Neutral B
Fire Breath: Breathes fire medium distance. Range of fire decreases. Goes from maximum to minimum distance in 8 seconds. At minimum distance takes 11 seconds to recharge to max. Tip of the fire has no hit stun. Breath can be angled. Cancels out small projectiles. Fire does 1% every time it hits.
Fire Shot: Shoots straight. Hold down B for continuous fire. Travels past shield. Shots can be angled. Up close 5%. Further distance 4%.
Fire Roar: Breathes fire long distance. Range of fire decreases rapidly. Goes from maximum to minimum range in 3 seconds. At minimum distance takes 20 seconds to recharge to max. Tip of the fire has no hit stun. Breath can be angled. Cancels out small projectiles. Fire does 1-2% every time it hits. At minimum distance does 1-4% every time it hits.
Side B
Flying Slam: Command Grab. Flies in the air once it connects. Can control the direction of drop. Opponents can control the direction of drop. Harder for opponents to control at higher %. Does 18%. KO move at 120%.
Dash Slam: Command Grab. Travels forward. Opponents within travel distance are grabbed. Flies low in the air once grabbed. Opponents can control the direction of drop. Harder for opponents to control at higher %. Does 12%. KO move. Near the edge at 160%, in the centre at 190%.
Dash Slash: Dashes forward. Opponents within travel distance are hit. Travels past shield. Does 8%. Tip of the dash does 6%. Cancels out small projectiles. KO move. Near the edge at 190%, in the centre at 260%. Tip Sudden Death KO near the edge.
Up B
Whirling Fortress: Hits a maximum of 8 times. Grounded, 1st-7th hit does 1%. Final hit does 4%. Maximum 8%. In the air, 1st hit does 10%, 2nd-6th hit does 3%, 7th-8th hit does 2%. Maximum 29%. Grounded final hit has knockback. Aerial 1st hit has knockback. Grounded, can only move horizontally. Can move while hitting opponents. Rises upwards when used in the air. Cancels out small projectiles. KO move at 170%.
Flying Fortress: Flies high into the air. 1st hit does 4%. Everything past that does 2%. Every hit has small knockback. Lessened horizontal distance. Cancels out small projectiles.
Sliding Fortress: Does 6%. Grounded, can only move horizontally. Grounded has high knockback. Covers majority of floor space on the ground. Covers lots of horizontal distance in the air. Doesn't fly very high in the air. Cancels out small projectiles. KO move. On the ground at 180%, in the air at 200%.
Down B
Bowser Bomb: Grounded, hits a maximum of 2 times. 1st does 4%. Final hit does 20%. Maximum 24%. In the air does 20%. Grounded rises in the air then drops. In the air stalls then drops. Does large shield damage. KO move. Cancels out small projectiles. On the ground at 90%, in the air at 100%.
Turbulence Bomb: Grounded, hits a maximum of 2 times. 1st hit does 4%. Final hit does 9%. Maximum 13%. In the air does 9%. Grounded rises in the air then drops. Moves far forward when used on the ground. In the air stalls then drops. Upon landing has a large wind box. Wind box has pushback effect. Cancels out small projectiles. Does large shield damage. KO move. Near the edge at 220%, in the centre at 250%. When used in the air on a grounded opponent, wind box reduces knockback, increasing KO threshold tremendously.
Slip Bomb: Grounded rises extremely high in the air then drops. Hardly moves forward at all. In the air stalls then drops. Does 18% upon direct impact. Does 13% from high shockwave. High shockwave has a very small radius. High knockback. Does 2% from low shockwave. Low shockwave has a large radius. Trips grounded enemies. KO move. Direct impact on the ground at 120%, in the air at 110%. High shockwave at 160%.
What are the go to customs for Bowser?
Fire Breath: Breathes fire medium distance. Range of fire decreases. Goes from maximum to minimum distance in 8 seconds. At minimum distance takes 11 seconds to recharge to max. Tip of the fire has no hit stun. Breath can be angled. Cancels out small projectiles. Fire does 1% every time it hits.
Fire Shot: Shoots straight. Hold down B for continuous fire. Travels past shield. Shots can be angled. Up close 5%. Further distance 4%.
Fire Roar: Breathes fire long distance. Range of fire decreases rapidly. Goes from maximum to minimum range in 3 seconds. At minimum distance takes 20 seconds to recharge to max. Tip of the fire has no hit stun. Breath can be angled. Cancels out small projectiles. Fire does 1-2% every time it hits. At minimum distance does 1-4% every time it hits.
Side B
Flying Slam: Command Grab. Flies in the air once it connects. Can control the direction of drop. Opponents can control the direction of drop. Harder for opponents to control at higher %. Does 18%. KO move at 120%.
Dash Slam: Command Grab. Travels forward. Opponents within travel distance are grabbed. Flies low in the air once grabbed. Opponents can control the direction of drop. Harder for opponents to control at higher %. Does 12%. KO move. Near the edge at 160%, in the centre at 190%.
Dash Slash: Dashes forward. Opponents within travel distance are hit. Travels past shield. Does 8%. Tip of the dash does 6%. Cancels out small projectiles. KO move. Near the edge at 190%, in the centre at 260%. Tip Sudden Death KO near the edge.
Up B
Whirling Fortress: Hits a maximum of 8 times. Grounded, 1st-7th hit does 1%. Final hit does 4%. Maximum 8%. In the air, 1st hit does 10%, 2nd-6th hit does 3%, 7th-8th hit does 2%. Maximum 29%. Grounded final hit has knockback. Aerial 1st hit has knockback. Grounded, can only move horizontally. Can move while hitting opponents. Rises upwards when used in the air. Cancels out small projectiles. KO move at 170%.
Flying Fortress: Flies high into the air. 1st hit does 4%. Everything past that does 2%. Every hit has small knockback. Lessened horizontal distance. Cancels out small projectiles.
Sliding Fortress: Does 6%. Grounded, can only move horizontally. Grounded has high knockback. Covers majority of floor space on the ground. Covers lots of horizontal distance in the air. Doesn't fly very high in the air. Cancels out small projectiles. KO move. On the ground at 180%, in the air at 200%.
Down B
Bowser Bomb: Grounded, hits a maximum of 2 times. 1st does 4%. Final hit does 20%. Maximum 24%. In the air does 20%. Grounded rises in the air then drops. In the air stalls then drops. Does large shield damage. KO move. Cancels out small projectiles. On the ground at 90%, in the air at 100%.
Turbulence Bomb: Grounded, hits a maximum of 2 times. 1st hit does 4%. Final hit does 9%. Maximum 13%. In the air does 9%. Grounded rises in the air then drops. Moves far forward when used on the ground. In the air stalls then drops. Upon landing has a large wind box. Wind box has pushback effect. Cancels out small projectiles. Does large shield damage. KO move. Near the edge at 220%, in the centre at 250%. When used in the air on a grounded opponent, wind box reduces knockback, increasing KO threshold tremendously.
Slip Bomb: Grounded rises extremely high in the air then drops. Hardly moves forward at all. In the air stalls then drops. Does 18% upon direct impact. Does 13% from high shockwave. High shockwave has a very small radius. High knockback. Does 2% from low shockwave. Low shockwave has a large radius. Trips grounded enemies. KO move. Direct impact on the ground at 120%, in the air at 110%. High shockwave at 160%.
What are the go to customs for Bowser?