Story: After numerous failed schemes, botched plans, and unsuccessful kidnappings, Bowser decided to take a new approach to conquering the Mushroom Kingdom...With himself at the forefront!
Watch out Mushroom Kingdom. A New King has been born!
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Explanation: Bowser's moveset has been almost completely refitted with new attacks that show off his savagery, and latent magical power. If you thought Bowser was going to be permanent bottom tier, you better start saying your prayers!
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Stats
Speed:5/10
Power: 9/10 - The most powerful of the Legendary PSA's!
Air Time: 4/10 - His Air-Time is merely the same though.
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These are the Normal Attacks!
Jab: King Tenderizer!: Bowser's two slashes have become a three hit combo where he slashes right, then left, before he throws a hard punch!
F-Tilt: King's Sledge!: Bowser twists his body back before swinging a closed fist around in front of him. Has a lot of power, but some endlag.
D-Tilt: Bowser Whirly-Gig: Bowser will spin around with his claws, swiping low for multiple hits.
U-Tilt: Koopa Magic: Bowser will unleash a swirling tempest of Ice, Fire and Electricity at once above him briefly.
Dash: Bowser Launch!: Bowser will rocket forward with a shoulder barge similar to Ganondorf's, but with more distance and speed, has a little endlag due to the velocity his weight moves at.
Nair: Iron Koopa: Bowser spins vertically with his spikes slightly extended for multiple hits!
F-Air: King's Magic: Bowser swipe his hand, sending a slashing wave of fire out a small distance in front of him!
B-Air: Koopa Acrobat: Bowser do forward flip, trying to his anyone behind him with his tail!
U-Air: Over-Slash: While similar to his original U-Air, Bowser will do a much more savage looking slash above him.
D-Air: Bowser Meteor Bomb: Bowser will perform a Bowser Bomb attack with Super Armor frames in the beginning. It causes a small explosion on impact.
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These are the Grab and Throw Attacks!
Grab: Bowser will extend his arm far out ahead to grab a victim!
Jab: Savage King: Bowser will backhand his victim with claws extended!
F-Throw: Deadly King: Bowser will stab the victim with his claws before bringing his arm back the throwing them underhand.
B-Throw: Hungering King: Bowser will bite down on his victims head before proceeding to flail them about before throwing them behind him and releasing them from his mouth.
U-Throw: Ghastly King: Bowser will lift the victim up before blasting them off his palm with a bolt of fire.
D-Throw: Tyrannical King: Bowser will pin the victim under his shell before goring them by spinning around, then quickly hopping up and kicking them!
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These are the Smash Attacks!
F-Smash: Royal Crusher: Bowser will bring both arms back (for the Charge animation), then lunge forward, slamming his fists together in front of him!
D-Smash: King's Rage: Bowser will stomp the ground while roaring violently, causing a powerful shock wave to be made upon his foot making contact.
U-Smash: King's Eruption: Bowser will breath in before unleashing his firey breath overhead, swaying his head back and forth once before ending the attack!.
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These are the Specials!
B: Wrath of Koopa!: Bowser shortly breath in before unleashing a large, long stream of blue fire that can be angled as he exhales. This attack has more range than his original fire breath, but loses the ability to prolong the attack. However, Bowser can angle this attack higher than the Fire Breath. The charge time is about the same as a Falcon Punch.
In the air, Bowser will continue to fall as he breathes in, but as soon as he exhales, the force of the flames he is exhaling will propel him enough to slow his fall to a negligible crawl before it ends!
Side B: Savage Koopa Claw: Bowser regains the glorious Koopa Claw attack from Melee, with better ranges, and almost as much power. Bowser will bring his arm back before quickly swiping forward. (I want more ideas if anyone can provide them for this!)
Down B: King Koopa's Magic: Bowser produce a wand and will perform one of four Magic Spells based on what taunt the player has recently used.
Up: Fire Spell
Right: Ice Spell
Left: Thunder Spell
Down: Dark Spell
Fire Spell: Flames of Koopenkahmen!: Bowser slowly raises the wand above his head, causing ghostly flames to appear and swirl around slowly around him. This attack will block energy projectiles and other fire-based attacks, and damage anyone who touches the flames.
Ice Spell: Jack's Cataclysm: Bowser swings the wand down, generating multiple chunks of ice that fall around him. This will block ice based moves and physical projectiles, but not energy projectiles, like Falco and Wolf's Lasers for example.
Thunder Spell: Keus' Storm: Bowser will laugh with the wand in his hand as sparks erupt all around him, making a whirring noise for a short time before two giant bolts of lightning crash down on either side of him.
Dark Spell: Koopa Omega: Bowser will raise his hand, generating a large, swirling orb that will glow, sucking opponent's in, before emitting a series of damaging pulses. The vacuum has limited range, but it's range is very wide.
If used in the air, Bowser will instead swing his wand like a bat, doing poisoning them for a short time.
Up-B: Thundering Fortress: The Whirling Fortress gets an upgrade. When used on the ground, Bowser will spin so fast that it generates a tornado around him, and causes quakes that shake the screen. The tornado causes damage, but the pinnacle of the damage is caused by Bowser himself, and if he hits them on the last hit, they will receive huge KB.
In the air, Bowser will propel himself enough to stop his fall, and will stop and fall after a few seconds of constant spinning. However, if a direction is pressed during this time. Bowser will use his magic to make him rocket a fair-distances in any of the eight directions. Anyone who crosses his path will receive damage.
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FINAL SMASH: Grand Giga Koopa!
FS: Bowser will, as always, become Giga Bowser...However. Giga Bowser has an entirely different moveset than Bowser's, and his transformation lasts longer. However, he is slightly smaller than the original Giga Bowser.
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Story: Having been defeated by Mario once more at his best, Bowser takes his ultimate transformation at the cost of his mind!
Note: Bowser's attacks are to be programmed so he does very minute damage to the Smash Ball. This is to make GGK harder to achieve because of how powerful he is.
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Stats:
Speed: 6/10
Power: 11/10 !!
Air-Time: 3/10?!?
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Explanation: This Giga Bowser carries none of Bowser's mind, and as such attacks like a beast. However, this transformation is powerful. More powerful then can be imagined, and since he is no longer in control of his mind, his magic is becoming erratic, covering him in a dark aura.
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Jab: Stomp: GGK brings his foot up and slams down for massive damage.
F-Tilt: Crush: GGK will take his hand and slam it on the ground before him to try and crush his enemies.
D-Tilt: Bite: GGK will do a slow, but devastating bite attack!
U-Tilt: Flail: GGK will flail his arms above him in an attempt to gore his enemies.
Dash Attack: Smash: GGK will take his arms and clap them together ala DK. The attack will leave the victim in a broken shield state.
Nair: Koopassault: GGK will do a series of reverse somersault in mid air.
F-Air: Grand Claw: GGK will perform a cross slash that has a lot of force behind it.
U-Air: Air Gnash: GGK will violently gnash at the air above him. This has massive verticle KB if it manages to connect with it's small hitbox!
B-Air: Koopacopter: GGK will spin around like a tornado, with closed fists.
D-Air: Atomic Bowser Bomb: GGK's most power aerial. He will perform a Bowser Bomb, and cause and explosion like before. However, the explosion is much bigger, and causes massive damage.
Grab: GGK will grasp the air ahead of him.
Throw-J: GGK will constantly burn the victim with a stream of blue fire. The damage is small, bur racks up quickly.
F-Throw: Feast: GGK will take the victim, put them in his mouth, chew, then turn about before spitting them out with much force.
B-Throw: GGK will bind the victim with his tail before whipping it around and releasing them!
U-Throw: Volcanic Inferno: GGK will throw the victim into the air before bathing them in an erupting stream of fire, launching them with a monstrous punch attack in the back!
D-Throw: Slam: GGK will raise his arm holding the victim before throwing them unceremoniously to the ground.
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Specials:
B: Grand Wrath: GGK will breath in before exhaling a huge blast of black fire that lasts for a short time. This cannot be angled, but has great power. Cannot be used in the air
Side B: Grand Magic: GGK will attempt to grab a victim, before electrocuting them in his grip and throwing them away.
In the air, he will perform a powerful, burning swipe with his claws.
Down B: Whipping Slam: GGK will swing himself around, swiping his tail with extreme force! In the air, he will perform a forward somersault while whipping with his tail!
Up-B: Death Fortress: GGK will retreat into his shell to use Whirling Fortress. However, pressing directional buttons will not move him. Instead, he will stay in place, enveloped in darkness, sucking his enemies in with a powerful, chilling wind, and causing massive damage should they come close.
End: When GGK ends, Bowser will return, but will be worn out for whole minute, making his offensive power be cut in half!
Apprentice Suggestions:
You're making a Bowser move set? Great, we needed one...
Some ideas off of the top of my head...
Forward Smash: Bite. Fully charged: Multiple bites *Taunt animation?*
Aerial down attack: Ground Pound.
Grab Pummel: Flame breath
Grab + Up: Use his forward special for this. (Weakened)
Down Special: MetaKnights down special. Invisible attack.
From the second bowser battle in Mario64.
Up Smash: Shoots two fire balls into the air one falling to each side of his body. (Also from Mario64) Longer charge = more fireballs.
Neutral Special: Same. Bowsers flame breath.When you run out of fire it switches to Bowsers Vacuum breath. Which acts like Kirby or Dededes Neutral specials, except with much longer range, and he doesn't swallow the opponent. Using this for too long at once also switches it back to flame breath.
Down Smash: ShockWave, jumps into the air and crashes onto the ground causing a shockwave to damage foes on nearby ground.
Like a chargeable Dedede's up special.
Longer charge = longer reach.
Pressing "Down Smash" again while falling makes him shrink into his shell, eliminating the shock wave and increasing damage and knock back.
Run: Run. Instead of sliding/grinding across the ground he actually runs.
Forward Grab: Let's go of opponent and impales with horns.
http://forums.kc-mm.com/index.php?topic=5235.0And a couple ideas from this. It's a pretty good move set but it's for PAL and has no sound effects.
Forward Special, shoots a giant fireball forwards.