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{{SSB3DS Move List
{{SSB3DS Move List
|a=Clawed Punches
|a=Clawed Punches
|adesc=Bowser punches once with each hand. This move is one of Bowser's primary pokes on the ground. While it is by no means a fast attack, it is Bowser's quickest ground move outside of grab. It also has moderate reach and the two-hit combo does solid damage, so it is an excellent option all around. This makes it fairly safe to use when you're trying to find an opening. It can also be a reliable punish against rolls and airdodges close to the ground.
|adesc=Bowser punches once with each hand.
|fa=Koopa Backhand
|fa=Koopa Backhand
|fadesc=Bowser swings his hand out. The attack can be angled up or down with the control stick. This move is another one of Bowser's pokes. While it is slower than his Standard Attack, it has more range and enough knockback to launch foes a safe distance away. Its ability to be angled and pivot canceled out of a dash makes it a moderately versatile attack, letting you stuff approaches, punish or even edgeguard with good spacing.
|fadesc=Bowser swings his hand out. The attack can be angled up or down with the control stick. This move is another one of Bowser's pokes. While it is slower than his Standard Attack, it has more range and enough knockback to launch foes a safe distance away. Its ability to be angled and pivot canceled out of a dash makes it a moderately versatile attack, letting you stuff approaches, punish or even edgeguard with good spacing.
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|airdadesc=Bowser withdraws into his shell and drops sharply, with spines pointed downward. Bowser will not fall quickly if the move is used after suffering from moderate vertical knockback. This attack is a meteor smash early into the move, but deals angled upward knockback with a late hit. This move launches Bowser down quite quickly and has moderate landing lag, so it's not a move you'll use often. Its most obvious application is for edgeguarding, but since it sends you so far downward, using it for this purpose is suicidal most of the time. However, if you position yourself at the very edge of the stage, you can potentially meteor smash recovering opponents close to the ledge without plunging with them into the abyss.
|airdadesc=Bowser withdraws into his shell and drops sharply, with spines pointed downward. Bowser will not fall quickly if the move is used after suffering from moderate vertical knockback. This attack is a meteor smash early into the move, but deals angled upward knockback with a late hit. This move launches Bowser down quite quickly and has moderate landing lag, so it's not a move you'll use often. Its most obvious application is for edgeguarding, but since it sends you so far downward, using it for this purpose is suicidal most of the time. However, if you position yourself at the very edge of the stage, you can potentially meteor smash recovering opponents close to the ledge without plunging with them into the abyss.
|holda=Horned Headbutt
|holda=Horned Headbutt
|holdadesc=Bowser headbutts the grabbed opponent. Average damage but somewhat slow. Bowser doesn't get a lot of mileage out of his throws, so you might as well use this once or twice after a grab to rack up some extra damage.
|holdadesc=Bowser headbutts the grabbed opponent.
|fthrow=Koopa Throw
|fthrow=Koopa Throw
|fthrowdesc=Bowser swings the grabbed opponent forward. This is a standard sideways throw most often used to get your opponent offstage for a potential edgeguard. It can also be used for damage racking, as it is tied with two other throws in terms of damage. If it isn't stale, it can also be used as a desperate KO move near the ledge.
|fthrowdesc=Bowser swings the grabbed opponent forward.
|bthrow=Koopa Fling
|bthrow=Koopa Fling
|bthrowdesc=Bowser swings the grabbed opponent backward. This throw is practically Forward Throw in the opposite direction. It shares Forward Throw's damage and knockback, so it is usually used to get foes offstage when your back is closer to the ledge, or for edgeguarding. Lastly, it can also be used as a KO move at extremely high percents.
|bthrowdesc=Bowser swings the grabbed opponent backward.
|uthrow=Pincushion
|uthrow=Pincushion
|uthrowdesc=Bowser spins while grinding the grabbed opponent with his spiked shell. While it has a cool animation and multiple strikes, this throw is the only one of Bowser's that doesn't do 12% damage. It also lacks any combo follow-ups or KO potential to make it unique from the other throws, so it's rather pointless. It does have a very vertical knockback angle, so it could be a launcher against characters that have trouble landing safely.
|uthrowdesc=Bowser spins while grinding the grabbed opponent with his spiked shell.
|dthrow=Turtle Crush
|dthrow=Turtle Crush
|dthrowdesc=Bowser violently falls on to the grabbed opponent. This throw does the same damage as both of Bowser's side throws and sends them at a greater upward angle. It doesn't have much purpose other than for dealing damage, since its knockback is too high to follow up from and too low to KO.
|dthrowdesc=Bowser crashes on to the grabbed opponent.
|b1=Fire Breath
|b1=Fire Breath
|b1desc=Bowser breaths fire in a somewhat straight line in front of him, but can also be angled slightly with the control stick. The flame can be held by holding the button down, but its range and power will diminish over time if used too frequently. The flame will still damage at the tip, but does not cause flinching. This move is Bowser's projectile, although not one in the traditional sense. It is somewhat sluggish and easily countered if you use it haphazardly. Instead, it is usually used to discourage approaches, cover landings or as a low risk punish against rolls and getup options. Its ability to be angled also makes it a good onstage edgeguard tool, especially against foes with rigid recovery trajectories.
|b1desc=Bowser breaths fire in a somewhat straight line in front of him, but can also be angled slightly with the control stick. The flame can be held by holding the button down, but its range and power will diminish over time if used too frequently. The flame will still damage at the tip, but does not cause flinching. This move is Bowser's projectile, although not one in the traditional sense. It is somewhat sluggish and easily countered if you use it haphazardly. Instead, it is usually used to discourage approaches, cover landings or as a low risk punish against rolls and getup options. Its ability to be angled also makes it a good onstage edgeguard tool, especially against foes with rigid recovery trajectories.
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