SSBM/Bowser: Difference between revisions

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==Introduction==
{{Infobox Character SSBM
Bowser (known as Koopa in Japan), the arch-villain of the Mario franchise, is currently ranked 24th in the G tier due to his large size and weight, making him extremely easy to combo. His moves are also sluggish, and although he does have a projectile (his neutral special), it does not help him against foe's projectiles, particularly Falco or Fox's lasers.
|name=Bowser
|discord=4jpjZkB
|vods=https://vods.co/melee?selection=14
|image=SSBM_Bowser_Portrait.png
|weight=117[[Super Smash Bros. Melee/Attributes#Weight|(1st)]]
|fallspeed=1.9/2.4 [[Super Smash Bros. Melee/Attributes#Fall Speed|(13th)]]
|gravity=0.13 [[Super Smash Bros. Melee/Attributes#Gravity|(4th)]]
|jumpsquat=8f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(26th)]]
|walkspeed=0.65 [[Super Smash Bros. Melee/Attributes#Walk Speed|(26th)]]
|idashspeed=1.06 [[Super Smash Bros. Melee/Attributes#Initial Dash|(26th)]]
|idashlength=13f [[Super Smash Bros. Melee/Attributes#Initial Dash|(9th)]]
|runspeed=1.5 [[Super Smash Bros. Melee/Attributes#Run Speed|(11th)]]
|traction=0.06 [[Super Smash Bros. Melee/Attributes#Weight|(4th)]]
|jumpheight=Full 31.57/Short 10.66/Air 28.77 [[Super Smash Bros. Melee/Attributes#Jump Height|(15th/22th/9th)]]
|airspeed=0.8 [[Super Smash Bros. Melee/Attributes#Air Speed|(21th)]]
|airaccel=0.05 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(12th)]]
}}


=="A" Moves Analysis==
====[[Ground attack]]s====
=====Normal=====
*[[Neutral attack]]- Bowser scratches with his left claw, and then his right claw. 8%-11% damage when both hits connect. Noticeable killing potential at higher damages.
*side Tilt- Bowser hits with his knuckle. Has a bit of start up lag and little range, but high priority and fairly good knockback for a tilt. 6%-14%
*down Tilt- Bowser slashes along the ground with his claws. Two hits. First hit doesn't have much knockback, but the second hit is fairly slow. 7%-22%
*up Tilt- Bowser claws upward. Good knockback, good for setting up comboes. 7%-11%
*[[Dash attack]]- Bowser charges forward. Decent knockback, but easily countered due to starting and ending lag. 6%-11%


=====[[Smash attack|Smashes]]=====
== Ground Moves ==
*[[Side smash]]- Bowser rears back for a short moment, and hits incredibly hard with his head. Very high damage and knockback, though suffers from a lot of lag in general. Strongest Smash attack in the game. 13%-32%
<!-->Another comment! This invisible header on the line below will allow people to quickly access any move from the navigation box without cluttering the page. It also allows people to quickly edit individual moves!<-->
*[[Down smash]]- Bowser spins around in his shell, doing great damage with multiple hits from his spines. Subpar range, can be DI'd out of, and has noticeable ending lag, but still powerful nonetheless. 1%-27%, depending on number of hits.
===== <span class="invisible-header">Jab</span> =====
*[[Up smash]]- Bowser jumps upward, hitting with his spikes. A powerful attack in general. 11%-27%
{{MoveData
|name=Jab
|input=Jab (5AAA)
|subtitle=<b>This is the caption field! Please try to prioritize useful information (e.g. slang move names such as Shine or quick descriptors of a move's use such as "Your go-to combo starter") here over low-effort jokes & memes. And please, don't just edit the wiki to add captions.</b>
|image=
|data=
{{AttackData-SSBM
<!--> You can include |version= on moves with followups and the like. Don't include it on moves without, it's unnecessary. <-->
|version=Left Scratch
|factive=7
|active=7-9
|recovery=11
|iasa=21
|onshield=-9
|landlag=
|autocancel=
|damage=5%
|bkb=20
|kbg=100
|angle=83
|effect=Slash
|description=* Placeholder
}}
{{AttackData-SSBM
|version=Right Scratch
|factive=8
|active=8-10
|recovery=15
|iasa=26
|onshield=-13
|landlag=
|autocancel=
|damage=6%
|bkb=30
|kbg=110
|angle=361
|effect=Slash
|description=* Placeholder
}}
}}


=====Other attacks=====
===== <span class="invisible-header">Dash Attack</span> =====
*[[Ledge attack]]- Swings many times inside his shell forwards to the stage. 8% damage
{{MoveData
*100% ledge attack- Gets up and swipes. 10% damage
|name=Hom Charge
*[[Floor attack]]- A laggy attack, Bowser shortly gets up and swipes in front, then gets back down for a second before thrusting both his feet out. 6% damage.
|input=d.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=10
|active=10-17
|recovery=40
|iasa=58
|onshield=Clean: -39 / Late: -40
|landlag=
|autocancel=
|damage=Clean: 11 / Late: 8
|bkb=Clean: 120 / Late: 80
|kbg=30
|angle=80
|effect=Normal
|description=* Placeholder
}}
}}


====Aerials====
===== <span class="invisible-header">fTilt</span> =====
*[[Neutral aerial]]- Bowser spins around in his shell. Low knockback, but long duration. 7%-13%
{{MoveData
*[[Forward aerial]]- Bowser slashes forward in midair. Good knockback and edgeguarding option. 9%-14%
|name=Koopa Knuckle
*[[Back aerial]]- Bowser hits backward with his shell. Great knockback, good edgeguarding option when used in a SHFFL or ledge hop. 8%-13%
|input=fTilt (t.6A)
*[[Down aerial]]- Bowser spins downwards, hitting with the spikes on his shell. Not much knockback or damage, small hitbox, but releases a shockwave upon hitting the ground. 1%-15%, depending on number of connecting hits.
|subtitle=
*[[Up aerial]]- Bowser hits upward hard with his head. Very high knockback, but one of Bowser's slower moves. It is the most powerful up aerial and one of the most powerful aerials in the game (it is stronger than Ganondorf's down aerial on grounded opponents). 9%-17%
|image=
|data=
{{AttackData-SSBM
|factive=12
|active=12-16
|recovery=20
|iasa=37
|onshield=-16
|landlag=
|autocancel=
|damage=14%
|bkb=25
|kbg=100
|angle=361
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">uTilt</span> =====
{{MoveData
|name=Ceiling Scratch Floor
|input=uTilt (t.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=7
|active=7-10
|recovery=43
|iasa=54
|onshield=-35
|landlag=
|autocancel=
|damage=13%
|bkb=40
|kbg=120
|angle=100
|effect=Slash
|description=* Placeholder
}}
}}


====[[Grab]]s====
===== <span class="invisible-header">dTilt</span> =====
*[[Pummel]]- Bites foe. 2-3% per pummel.
{{MoveData
*[[Forward throw]]- Bowser throws his foe forward. Kills at high percentages 5%-10%
|name=Scratch
*[[Back throw]]- Bowser throws his foe backward. 5%-10%
|input=dTilt (t.2A)
*[[Up 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. 5%-9%
|subtitle=
*[[Down throw]]- Bowser throws his foe on the ground and lands on them with tremendous force. 6%-12%
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


=="B" Moves Analysis==
===== <span class="invisible-header">fSmash</span> =====
===Neutral Special===
{{MoveData
While holding the B button, Bowser continuously exhales a stream of fire in front of him, which gradually decreases in length over time. In Brawl, the flames can also be angled up and down, and they will never completely recede, as they will in Melee, where Bowser will eventually begin to exhale smoke instead.
|name=Hammer Head
|input=fSmash (s.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=29
|active=29-33
|recovery=32
|iasa=66
|onshield=-24
|damage=24%
|bkb=30
|kbg=100
|angle=Clean: 361 / Late: 60
|effect=Normal
|description=* Placeholder
}}
}}


The move's long duration is useful for staving off opponents and preventing their return to the stage. Unfortunately, an opponent using DI can escape the flames fairly easily in most directions. The fire will flow off of floors and walls, and can actually split in two directions, if the angle is perpendicular.
===== <span class="invisible-header">uSmash</span> =====
{{MoveData
|name=Shell Shock
|input=uSmash (s.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=16
|active=16-30
|recovery=22
|iasa=53
|onshield=Clean: -26 / Late: -29
|landlag=
|autocancel=
|damage=Clean: 20% / Late: 12%
|bkb=Clean: 40 / Late: 60
|kbg=Clean: 86 / Late: 100
|angle=Clean: 90 / Late: 74
|effect=Normal
|description=* Placeholder
}}
}}


===Side Special===
===== <span class="invisible-header">dSmash</span> =====
'''Koopa Klaw''': A claw swipe that hits enemies farther away, but also causes Bowser to grab onto enemies very close to him. Foes are able to use their attack buttons and wiggle their control sticks to escape Bowser's clutches quicker, but if they do not move at all, Bowser can bite the opponent up to eight times, doing 2-3% damage with each bite. The Koopa Klaw has the unique ability of allowing Bowser to grab onto an opponent in midair. If Bowser is holding someone in the move, they can be thrown in two directions: pressing forward on the control stick causes Bowser to slash the enemy upwards, while pressing backwards causes him to hurl the enemy backwards with a large amount of knockback.
{{MoveData
|name=Buzzsaw
|input=dSmash (s.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=14
|active=14-35
|recovery=22
|iasa=68
|onshield=Hits 1-6: -47 / Hit 7: -51
|landlag=
|autocancel=
|damage=Hits 1-6: 2% / Hit 7: 10% </br> (22%)
|bkb=40
|kbg=Hits 1-6: 50 / Hit 7: 140
|angle=Hits 1-6: 90 / Hit 7: 150
|effect=Hits 1-6: Slash / Hit 7: Slash
|description=* Placeholder
}}
}}


===Up Special===
== Aerial Moves ==
'''Fortress''': Known for the defensive and maneuvering attributes it adds to Bowser's game, it fills several 'holes' in Bowser's otherwise slow metagame, being widely regarded as the only reason Bowser is playable competitively. Several unique properties make it highly beneficial to play:
===== <span class="invisible-header">nAir</span> =====
{{MoveData
|name=Sand Attack
|input=nAir (j.5A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


*It has very little start-up 5 frames, during which Bowser is [[invincibility frame|invincible]], and has relatively little cooldown lag.
===== <span class="invisible-header">fAir</span> =====
*One cannot get shieldgrapped if one cancels a Fortress directly into another.
{{MoveData
*It hits throughout most of its animation (on the ground).
|name=Sand Attack
*It allows Bowser to move quickly and suddenly in one direction.
|input=fAir (j.6A)
*It has high knockback on the ground, and inflicts high damage in the air.
|subtitle=
*It can be used to edgeguard quickly and efficiently. Fortressing off the side of a stage leads directly to an edgehog.
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


The above properties make Whirling Fortress a versatile move. It can also be used as a damaging and effective replacement to Bowser's quick, yet laggy, roll. Can be jump-canceled out of a shield to discourage overly aggressive opponents. It can be used to clank just about anything with decent timing.
===== <span class="invisible-header">bAir</span> =====
{{MoveData
|name=Sand Attack
|input=bAir (j.4A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


===Down Special===
===== <span class="invisible-header">uAir</span> =====
'''Bowser Bomb''': If Bowser is in midair when using this move, he slams to the ground with a butt-stomp. If he's on the ground doing this, he will leap forward diagonally before performing the butt-stomp. Unlike Yoshi, whose Yoshi Bomb will produce disruptive stars upon landing, Bowser will not emit any kind of shockwave upon impact. The diagonal jump when used on the ground deals 5% damage, and the landing deals 24% damage.
{{MoveData
|name=Sand Attack
|input=uAir (j.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


The Bowser Bomb is also good for edgeguarding. If Bowser does it in the air and just brushes the edge, he will grab on making good for edgeguarding. This technique is good to use on people trying to recover. Also by doing this, instead of suffering lag from landing on the ground, the player can just grab the edge. Bowser can also use it on someone who is hanging on the edge and he will knock them off it and he will grab on instead. It is unsure whether the player has to hold the direction on the analog stick according to what side the edge is on or if they can just Bowser Bomb and he will automatically grab on.
===== <span class="invisible-header">dAir</span> =====
{{MoveData
|name=Sand Attack
|input=dAir (j.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= The move ever
}}
}}


==Combos==
== Special Moves ==
==Frame Data==
===== <span class="invisible-header">Sand Blast</span> =====
==Strategies==
{{MoveData
===Overview===
|name=Sand Blast
===Zoning===
|input=nB (5B)
===Character Specific===
|subtitle=
===Additional Note===
|image=
==Match-ups==
|data=
===Serious Advantage Match-ups===
{{AttackData-SSBM
None
|factive=0
===Advantage Match-ups===
|active=0
None
|recovery=0
===Fair Match-ups===
|iasa=0
Yoshi, Kirby, Pichu
|onshield=0
===Disadvantage Match-ups===
|landlag=0
Ice Climbers, Pikachu, DK, Zelda, Roy, Mewtwo, G&W, Ness
|autocancel=<0 0>
===Serious Disadvantage Match-ups===
|damage=Clean: 0 / Late: 0
Everyone else
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Sand Stinger</span> =====
{{MoveData
|name=Sand Stinger
|input=sideB (4/6B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Rising Sand</span> =====
{{MoveData
|name=Rising Sand
|input=upB (8B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Sand Slam</span> =====
{{MoveData
|name=Sand Slam
|input=downB (2B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
== Grabs & Throws ==
<!-->Put a character's grab, zair, and throws here.<-->
===== <span class="invisible-header">Grab</span> =====
{{MoveData
|name=Sand Grapple
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Dash Grab</span> =====
{{MoveData
|name=Sand Grapple
|input=d.Grab (d.Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Pummel</span> =====
{{MoveData
|name=Sand Attack
|input=g.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">fThrow</span> =====
{{MoveData
|name=Sand Attack
|input=fThrow (g.6)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">bThrow</span> =====
{{MoveData
|name=Sand Attack
|input=bThrow (g.4)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">uThrow</span> =====
{{MoveData
|name=Sand Attack
|input=uThrow (g.8)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">dThrow</span> =====
{{MoveData
|name=Sand Attack
|input=dThrow (g.2)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
== Universal Mechanics ==
 
In this section, you'll want to put things like tech rolls, getup attacks and the like.
 
==Advanced Frame Data==
This table shows the frame data for all of Bowser's non-special moves. Including shield advantage at different timings and cancels.
{| class = "wikitable mw-collapsible mw-collapsed"
|+ Shield Advantage
! move||start||end||lcancelledLandingLag||autoCancelAfter||iasa||missedLcancelLandingLag||totalFrames||damage||shieldstun||bestShieldAdvantage||lcancelledShieldAdvantage||missedLcancelShieldAdvantage||earlyHitAutoCancelledShieldAdvantage||lateHitAutoCancelledShieldAdvantage||earlyHitIASACancelledShieldAdvantage||lateHitIASACancelledShieldAdvantage||earlyHitTotalFramesShieldAdvantage||lateHitTotalFramesShieldAdvantage
|-
|dtilt||14||18||N\A||N\A||55||N\A||59||13||7||-29||N\A||N\A||N\A||N\A||-33||-29||-38||-34
|-
|dtilt||14||18||N\A||N\A||55||N\A||59||13||7||-29||N\A||N\A||N\A||N\A||-33||-29||-38||-34
|-
|dtilt||27||31||N\A||N\A||55||N\A||59||10||6||-17||N\A||N\A||N\A||N\A||-21||-17||-26||-22
|-
|dtilt||27||31||N\A||N\A||55||N\A||59||10||6||-17||N\A||N\A||N\A||N\A||-21||-17||-26||-22
|-
|uair||22||25||15||39||45||30||47||17||9||-6||-6||-21||-14||-11||-13||-10||-16||-13
|-
|ftilt_l||12||16||N\A||N\A||37||N\A||47||13||7||-13||N\A||N\A||N\A||N\A||-17||-13||-28||-24
|-
|ftilt_l||12||16||N\A||N\A||37||N\A||47||11||6||-14||N\A||N\A||N\A||N\A||-18||-14||-29||-25
|-
|ftilt_l||12||16||N\A||N\A||37||N\A||47||13||7||-13||N\A||N\A||N\A||N\A||-17||-13||-28||-24
|-
|ftilt_h||12||16||N\A||N\A||37||N\A||47||15||8||-12||N\A||N\A||N\A||N\A||-16||-12||-27||-23
|-
|ftilt_h||12||16||N\A||N\A||37||N\A||47||13||7||-13||N\A||N\A||N\A||N\A||-17||-13||-28||-24
|-
|ftilt_h||12||16||N\A||N\A||37||N\A||47||15||8||-12||N\A||N\A||N\A||N\A||-16||-12||-27||-23
|-
|dashattack||10||13||N\A||N\A||56||N\A||59||11||6||-36||N\A||N\A||N\A||N\A||-39||-36||-43||-40
|-
|dashattack||10||13||N\A||N\A||56||N\A||59||11||6||-36||N\A||N\A||N\A||N\A||-39||-36||-43||-40
|-
|dashattack||14||17||N\A||N\A||56||N\A||59||8||5||-33||N\A||N\A||N\A||N\A||-36||-33||-40||-37
|-
|dashattack||14||17||N\A||N\A||56||N\A||59||11||6||-32||N\A||N\A||N\A||N\A||-35||-32||-39||-36
|-
|dair||14||15||20||69||78||40||79||3||3||-17||-17||-37||-58||-57||-60||-59||-62||-61
|-
|dair||17||18||20||69||78||40||79||3||3||-17||-17||-37||-55||-54||-57||-56||-59||-58
|-
|dair||20||21||20||69||78||40||79||3||3||-17||-17||-37||-52||-51||-54||-53||-56||-55
|-
|dair||23||24||20||69||78||40||79||3||3||-17||-17||-37||-49||-48||-51||-50||-53||-52
|-
|dair||26||27||20||69||78||40||79||3||3||-17||-17||-37||-46||-45||-48||-47||-50||-49
|-
|dair||29||30||20||69||78||40||79||3||3||-17||-17||-37||-43||-42||-45||-44||-47||-46
|-
|dair||32||33||20||69||78||40||79||3||3||-17||-17||-37||-40||-39||-42||-41||-44||-43
|-
|dair||35||36||20||69||78||40||79||3||3||-17||-17||-37||-37||-36||-39||-38||-41||-40
|-
|dair||38||39||20||69||78||40||79||3||3||-17||-17||-37||-34||-33||-36||-35||-38||-37
|-
|dair||41||42||20||69||78||40||79||3||3||-17||-17||-37||-31||-30||-33||-32||-35||-34
|-
|bair||9||10||17||44||N\A||35||49||13||7||-10||-10||-28||-34||-33||N\A||N\A||-33||-32
|-
|bair||11||17||17||44||N\A||35||49||9||6||-11||-11||-29||-33||-27||N\A||N\A||-32||-26
|-
|usmash||16||21||N\A||N\A||53||N\A||59||20||10||-21||N\A||N\A||N\A||N\A||-26||-21||-33||-28
|-
|usmash||16||21||N\A||N\A||53||N\A||59||17||9||-22||N\A||N\A||N\A||N\A||-27||-22||-34||-29
|-
|usmash||30||30||N\A||N\A||53||N\A||59||12||7||-15||N\A||N\A||N\A||N\A||-15||-15||-22||-22
|-
|usmash||30||30||N\A||N\A||53||N\A||59||12||7||-15||N\A||N\A||N\A||N\A||-15||-15||-22||-22
|-
|jab2||8||10||N\A||N\A||26||N\A||29||6||4||-11||N\A||N\A||N\A||N\A||-13||-11||-17||-15
|-
|jab2||8||10||N\A||N\A||26||N\A||29||6||4||-11||N\A||N\A||N\A||N\A||-13||-11||-17||-15
|-
|jab2||8||10||N\A||N\A||26||N\A||29||6||4||-11||N\A||N\A||N\A||N\A||-13||-11||-17||-15
|-
|jab1||7||9||N\A||N\A||21||N\A||24||5||4||-7||N\A||N\A||N\A||N\A||-9||-7||-13||-11
|-
|jab1||7||9||N\A||N\A||21||N\A||24||5||4||-7||N\A||N\A||N\A||N\A||-9||-7||-13||-11
|-
|jab1||7||9||N\A||N\A||21||N\A||24||5||4||-7||N\A||N\A||N\A||N\A||-9||-7||-13||-11
|-
|ftilt_m||12||16||N\A||N\A||37||N\A||47||14||8||-12||N\A||N\A||N\A||N\A||-16||-12||-27||-23
|-
|ftilt_m||12||16||N\A||N\A||37||N\A||47||12||7||-13||N\A||N\A||N\A||N\A||-17||-13||-28||-24
|-
|ftilt_m||12||16||N\A||N\A||37||N\A||47||13||7||-13||N\A||N\A||N\A||N\A||-17||-13||-28||-24
|-
|nair||8||23||15||39||48||30||49||13||7||-8||-8||-23||-30||-15||-32||-17||-34||-19
|-
|fsmash_m||29||33||N\A||N\A||66||N\A||69||24||12||-20||N\A||N\A||N\A||N\A||-24||-20||-28||-24
|-
|fsmash_m||29||33||N\A||N\A||66||N\A||69||24||12||-20||N\A||N\A||N\A||N\A||-24||-20||-28||-24
|-
|dsmash||14||15||N\A||N\A||68||N\A||69||2||2||-50||N\A||N\A||N\A||N\A||-51||-50||-53||-52
|-
|dsmash||14||15||N\A||N\A||68||N\A||69||2||2||-50||N\A||N\A||N\A||N\A||-51||-50||-53||-52
|-
|dsmash||14||15||N\A||N\A||68||N\A||69||2||2||-50||N\A||N\A||N\A||N\A||-51||-50||-53||-52
|-
|dsmash||14||15||N\A||N\A||68||N\A||69||2||2||-50||N\A||N\A||N\A||N\A||-51||-50||-53||-52
|-
|dsmash||17||18||N\A||N\A||68||N\A||69||2||2||-47||N\A||N\A||N\A||N\A||-48||-47||-50||-49
|-
|dsmash||17||18||N\A||N\A||68||N\A||69||2||2||-47||N\A||N\A||N\A||N\A||-48||-47||-50||-49
|-
|dsmash||17||18||N\A||N\A||68||N\A||69||2||2||-47||N\A||N\A||N\A||N\A||-48||-47||-50||-49
|-
|dsmash||17||18||N\A||N\A||68||N\A||69||2||2||-47||N\A||N\A||N\A||N\A||-48||-47||-50||-49
|-
|dsmash||20||21||N\A||N\A||68||N\A||69||2||2||-44||N\A||N\A||N\A||N\A||-45||-44||-47||-46
|-
|dsmash||20||21||N\A||N\A||68||N\A||69||2||2||-44||N\A||N\A||N\A||N\A||-45||-44||-47||-46
|-
|dsmash||20||21||N\A||N\A||68||N\A||69||2||2||-44||N\A||N\A||N\A||N\A||-45||-44||-47||-46
|-
|dsmash||20||21||N\A||N\A||68||N\A||69||2||2||-44||N\A||N\A||N\A||N\A||-45||-44||-47||-46
|-
|dsmash||23||24||N\A||N\A||68||N\A||69||2||2||-41||N\A||N\A||N\A||N\A||-42||-41||-44||-43
|-
|dsmash||23||24||N\A||N\A||68||N\A||69||2||2||-41||N\A||N\A||N\A||N\A||-42||-41||-44||-43
|-
|dsmash||23||24||N\A||N\A||68||N\A||69||2||2||-41||N\A||N\A||N\A||N\A||-42||-41||-44||-43
|-
|dsmash||23||24||N\A||N\A||68||N\A||69||2||2||-41||N\A||N\A||N\A||N\A||-42||-41||-44||-43
|-
|dsmash||26||27||N\A||N\A||68||N\A||69||2||2||-38||N\A||N\A||N\A||N\A||-39||-38||-41||-40
|-
|dsmash||26||27||N\A||N\A||68||N\A||69||2||2||-38||N\A||N\A||N\A||N\A||-39||-38||-41||-40
|-
|dsmash||26||27||N\A||N\A||68||N\A||69||2||2||-38||N\A||N\A||N\A||N\A||-39||-38||-41||-40
|-
|dsmash||26||27||N\A||N\A||68||N\A||69||2||2||-38||N\A||N\A||N\A||N\A||-39||-38||-41||-40
|-
|dsmash||29||30||N\A||N\A||68||N\A||69||2||2||-35||N\A||N\A||N\A||N\A||-36||-35||-38||-37
|-
|dsmash||29||30||N\A||N\A||68||N\A||69||2||2||-35||N\A||N\A||N\A||N\A||-36||-35||-38||-37
|-
|dsmash||29||30||N\A||N\A||68||N\A||69||2||2||-35||N\A||N\A||N\A||N\A||-36||-35||-38||-37
|-
|dsmash||29||30||N\A||N\A||68||N\A||69||2||2||-35||N\A||N\A||N\A||N\A||-36||-35||-38||-37
|-
|dsmash||32||33||N\A||N\A||68||N\A||69||2||2||-32||N\A||N\A||N\A||N\A||-33||-32||-35||-34
|-
|dsmash||32||33||N\A||N\A||68||N\A||69||2||2||-32||N\A||N\A||N\A||N\A||-33||-32||-35||-34
|-
|dsmash||32||33||N\A||N\A||68||N\A||69||2||2||-32||N\A||N\A||N\A||N\A||-33||-32||-35||-34
|-
|dsmash||32||33||N\A||N\A||68||N\A||69||2||2||-32||N\A||N\A||N\A||N\A||-33||-32||-35||-34
|-
|dsmash||35||35||N\A||N\A||68||N\A||69||10||6||-26||N\A||N\A||N\A||N\A||-26||-26||-28||-28
|-
|utilt||7||10||N\A||N\A||50||N\A||54||13||7||-32||N\A||N\A||N\A||N\A||-35||-32||-40||-37
|-
|utilt||7||10||N\A||N\A||50||N\A||54||13||7||-32||N\A||N\A||N\A||N\A||-35||-32||-40||-37
|-
|fair||8||11||15||30||42||30||45||14||8||-7||-7||-22||-20||-17||-25||-22||-29||-26
|-
|fair||8||11||15||30||42||30||45||12||7||-8||-8||-23||-21||-18||-26||-23||-30||-27
|-
|fair||8||11||15||30||42||30||45||11||6||-9||-9||-24||-22||-19||-27||-24||-31||-28
|}


{{Smash Melee}}
{{Smash Melee}}


[[Category: Super Smash Bros. Melee]]
[[Category: Super Smash Bros. Melee]]

Latest revision as of 16:34, 1 March 2024


Introduction

A true heavy grappler in the flesh, Bowser is gigantic, slow, and hits like a truck. He is in possession of one of the best out-of-shield options in the game in the form of up-B, has surprisingly impressive edgeguarding prowess, and is capable of striking fear into the hearts of opponents with his neat tricks. A unique command grab and some wacky tools make Bowser a surprise for most players, as he is one of the least common characters in the game. However, this is not for bad reason. Bowser is currently ranked 26th on the tier list, placing him last among all of Melee's characters. He is widely considered to be a low tier, with many believing he truly is the worst in the game. His abhorrent jumpsquat, in combination with generally slow frame data, huge size, and limited options make him a considerably difficult character to win matches with in Melee. He is outsped by the top tiers, outranged by the mid tiers, and out-gimmicked by the low tiers. However, he, more than any other character, presents an opportunity for anyone with strong fundamentals to pull some amazing feats off. Reads are certainly required in order to get the job done, you won't find much reaction-based comboing, but just a few hits from this bruiser can net a stock, and against uninformed players, he can be a force to be reckoned with.

Strengths Weaknesses
  • Get Off Me: Powerful out of shield tool in Whirling Fortress. (Up-B)
  • Surprise Factor: Excels at taking of advantage of opponent's lack of matchup knowledge.
  • Grappler: Punishes opponents who get too comfortable in shield, his command grab is unlike any other.
  • Heavy Hitter: As he is a heavyweight, he can dish out some serious damage off the individual hit, and is rarely CC'd.
  • Bottom Tier: Bowser's poor frame data and large body make him an easy target for top tier shenanigans. Requires superior skill to win.
  • Read-based Combos: Bowser requires a few good reads to land a lot of damage, so winning a stock can take playing neutral many times.
  • Polarizing Stages: Bowser does surprisingly well on Yoshi's Story, but terrible on Final Destination.
  • Small Playerbase: While there are some dedicated to the craft, it is difficult to find high-level footage of the character, as he has not been played that way in recent times.
SSBM Bowser Portrait.png
Physics
Weight 117(1st)
Fall Speed 1.9/2.4 (13th)
Gravity 0.13 (4th)
Ground Movement
Walk Speed 0.65 (26th)
Initial Dash Speed 1.06 (26th)
Initial Dash Length 13f (9th)
Run Speed 1.5 (11th)
Traction 0.06 (4th)
Jumping
Jumpsquat 8f (26th)
Jump Height Full 31.57/Short 10.66/Air 28.77 (15th/22th/9th)
Air Speed 0.8 (21th)
Air Acceleration 0.05 (12th)


Ground Moves

Jab
Jab
This is the caption field! Please try to prioritize useful information (e.g. slang move names such as Shine or quick descriptors of a move's use such as "Your go-to combo starter") here over low-effort jokes & memes. And please, don't just edit the wiki to add captions.
Jab (5AAA)
Left Scratch First Active Active Recovery IASA Landing Lag Autocancel
7 7-9 11 21 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
5% 20 100 83 Slash -9
  • Placeholder
Right Scratch First Active Active Recovery IASA Landing Lag Autocancel
8 8-10 15 26 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
6% 30 110 361 Slash -13
  • Placeholder
Dash Attack
Hom Charge
d.A
First Active Active Recovery IASA Landing Lag Autocancel
10 10-17 40 58 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 11 / Late: 8 Clean: 120 / Late: 80 30 80 Normal Clean: -39 / Late: -40
  • Placeholder
fTilt
Koopa Knuckle
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
12 12-16 20 37 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
14% 25 100 361 Normal -16
  • Placeholder
uTilt
Ceiling Scratch Floor
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-10 43 54 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
13% 40 120 100 Slash -35
  • Placeholder
dTilt
Scratch
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fSmash
Hammer Head
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
29 29-33 32 66 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
24% 30 100 Clean: 361 / Late: 60 Normal -24
  • Placeholder
uSmash
Shell Shock
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
16 16-30 22 53 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 20% / Late: 12% Clean: 40 / Late: 60 Clean: 86 / Late: 100 Clean: 90 / Late: 74 Normal Clean: -26 / Late: -29
  • Placeholder
dSmash
Buzzsaw
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
14 14-35 22 68 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hits 1-6: 2% / Hit 7: 10%
(22%)
40 Hits 1-6: 50 / Hit 7: 140 Hits 1-6: 90 / Hit 7: 150 Hits 1-6: Slash / Hit 7: Slash Hits 1-6: -47 / Hit 7: -51
  • Placeholder

Aerial Moves

nAir
Sand Attack
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fAir
Sand Attack
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bAir
Sand Attack
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uAir
Sand Attack
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dAir
Sand Attack
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

The move ever

Special Moves

Sand Blast
Sand Blast
nB (5B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Sand Stinger
Sand Stinger
sideB (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Rising Sand
Rising Sand
upB (8B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Sand Slam
Sand Slam
downB (2B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Grabs & Throws

Grab
Sand Grapple
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Dash Grab
Sand Grapple
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Pummel
Sand Attack
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fThrow
Sand Attack
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bThrow
Sand Attack
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uThrow
Sand Attack
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dThrow
Sand Attack
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Universal Mechanics

In this section, you'll want to put things like tech rolls, getup attacks and the like.

Advanced Frame Data

This table shows the frame data for all of Bowser's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
dtilt 14 18 N\A N\A 55 N\A 59 13 7 -29 N\A N\A N\A N\A -33 -29 -38 -34
dtilt 14 18 N\A N\A 55 N\A 59 13 7 -29 N\A N\A N\A N\A -33 -29 -38 -34
dtilt 27 31 N\A N\A 55 N\A 59 10 6 -17 N\A N\A N\A N\A -21 -17 -26 -22
dtilt 27 31 N\A N\A 55 N\A 59 10 6 -17 N\A N\A N\A N\A -21 -17 -26 -22
uair 22 25 15 39 45 30 47 17 9 -6 -6 -21 -14 -11 -13 -10 -16 -13
ftilt_l 12 16 N\A N\A 37 N\A 47 13 7 -13 N\A N\A N\A N\A -17 -13 -28 -24
ftilt_l 12 16 N\A N\A 37 N\A 47 11 6 -14 N\A N\A N\A N\A -18 -14 -29 -25
ftilt_l 12 16 N\A N\A 37 N\A 47 13 7 -13 N\A N\A N\A N\A -17 -13 -28 -24
ftilt_h 12 16 N\A N\A 37 N\A 47 15 8 -12 N\A N\A N\A N\A -16 -12 -27 -23
ftilt_h 12 16 N\A N\A 37 N\A 47 13 7 -13 N\A N\A N\A N\A -17 -13 -28 -24
ftilt_h 12 16 N\A N\A 37 N\A 47 15 8 -12 N\A N\A N\A N\A -16 -12 -27 -23
dashattack 10 13 N\A N\A 56 N\A 59 11 6 -36 N\A N\A N\A N\A -39 -36 -43 -40
dashattack 10 13 N\A N\A 56 N\A 59 11 6 -36 N\A N\A N\A N\A -39 -36 -43 -40
dashattack 14 17 N\A N\A 56 N\A 59 8 5 -33 N\A N\A N\A N\A -36 -33 -40 -37
dashattack 14 17 N\A N\A 56 N\A 59 11 6 -32 N\A N\A N\A N\A -35 -32 -39 -36
dair 14 15 20 69 78 40 79 3 3 -17 -17 -37 -58 -57 -60 -59 -62 -61
dair 17 18 20 69 78 40 79 3 3 -17 -17 -37 -55 -54 -57 -56 -59 -58
dair 20 21 20 69 78 40 79 3 3 -17 -17 -37 -52 -51 -54 -53 -56 -55
dair 23 24 20 69 78 40 79 3 3 -17 -17 -37 -49 -48 -51 -50 -53 -52
dair 26 27 20 69 78 40 79 3 3 -17 -17 -37 -46 -45 -48 -47 -50 -49
dair 29 30 20 69 78 40 79 3 3 -17 -17 -37 -43 -42 -45 -44 -47 -46
dair 32 33 20 69 78 40 79 3 3 -17 -17 -37 -40 -39 -42 -41 -44 -43
dair 35 36 20 69 78 40 79 3 3 -17 -17 -37 -37 -36 -39 -38 -41 -40
dair 38 39 20 69 78 40 79 3 3 -17 -17 -37 -34 -33 -36 -35 -38 -37
dair 41 42 20 69 78 40 79 3 3 -17 -17 -37 -31 -30 -33 -32 -35 -34
bair 9 10 17 44 N\A 35 49 13 7 -10 -10 -28 -34 -33 N\A N\A -33 -32
bair 11 17 17 44 N\A 35 49 9 6 -11 -11 -29 -33 -27 N\A N\A -32 -26
usmash 16 21 N\A N\A 53 N\A 59 20 10 -21 N\A N\A N\A N\A -26 -21 -33 -28
usmash 16 21 N\A N\A 53 N\A 59 17 9 -22 N\A N\A N\A N\A -27 -22 -34 -29
usmash 30 30 N\A N\A 53 N\A 59 12 7 -15 N\A N\A N\A N\A -15 -15 -22 -22
usmash 30 30 N\A N\A 53 N\A 59 12 7 -15 N\A N\A N\A N\A -15 -15 -22 -22
jab2 8 10 N\A N\A 26 N\A 29 6 4 -11 N\A N\A N\A N\A -13 -11 -17 -15
jab2 8 10 N\A N\A 26 N\A 29 6 4 -11 N\A N\A N\A N\A -13 -11 -17 -15
jab2 8 10 N\A N\A 26 N\A 29 6 4 -11 N\A N\A N\A N\A -13 -11 -17 -15
jab1 7 9 N\A N\A 21 N\A 24 5 4 -7 N\A N\A N\A N\A -9 -7 -13 -11
jab1 7 9 N\A N\A 21 N\A 24 5 4 -7 N\A N\A N\A N\A -9 -7 -13 -11
jab1 7 9 N\A N\A 21 N\A 24 5 4 -7 N\A N\A N\A N\A -9 -7 -13 -11
ftilt_m 12 16 N\A N\A 37 N\A 47 14 8 -12 N\A N\A N\A N\A -16 -12 -27 -23
ftilt_m 12 16 N\A N\A 37 N\A 47 12 7 -13 N\A N\A N\A N\A -17 -13 -28 -24
ftilt_m 12 16 N\A N\A 37 N\A 47 13 7 -13 N\A N\A N\A N\A -17 -13 -28 -24
nair 8 23 15 39 48 30 49 13 7 -8 -8 -23 -30 -15 -32 -17 -34 -19
fsmash_m 29 33 N\A N\A 66 N\A 69 24 12 -20 N\A N\A N\A N\A -24 -20 -28 -24
fsmash_m 29 33 N\A N\A 66 N\A 69 24 12 -20 N\A N\A N\A N\A -24 -20 -28 -24
dsmash 14 15 N\A N\A 68 N\A 69 2 2 -50 N\A N\A N\A N\A -51 -50 -53 -52
dsmash 14 15 N\A N\A 68 N\A 69 2 2 -50 N\A N\A N\A N\A -51 -50 -53 -52
dsmash 14 15 N\A N\A 68 N\A 69 2 2 -50 N\A N\A N\A N\A -51 -50 -53 -52
dsmash 14 15 N\A N\A 68 N\A 69 2 2 -50 N\A N\A N\A N\A -51 -50 -53 -52
dsmash 17 18 N\A N\A 68 N\A 69 2 2 -47 N\A N\A N\A N\A -48 -47 -50 -49
dsmash 17 18 N\A N\A 68 N\A 69 2 2 -47 N\A N\A N\A N\A -48 -47 -50 -49
dsmash 17 18 N\A N\A 68 N\A 69 2 2 -47 N\A N\A N\A N\A -48 -47 -50 -49
dsmash 17 18 N\A N\A 68 N\A 69 2 2 -47 N\A N\A N\A N\A -48 -47 -50 -49
dsmash 20 21 N\A N\A 68 N\A 69 2 2 -44 N\A N\A N\A N\A -45 -44 -47 -46
dsmash 20 21 N\A N\A 68 N\A 69 2 2 -44 N\A N\A N\A N\A -45 -44 -47 -46
dsmash 20 21 N\A N\A 68 N\A 69 2 2 -44 N\A N\A N\A N\A -45 -44 -47 -46
dsmash 20 21 N\A N\A 68 N\A 69 2 2 -44 N\A N\A N\A N\A -45 -44 -47 -46
dsmash 23 24 N\A N\A 68 N\A 69 2 2 -41 N\A N\A N\A N\A -42 -41 -44 -43
dsmash 23 24 N\A N\A 68 N\A 69 2 2 -41 N\A N\A N\A N\A -42 -41 -44 -43
dsmash 23 24 N\A N\A 68 N\A 69 2 2 -41 N\A N\A N\A N\A -42 -41 -44 -43
dsmash 23 24 N\A N\A 68 N\A 69 2 2 -41 N\A N\A N\A N\A -42 -41 -44 -43
dsmash 26 27 N\A N\A 68 N\A 69 2 2 -38 N\A N\A N\A N\A -39 -38 -41 -40
dsmash 26 27 N\A N\A 68 N\A 69 2 2 -38 N\A N\A N\A N\A -39 -38 -41 -40
dsmash 26 27 N\A N\A 68 N\A 69 2 2 -38 N\A N\A N\A N\A -39 -38 -41 -40
dsmash 26 27 N\A N\A 68 N\A 69 2 2 -38 N\A N\A N\A N\A -39 -38 -41 -40
dsmash 29 30 N\A N\A 68 N\A 69 2 2 -35 N\A N\A N\A N\A -36 -35 -38 -37
dsmash 29 30 N\A N\A 68 N\A 69 2 2 -35 N\A N\A N\A N\A -36 -35 -38 -37
dsmash 29 30 N\A N\A 68 N\A 69 2 2 -35 N\A N\A N\A N\A -36 -35 -38 -37
dsmash 29 30 N\A N\A 68 N\A 69 2 2 -35 N\A N\A N\A N\A -36 -35 -38 -37
dsmash 32 33 N\A N\A 68 N\A 69 2 2 -32 N\A N\A N\A N\A -33 -32 -35 -34
dsmash 32 33 N\A N\A 68 N\A 69 2 2 -32 N\A N\A N\A N\A -33 -32 -35 -34
dsmash 32 33 N\A N\A 68 N\A 69 2 2 -32 N\A N\A N\A N\A -33 -32 -35 -34
dsmash 32 33 N\A N\A 68 N\A 69 2 2 -32 N\A N\A N\A N\A -33 -32 -35 -34
dsmash 35 35 N\A N\A 68 N\A 69 10 6 -26 N\A N\A N\A N\A -26 -26 -28 -28
utilt 7 10 N\A N\A 50 N\A 54 13 7 -32 N\A N\A N\A N\A -35 -32 -40 -37
utilt 7 10 N\A N\A 50 N\A 54 13 7 -32 N\A N\A N\A N\A -35 -32 -40 -37
fair 8 11 15 30 42 30 45 14 8 -7 -7 -22 -20 -17 -25 -22 -29 -26
fair 8 11 15 30 42 30 45 12 7 -8 -8 -23 -21 -18 -26 -23 -30 -27
fair 8 11 15 30 42 30 45 11 6 -9 -9 -24 -22 -19 -27 -24 -31 -28

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