nyuuzyou/wikis huggingface dataset:
Bowser (SSB4)/Neutral special/Default

==Overview==
 breathes fire out of his mouth. The move has constant hitboxes for the first couple of seconds before the hitbox recedes due to the move becoming weaker overtime. This property makes it generally safe to use in neutral as if the opponent tries to punish and drops shield, they will be damaged by the flames, however if the opponent waits for the move to lose range, Bowser is easily punishable. However since Bowser's win condition usually consists of getting his grab to lead into his powerful aerials, the move is overshadowed by faster and more consistent options such as his jab and aerials. 
The move is most useful when used for edgeguarding as the flames will cover the ledge and prohibit the opponent from recovering if their character does not have a strong hitbox for their recovery, forcing them to consider different options when and how to recover, allowing Bowser stage control and letting him tack on more and more percent on the opponent. Another feature of the move is that the very edge of the flames do not cause the opponent to flinch, and instead having a windbox. This property allows Bowser to tack on damage without flinching the opponent (i.e. when their shield has been broken and the player wants to add on more percent) and to edgeguard, an example being Ness: Bowser can use his flames to push Ness away from his PK Thunder, potentially messing up the recovery and resulting in a gimp.
==Update history==
 1.0.4
*
==Hitboxes==
The whole attack repeats when input is held after 7 frames.
|}
==Timing==
Category:Bowser (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Bowser (SSB4)/Side special/Default

==Overview==
Bowser swings his arm in front of him to grab an opponent. The move is one of Bowser's best neutral options due to its property of being able to auto-cancel upon landing. This allows him to have tricky movement and to end the lag of his bulky aerials, which alleviate Bowser's weaknesses in having to land with the long end lag of his moves. Besides its utility in the neutral, the move boasts as a powerful KO option and can KO opponents at medium-high percents with rage when used on the top platform of common stages such as and Smashville.
The move provides enough pressure to force the opponent to consider whether or not to shield or to jump. It's a powerful alternative to Bowser's already strong grab and grab game, and due to the move's knockback sending at an upward angle, it can DI mixup an opponent as if they hold in, they do to the top, and if they hold out, they die straight to the side, forcing the opponent to DI down and away, sending them offstage for an edgeguard. It also puts them in the air, giving more opportunity to pressure the opponent and juggle them.
==Update history==
 1.0.4/ 1.0.0
*
 1.0.6
*
 1.1.3
*
**
*
*
**
*
 1.1.4
*
**
**
**
**
==Throw, Grab and Hitbox Data==
===Ground Grab===
|}
===Air Grab===
|}
===Throw===
|}
===Collateral===
|}
==Timing==
===Ground grab===
Grab 	8
Interruptible 	43
Animation length	49
===Air grab===
Grab 	17
Animation length	48
===Falling hit===
Intangible 	1-23
Hitbox 	72-
Animation length	81
|-
===Throw===
Throw 	8
Interruptible 	49
Animation length	66
Category:Bowser (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Bowser (SSB4)/Up aerial

==Overview==
Bowser swings his head upwards in an arc, similar to . The move is a powerful aerial and can KO opponents at medium percents. However, the move lacks range and cannot auto-cancel from a short hop, making it relatively useless in neutral unless the opponent is above Bowser, in which he must full hop, but due to his slow jump squat, this action is telegraphed. Although it has its weaknesses, the move shines when used in tandem with Bowser's infamous up throw, guaranteeing the powerful hit and securing kills when used at the correct percents. 
The move can KO at medium to high percents and even lower if Bowser has rage, making it a move opponents want to avoid at all costs, and due to Bowser's up throw to up aerial combo having a larger percent range threshold than Donkey Kong's similar cargo up throw to up aerial combo, meaning that the opponent, if at a high percent threshold, is always in the threat of a KO.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	9-13
Head intangible 	3-13
Ending autocancel 	40-
Interruptibility 	45
Animation length 	46
|Hitboxes 
|-
|Head 
|-
|Autocancel 
===Landing lag===
Animation length	28
Category:Bowser (SSB4)
Category:Up aerials (SSB4)
Bowser (SSB4)/Up smash

==Overview==
Bowser gets down on all fours and hops to thrust his spikey shell upwards. Bowser's shell is fully invincible for part of the main hitbox, nullifying any move that happens to collide with it, making this move difficult to challenge from above and a powerful anti-air. However, it will still clank against a move that has invincibility frames. It also has a hit following the hop on landing, but deal considerably less knockback, only hit opponents standing on the ground, and lasts only one frame, sometimes able to catch an opponent off guard if they do not know of this property. 
The move can KO at medium percents and can be used to hard punish a roll or a ledge option. It can also be an alternative from Bowser's up throw, instead of using neutral aerial, he can use up smash to cover jump or airdodge, although this is mostly applicable for fast fallers. Another situation being that, instead of using up aerial, Bowser can drop down and up smash, potentially reading an airdodge to KO earlier. The move also has a large enough hitbox to poke throw platforms, making it a tool to pressure opponents above. 
==Hitboxes==
|}
==Timing==
Shell invincible	14-27
Charges between 	9-10
Hitboxes 	16-23
Landing hit 	37
Interruptible 	58
Animation length	79
|Hitboxes 
|-
|Shell 
Category:Bowser (SSB4)
Category:Up smashes (SSB4)
Bowser (SSB4)/Up special/Default

==Overview==
Bowser's up special in SSB4 is Whirling Fortress. When this move is used, Bowser tucks into his shell and travels upwards a moderate distance before he slows his ascent and goes into a helpless state. Mashing the special button towards the beginning of the move decreases the vertical distance travelled, while mashing the special button towards the end of the move increases the distance travelled. When used from the ground, Bowser will not travel upwards, but instead spins on the ground, sliding in the direction the player inputs. When used in the air, the move's first hit launches players, while the following hits do not. On the ground, only the last hit will launch players. This move is often Bowser's most frequently used out of shield option, as it comes out on frame 6 and can carry Bowser away from the enemy if needed. 
==Update history==
 1.1.3
*
==Hitboxes==
===Ground===
|}
===Air===
|}
==Timing==
===Grounded===
Multihits 	6-38
Final hit 	39
Interruptible 	82
Animation length	83
===Aerial===
Hit 1 	6-7
Hits 2-11 	8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47
Animation length	79
Category:Bowser (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Bowser (SSB4)/Up throw

==Overview==
Bowser throws the opponent on top of his shell, spinning to grind them, launching the opponent afterwards. After 1.1.3 was released, the buffs to the throw made it a great combo starter, being able to combo into up tilt or up smash at low percents, neutral or forward aerials at mid percents. and most notably up aerial at higher percents. The throw's knockback is low enough to where there is a large percent window for up aerial to connect and kill, and DI barely affects the throw at all, and rage allows the kill confirm to come around even earlier, especially thanks to his super heavyweight status allowing him to consistently get high levels of rage. Alternatively, at the ledge, up throw into back aerial can kill, although at very specific percent with good timing and bad DI.
It also has minor use in doubles, where the collateral hitbox's low angle and high knockback can put opponents at a very bad position, sometimes not even being able to recover at all.
Overall, combined with Bowser's greatly ranged grab, the move is extremely useful, being a central part of Bowser's gameplay and combo game due to the strengths of both his grab and up throw.
==Update history==
 1.1.3
*
**The move becomes interruptible later into the animation (frame 69 → 75) however, the move now has a frame duration speed of 0.5 from frame 53 onward (effectively doubling the animation speed from frame 53 onward), negating this change and reducing the move's ending lag.
*
*
*
*
 1.1.4
*
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincible 	1-18
Limbs intangible	16-49
Hits 1-7 	21-24, 25-28, 29-32, 33-36, 37-40, 41-44, 45-48
Hits 8 	49-51
Throw 	53
Interruptible 	64
Animation length	68
|Lag 
|-
|Body 
|-
|Limbs 
Category:Bowser (SSB4)
Category:Up throws (SSB4)
Bowser (SSB4)/Up tilt

==Overview==
Bowser swings his arm in an overhead arc, the trail from his claws forming the visible arc. The move has two hitboxes, being the claw tipper and the arm hitbox. The tipper can KO at medium-high percents and is a good anti-air due to its large coverage. The arm hitbox sends upwards and isn't safe on shield. Bowser's up tilt can combo from his up throw, adding on percent to lead for Bowser's other grab followups. It can also be utilized to cover the ledge, as it can soft punish roll and poke the opponent's shield if spaced correctly. 
==Update history==
 1.0.8
*
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	11-16
Interruptible 	41
Animation length	42
Category:Bowser (SSB4)
Category:Up tilts (SSB4)
Bowser (SSBB)/Back aerial

==Overview==
Bowser thrusts his shell back then deals high damage and moderate knockback. Can KO around 100% at the ledge of . It has low startup lag, but high ending lag and landing lag if it doesn't auto-cancel.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-8
Shell invincible 	3-15
Clean hit 	9-11
Late hit 	12-15
Ending autocancel 	45-
Animation length 	49
Interruptible 	50
!Hitboxes 
|-
!Shell 
|-
!Autocancel 
===Landing lag===
Animation length	35
Category:Bowser (SSBB)
Category:Back aerials (SSBB)
Bowser (SSBB)/Back throw

==Overview==
Throws the opponent backwards. It's similar to his , but the execution is faster. It can throw opponents more further out. It can KO at 175% from the ledge.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Bowser (SSBB)
Category:Back throws (SSBB)
Bowser (SSBB)/Dash attack

==Overview==
Lunges forward head-first. The attack deals 11% for its strong hit and 6% for its weak hit. Coming out on frame 10, and having 45 frames of endlag, it is extremely punishable, with any situation involving dash attack being outclassed by another move, such as his . This move additionally has disproportionately weak kill potential, with most opponents unable to be KO'd until well over 200%.
==Hitboxes==
|}
==Timing==
Clean hit 	10-13
Late hit 	14-19
DACUS window 	3-7
Boost grab window	2-3
Interruptible 	56
Animation length 	59
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Bowser (SSBB)
Category:Dash attacks (SSBB)
Bowser (SSBB)/Down aerial

==Overview==
Enters into his shell while spinning downward to the ground. The move is a multi-hit attack that can meteor smash opponents if it hits properly. It does a considerable amount of damage.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-13
Hits 1-8 	14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36
Hit 9 	38
Ending autocancel 	70-
Interruptible 	78
Animation length 	79
|-
===Landing lag===
Hitboxes 	1-3
Animation length	40
Category:Bowser (SSBB)
Category:Down aerials (SSBB)
Bowser (SSBB)/Down smash

==Overview==
Known as the Shell Blender, it involves Bowser spinning around in his shell for seven hits. The first hits draw the opponent into the attack, so it is extremely difficult to DI out of, and the final hit does moderately high knockback, and can KO reliably under 125%. This move is inferior to his as an OoS move, however, it can be used as a longer lasting and more powerful alternative. This is one of Bowser's more feared moves, as it comes out quickly, unlike the vast majority of his moves, and can be difficult to escape.
==Hitboxes==
|}
==Timing==
Charge interval 	4-5
Hits 1-6 	14-15, 17-18, 20-21, 23-24, 26-27, 29-30
Hit 7 	32
Interruptible 	67
Animation length	69
Category:Bowser (SSBB)
Category:Down smashes (SSBB)
Bowser (SSBB)/Down throw

==Overview==
Bowser lays the opponent on the floor, rears back, and performs a belly flop, dealing 12% damage. The attack cannot KO opponents regardless of percentage, but is the most damaging of all his throws, while its low knockback gives opportunities for Bowser players to either space one of his tilts, deploy a , or run up close for an , though the former two are safer options to choose from.
Down throw is generally used for opponents towards the center of the stage. If the throw is beginning to stale, up throw can alternatively be used to refresh it.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	45
Throw Release 	56
Animation length	84
|-
Category:Bowser (SSBB)
Category:Down throws (SSBB)
Bowser (SSBB)/Down tilt

==Overview==
Bowser uses his claws to swipe the ground. The first hit deals 14% and high knockback, KOing at 90% at the ledge, or 125% from the center of . The second hit is weaker, dealing less damage and knockback. Like his other tilts and neutral attack, the attacking arm is intangible for both hits.
==Hitboxes==
|}
==Timing==
Arms Intangibility	10-12, 20-22
Hit 1 	10-12
Hit 2 	20-22
Interruptible 	46
Animation length 	51
!Hitboxes 
|-
!Attacking Arms 
Category:Bowser (SSBB)
Category:Down tilts (SSBB)
Bowser (SSBB)/Forward aerial

==Overview==
A quick slash forwards with his claw. Decent knockback with surprising speed, and when sweetspotted at the claw can KO at 105% from the ledge, and at 150% from the center of .
==Hitboxes==
|}
==Timing==
Initial autocancel	1-8
Hitbox 	8-11
Ending autocancel 	31-
Interruptible 	42
Animation length 	45
|-
===Landing lag===
Animation length	24
Category:Bowser (SSBB)
Category:Forward aerials (SSBB)
Bowser (SSBB)/Forward smash

==Overview==
Bowser rears back and then performs a very strong headbutt. It starts off with a weaker hitbox which then leads into a much stronger hitbox. It is the most damaging forward smash in the game if Bowser connects both hits. Both hits are guaranteed against shielding opponents, with no gap between the hits. It KOes at 55% at the ledge and 80% from the center of if both hits connect, while fully charged it's extremely powerful, KOing at just 20% at the ledge, and 40% from the center.
==Hitboxes==
|}
==Timing==
Charges between 	11-12
Hit 1 	26
Hit 2 	28-31
Interruptible 	66
Animation length	69
Category:Bowser (SSBB)
Category:Forward smashes (SSBB)
Bowser (SSBB)/Forward throw

==Overview==
Throws the opponent forward using his head. It does decent knockback, but will hardly KO, not doing so until 190% at the ledge of 
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Bowser (SSBB)
Category:Forward throws (SSBB)
Bowser (SSBB)/Forward tilt

Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations	Bowser forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Does a backhanded punch. Can be angled up or down. Has moderate KO potential, and it can KO at 155% when angled up from the center of . If angled down, it has a decent chance of tripping but the move's base knockback is far too high for the move to trip under normal circumstances. Bowser's lower arm grants intangibility while the hitboxes are out. However, it has poor frame data to compensate for it's strengths and its KO power is not impressive enough to fully justify its slow speed.
==Hitboxes==
|}
==Timing==
Hitboxes 	10-14
Arm Intangible 	10-14
Interruptible 	38
Animation length	47
!Hitboxes 
|-
!Arm 
Category:Bowser (SSBB)
Category:Forward tilts (SSBB)
Bowser (SSBB)/Grab

==Overview==
Bowser grabs with both of his hands. It has moderate reach, but has slightly more ending lag that can be punishable for him.
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	9-10
Animation length	39
===Dash grab===
Grab 	10-11
Animation length	49
===Pivot grab===
Grab 	9-10
Animation length	39
Category:Bowser (SSBB)
Category:Grabs (SSBB)
Bowser (SSBB)/Hitboxes

==Hitboxes==
===Normal moveset===
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial (landing) 	 	
Neutral special 	Fire Breath 	
Side special 	Flying Slam (ground) 	
Side special 	Flying Slam (air) 	
Up special 	Whirling Fortress (ground)	
Up special 	Whirling Fortress (air) 	
Down special 	Bowser Bomb (ground) 	
Down special 	Bowser Bomb (air) 	
Down special 	Bowser Bomb (landing) 	
Final Smash 	Giga Bowser 	n/a
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Floor attack (trip) 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
===Giga Bowser's moveset===
< Giga Bowser (SSBB)
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Fire Breath 	
Side special 	Flying Slam (ground) 	
Side special 	Flying Slam (air) 	
Up special 	Whirling Fortress (ground)	
Up special 	Whirling Fortress (air) 	
Down special 	Bowser Bomb (ground) 	
Down special 	Bowser Bomb (air) 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Bowser (SSBB)
Category:Hitboxes (SSBB)
Bowser (SSBB)/Neutral aerial

==Overview==
Spins around inside his shell while falling. It has low knockback, not KOing until around 165%. Can auto-cancel before the hitboxes become active.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Clean Hit 	8-13
Late Hit 	14-23
Ending autocancel 	40-
Interruptible 	48
Animation length 	49
|-
===Landing lag===
Animation length	24
Category:Bowser (SSBB)
Category:Neutral aerials (SSBB)
Bowser (SSBB)/Neutral attack

==Overview==
Bowser's neutral attacks consist of two claw swipes with each hand.
For the technical data of each individual hit, see:
*Bowser (SSBB)/Neutral attack/Hit 1
*Bowser (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Left arm intangible 	6-8
Jab 1 	6-8
Right arm intangible	19-21
Jab 2 	19-21
Interruptible 	21, 37
Animation lengths 	29, 46
|Jab 1 
|-
|Jab 2 
|-
|Left arm 
|-
|Right arm 
Category:Bowser (SSBB)
Category:Neutral attacks (SSBB)
Bowser (SSBB)/Neutral attack/Hit 1

==Overview==
A quick claw swipe. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. It has respectable jab cancelling potential, with the first hit linking into a forward tilt if the opponent does not air dodge. It can also be used as a jab, then a grab afterwards. Decent knockback but lacks KO power.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Arm Intangible 	6-8
Earliest continuable	11
Interruptible 	21
Animation length 	29
!Hitboxes 
|-
!Arm 
Category:Bowser (SSBB)
Category:Neutral attacks (SSBB)
Bowser (SSBB)/Neutral attack/Hit 2

==Overview==
The second jab that is part of Bowser’s neutral attack. Has base knockback that poorly KOs opponents. But it is safer to use since it has good knockback scaling.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Arm Intangible 	8-10
Interruptible 	26
Animation length	35
!Hitboxes 
|-
!Arm 
Category:Bowser (SSBB)
Category:Neutral attacks (SSBB)
Bowser (SSBB)/Pummel

==Overview==
Hits the opponent with his head. A very slow pummel since it has more ending lag that can be slightly punishable for him if there are other opponents around.
==Hitboxes==
|}
==Timing==
Hitbox 	9-10
Animation length	23
Category:Bowser (SSBB)
Category:Pummels (SSBB)
Bowser (SSBB)/Up aerial

==Overview==
 performs an upward-swinging headbutt. While very slow, up aerial is very powerful to compensate, KOing fighters at rather low percents. It is the second strongest up aerial in the game behind . 
However, outside of its high power, up aerial has multiple downsides which make it a rather unspectacular move. The move lacks range (although Bowser's head is intangible when performing the move), making it very difficult to land against grounded opponents. In addition to this, it has high landing lag and it cannot auto-cancel from a short hop, making it easily punishable. This makes the move relatively useless in neutral unless the opponent is above Bowser. Even in this situation, the move's slow startup (frame 16) combined with Bowser's slow jump squat makes this easily avoidable. 
One matchup where the move is useful however is against as Bowser can force Jigglypuff into an aerial grab release and he can then land a guaranteed up aerial for a very early KO (especially considering Jigglypuff's low weight and falling speed). Due to his short grab release animation, Bowser has just enough time to dash up, jump and up aerial Jigglypuff before it can act, despite how slow Bowser's up aerial is to perform. This is one of the main reasons why Jigglypuff is considered to be one of the only characters Bowser has a winning matchup against.
Overall, Bowser's up aerial is one of the least useful in the game (outside of the Jigglypuff matchup) as while it is powerful, it is simply way too slow and laggy, which makes it very difficult to land and it is very punishable when it does not connect. 
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Head Intangible 	10-20
Hitbox 	16-20
Ending autocancel 	40-
Interruptible 	45
Animation length 	47
!Hitboxes 
|-
!Head 
|-
!Autocancel 
===Landing lag===
Animation length	28
Category:Bowser (SSBB)
Category:Up aerials (SSBB)
Bowser (SSBB)/Up smash

==Overview==
Crouches down on all four of his limbs and jumps straight up, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback (one of the strongest up smashes in the game), KOing at 100% when uncharged and 62% when fully charged in .
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Shell invincible	14-27
Attack 	16-21
Landing 	31
Interruptible 	52
Animation length	59
|Hitboxes 
|-
|Shell 
Category:Bowser (SSBB)
Category:Up smashes (SSBB)