Arash, with the latter being one of the few Bowser results 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 and , 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 ===
In Classic Mode, Bowser can appear as an ordinary opponent, an opponent alongside , , or , a giant opponent, a metal opponent, or an ally in the team and giant battles.
In his appearances, he will appear on either 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.
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 , and Mario and Bowser have 2 stock each in an untimed match on the 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, , , and beforehand.
*Event 17: Bounty Hunters: In this original scenario, the player plays as teamed up with (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 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 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 (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 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, , and on a team. With no time limit, the player is tasked with defeat all three, and everyone is given three stocks.
===Congratulations Screens===
BowserClassicMode.jpg|Classic Mode
BowserAdventureMode.jpg|Adventure Mode
BowserAllStarMode.jpg|All-Star Mode
==Trophies==
In addition to the normal trophy about Bowser as a character unlocked by completing as Bowser on any difficulty, there are two trophies about him as a fighter, unlocked by completing and All-Star Mode respectively as Bowser on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Bowser:
==Alternate costumes==
			
			
==Glitch==
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==
Bowser Melee.jpg|Official artwork of Bowser.
SSBMWebsiteBowser1.jpg|Taunting while holding a Mr. Saturn on Princess Peach's Castle.
Whirling Fortress SSBM.jpg|Using Whirling Fortress on Fountain of Dreams.
SSBMWebsiteBowser3.jpg|Using his down throw on on Princess Peach's Castle.
Ssbmbowser4.jpg|Using Bowser Bomb on on Pokémon Stadium.
Koopa Klaw.jpg|Using Koopa Klaw on Fox on Great Bay.
Fire breath melee.jpg|Using Fire Breath on Brinstar.
CaptainFalconClassicMode.jpg|Knocked back by 's Falcon Kick on Corneria.
==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 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. 
*Competitively, Bowser's best stage is Yoshi's Story, due to it allowing for very easy fortress hogging, no-impact landing ledge jumps to its side platforms for fast actionability, shorter blast zone distances for earlier KO's, and hindering the opponents ability to camp. However, in a best of 3, players have the option to ban it.
==References==
==External links==
*Bowser's page at Smabura-Ken
*Translation 
 
Category:Trophies (SSBM)
es:Bowser (SSBM)