Zapp Branniglenn
Smash Lord
We've had data on Bowser's Tough Guy mechanic for a long time, but only a few people knew how it was locked away in a spoiler tab of the moveset discussion thread. So, I recompiled the list, updated some incorrect values, and here we are.
Let me know if I missed anything and I will update the list.
And while we're here, I'm curious what people think of Tough Guy as a whole. Do you think it should have been buffed in some way? If so, how? Should it return in a future iteration of Smash? What are the best moves we can armor and how do they affect the matchups with those characters?
Tough Guy is a character specific mechanic added to Bowser in Smash 4. If an attack deals an amount of knockback that is under a certain threshold, Bowser will not flinch. It never "turns off" when Bowser attacks or is airborne. Since it's dependent on knockback specifically, that means move staling and rage do have an impact on how long they are armored. Furthermore, Bowser can crouch to armor more moves. Crouching reduces the knockback of all incoming moves, so this thread points out this difference with "crouching tough guy". We only get the added protection when we are crouching and staying still. Crawling or performing Dtilt take away this benefit.
All % ranges are training mode values which do not factor move stale negation or rage. indicates a custom move. Numbers in red are the crouching tough guy range.
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Fast Fireball/Capsule (weak 1.5% hit) 0-193% / 298%
Uair late 7% hit 0-X / 0%
Fireball (close 6% hit) 0-55% / 82%
- (far 5% hit) 0-64%/ 95%
Bouncing Fireball (close 6% hit) 0-55% / 82%
- (medium 5% hit) 0-64%/ 95%
- (far 4% hit) 0-77 / 113%
All Up specials (single coin hit) 0-999%
Nair (late 6% hit) 0-X / 2%
Dair (first three hits only) 0-6% / 51%
Mr. Saturn (neutral toss) 0-9% / 25%
Mr. Saturn (smash toss) 0-7% / 20%
Dair (first six kicks) 0-X / 9%
Jab 1 0-X / 18%
Dash attack (multihit) 0-3% / 18%
Fsmash (multihit) 0-X / 29%
Wario Waft (uncharged trip) 0-999%
Garlic Breath (close range stun hit) 0-X / 999%
Jab 1 0-X / 7%
Jumping Headbutt 0-81% / 101%
*Bowser won't get buried by the move. However, if you are airborne when hit, Bowser will suffer knockback
Jab and Rapid Jabs 0-X/ 999%
Judge 2 0-8% /
Short Order Chef (bacon) 0- can't be armored
- (steak) 0-101% / 256%
- (skinny fish) 0- 120% / 300%
- (fat fish) 0-999%
Rapid jabs 0-120% / 158%
Dair (weak hit) 0-11% / 22%
Quickfire Bow (uncharged) 0-17 % / 50%
- (full charge) 0-1% / 16%
Dair (late 4 % hit) 0-20% / 33%
Nayru's Love 0-X / 30%
Nayru's rejection 0-X / 40%
*Bowser is still turned around, but won't flinch
Rapid jab 0-43 / 148%
Hero's Bow (uncharged) 0-6% / 24%
- (full charged) 0-X / 0%
Fire Arrow (uncharged direct hit) 0-999%
-(full charged direct hit) 0-527% / 664%
Piercing Arrow (uncharged) 0-390% / 572%
- (full charged) 0-140% / 208%
Charge Shot (uncharged) 0-X / 2%
Dense Charge Shot 0-X / 0%
Blast Shot (uncharged) 0-X / 999%
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Rapid jab 0-X / 999%
Pit's Bow (uncharged) 0-X / 5%
Dark Pit's Bow (uncharged) 0-X / 3%
Rapid jab 0-162% / 263%
/
Dancing Blade (downward finisher multihit) 0-97% /
Rapid wind jab 0-X / 47%
Clay Pidgeon (reticle shots only) 0-306% /
Jab 1 0-74% / 119%
Rapid Jab 0-X / 999%
Jab (multihits before finisher) 0-93% / 150%
Rapid Jab (tipper) 0-X/ 999%
Super Dedede Jump (star hit) 0-X / 4%
Quick Dedede Jump (star hit) 0-X / 4%
Rapid Jab (tip of hitbox) 0-36/143%
Nair (late 6% hit) 0-X / 2%
Blaster 0-X / 999%
Explosive Blaster (multihits before finisher) 0-X/ 999%
Jab (close hit) 0-8% / 44%
- (Far hit) 0-34% / 74%
Flamethrower (weak hit) 0-X / 34%
Fire Fang (multhit) 0-X / 999%
Fireball Cannon (weak hit) 0-46% / 92%
Aura Sphere (uncharged) 0-X / 0%
Piercing Aura Sphere 0-X / 44%
*results obtained by maintaining 0 aura
Jab 1 0-X / 5%
Spinphony 0-999%
*Bowser is still turned around but doesn't flinch.
Rapid jab 0-50% / 94%
Bair (first hit) 0-0% / 11%
Bair (second hit) 0-1% / 13%
Jab 1 0-8% / 26%
Dtilt 0-X / 0%
Backwards Arm Rotor (first hit facing Bowser) 0-X / 999%
Slip Gyro (sliding across ground) 0-X / 5%
Jab 1 0-13% / 41%
Jab 2 0-13% / 41%
Dtilt (close hit) 0-164% / 209%
Dtilt (far hit) 0-189% / 258%
Pk Fire (pillar) 0-44%
Lasting PK Thunder (tail) 0-104% / 150%
Rapid jab (at the tip) 0-101% / 161%
Dsmash 0-3% / 11%
Dizzy Whistle 0-999%
*Bowser is spun around but will not flinch.
Jab 3 (bury hit) 0-19% / 46%
Jab/Ftilt/Nair (mid to max range pellet) 0-372% / 510%
Crash Bomb (multihits before finisher) 0-190% / 312%
Leaf Shield (individual leaves) 0-17% / 79%
Double Spring 0-X / 8%
Rapid Jab 0-X / 52%
Shadow Ball (uncharged) 0-X / 33%
Dtilt (far hit) 0-24% / 55%
PK Thunder (tail) 0-115%
Double Edge dance (donward finisher multihit) 0-97
Weak Dtilt (far hit) 0-X / 999%
Shakunetsu Hadoken (multihits before finisher) 0-166%
Rapid jab 0-52
Bullet Climax (uncharged) 0-116%
Charge Shot (uncharged) 0-X / 2%
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Fast Fireball/Capsule (weak 1.5% hit) 0-193% / 298%
Uair late 7% hit 0-X / 0%
Fireball (close 6% hit) 0-55% / 82%
- (far 5% hit) 0-64%/ 95%
Bouncing Fireball (close 6% hit) 0-55% / 82%
- (medium 5% hit) 0-64%/ 95%
- (far 4% hit) 0-77 / 113%
All Up specials (single coin hit) 0-999%
Nair (late 6% hit) 0-X / 2%
Dair (first three hits only) 0-6% / 51%
Mr. Saturn (neutral toss) 0-9% / 25%
Mr. Saturn (smash toss) 0-7% / 20%
Dair (first six kicks) 0-X / 9%
Jab 1 0-X / 18%
Dash attack (multihit) 0-3% / 18%
Fsmash (multihit) 0-X / 29%
Wario Waft (uncharged trip) 0-999%
Garlic Breath (close range stun hit) 0-X / 999%
Jab 1 0-X / 7%
Jumping Headbutt 0-81% / 101%
*Bowser won't get buried by the move. However, if you are airborne when hit, Bowser will suffer knockback
Jab and Rapid Jabs 0-X/ 999%
Judge 2 0-8% /
Short Order Chef (bacon) 0- can't be armored
- (steak) 0-101% / 256%
- (skinny fish) 0- 120% / 300%
- (fat fish) 0-999%
Rapid jabs 0-120% / 158%
Dair (weak hit) 0-11% / 22%
Quickfire Bow (uncharged) 0-17 % / 50%
- (full charge) 0-1% / 16%
Dair (late 4 % hit) 0-20% / 33%
Nayru's Love 0-X / 30%
Nayru's rejection 0-X / 40%
*Bowser is still turned around, but won't flinch
Rapid jab 0-43 / 148%
Hero's Bow (uncharged) 0-6% / 24%
- (full charged) 0-X / 0%
Fire Arrow (uncharged direct hit) 0-999%
-(full charged direct hit) 0-527% / 664%
Piercing Arrow (uncharged) 0-390% / 572%
- (full charged) 0-140% / 208%
Charge Shot (uncharged) 0-X / 2%
Dense Charge Shot 0-X / 0%
Blast Shot (uncharged) 0-X / 999%
/
Rapid jab 0-X / 999%
Pit's Bow (uncharged) 0-X / 5%
Dark Pit's Bow (uncharged) 0-X / 3%
Rapid jab 0-162% / 263%
/
Dancing Blade (downward finisher multihit) 0-97% /
Rapid wind jab 0-X / 47%
Clay Pidgeon (reticle shots only) 0-306% /
Jab 1 0-74% / 119%
Rapid Jab 0-X / 999%
Jab (multihits before finisher) 0-93% / 150%
Rapid Jab (tipper) 0-X/ 999%
Super Dedede Jump (star hit) 0-X / 4%
Quick Dedede Jump (star hit) 0-X / 4%
Rapid Jab (tip of hitbox) 0-36/143%
Nair (late 6% hit) 0-X / 2%
Blaster 0-X / 999%
Explosive Blaster (multihits before finisher) 0-X/ 999%
Jab (close hit) 0-8% / 44%
- (Far hit) 0-34% / 74%
Flamethrower (weak hit) 0-X / 34%
Fire Fang (multhit) 0-X / 999%
Fireball Cannon (weak hit) 0-46% / 92%
Aura Sphere (uncharged) 0-X / 0%
Piercing Aura Sphere 0-X / 44%
*results obtained by maintaining 0 aura
Jab 1 0-X / 5%
Spinphony 0-999%
*Bowser is still turned around but doesn't flinch.
Rapid jab 0-50% / 94%
Bair (first hit) 0-0% / 11%
Bair (second hit) 0-1% / 13%
Jab 1 0-8% / 26%
Dtilt 0-X / 0%
Backwards Arm Rotor (first hit facing Bowser) 0-X / 999%
Slip Gyro (sliding across ground) 0-X / 5%
Jab 1 0-13% / 41%
Jab 2 0-13% / 41%
Dtilt (close hit) 0-164% / 209%
Dtilt (far hit) 0-189% / 258%
Pk Fire (pillar) 0-44%
Lasting PK Thunder (tail) 0-104% / 150%
Rapid jab (at the tip) 0-101% / 161%
Dsmash 0-3% / 11%
Dizzy Whistle 0-999%
*Bowser is spun around but will not flinch.
Jab 3 (bury hit) 0-19% / 46%
Jab/Ftilt/Nair (mid to max range pellet) 0-372% / 510%
Crash Bomb (multihits before finisher) 0-190% / 312%
Leaf Shield (individual leaves) 0-17% / 79%
Double Spring 0-X / 8%
Rapid Jab 0-X / 52%
Shadow Ball (uncharged) 0-X / 33%
Dtilt (far hit) 0-24% / 55%
PK Thunder (tail) 0-115%
Double Edge dance (donward finisher multihit) 0-97
Weak Dtilt (far hit) 0-X / 999%
Shakunetsu Hadoken (multihits before finisher) 0-166%
Rapid jab 0-52
Bullet Climax (uncharged) 0-116%
Charge Shot (uncharged) 0-X / 2%
Let me know if I missed anything and I will update the list.
And while we're here, I'm curious what people think of Tough Guy as a whole. Do you think it should have been buffed in some way? If so, how? Should it return in a future iteration of Smash? What are the best moves we can armor and how do they affect the matchups with those characters?
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