Giga Bowser Punch
| Giga Bowser Punch | |
|---|---|
Giga Bowser Punch inUltimate. | |
| User | Bowser |
| Universe | Mario Yoshi Super Smash Bros. |
Giga Bowser Punch (ギガクッパパンチ,Giga Koopa Punch) isBowser'sFinal Smash inSuper Smash Bros. Ultimate.
Overview[edit]
Bowser transforms intoGiga Bowser, and allows the player to control a targeting reticle and initiate a single powerful punch before the Final Smash ends.
Bowser grows to an enormous size, appears in the stage's background, and takes aim with a player-controlled crosshair similar to that of theDragoon. The player can unleash a single punch at the targeted area, dealing 40% damage and launching struck opponents; if the opponent's damage percentage is 60% or greater before being punched (80% when using the weakerFS Meter version), they instead receive aninstantScreen KO.
Like regular Screen KOs, only up to three opponents can be Screen KO'd at one time. If a fourth or greater opponent is hit, they will instead be instantly KO'd by the upperblast line, regardless of any collision or any factors that would decrease their knockback (such as higher weight frommetal orgiant).[1] Despite the instant KO, it is able toStar KO characters. Furthermore, the Screen KO isn't guaranteed if they are hit on the side of Bowser's fist or on certain stages, even outside of battles with five or more players, as they can be Star or Blast KO'd instead.
Instructional quote[edit]
| Bowser transforms into the gigantic Giga Bowser. Aim carefully and unleash a ferocious punch. If an opponent has already taken a lot of damage when they're hit, they are KO'd instantly. |
InSuper Smash Bros. Ultimate[edit]
Float bug[edit]
In certain stages, when the punch would ordinarily trigger a Screen KO, the opponent will instead float upwards towards the upper blast zone, passing through all solid objects, until they are KO'd. This issue does not appear to be caused by Screen KOs being disabled, as in training mode (where Screen KOs are always disabled), the player is still instantaneously KO'd, and the bug's occurrence is solely determined by stage choice. The following stages are affected:
- Training
- Mushroom Kingdom
- Mushroom Kingdom II
- WarioWare Inc.
- 75 m
- Mario Bros.
- Hanenbow
- Dream Land GB
- Mute City SNES
- Balloon Fight
- PictoChat 2
- Flat Zone X
- Wii Fit Studio
- Duck Hunt
- Pac-Land
- Super Mario Maker
- Umbra Clock Tower
Origin[edit]
Giga Bowser has not appeared in anyMario games. Instead,Giga Bowser first appeared inSuper Smash Bros. Melee as a hidden boss inAdventure Mode and as an opponent in the final event,Event 51: The Showdown. To fight him in Adventure Mode, the player must complete Adventure Mode on Normal difficulty or higher, in 18 minutes or less, without using anycontinues.
InBrawl andSSB4,Giga Bowser is Bowser'sFinal Smash rather than a boss. InUltimate, like other "transformation" Final Smashes (such asGiga Mac andWario-Man), it has been changed into a short powerful attack, where the character transforms into the powerful form only briefly, promptly returning to normal gameplay.
Giga Bowser is based onMasahiro Sakurai's interpretation of Bowser's 8-bit sprites as a "frenzied, terrifying monster",[2] while his ability to transform references the tradition of final boss fights inMario games involving Bowser growing to gigantic size; this first appeared inSuper Mario World 2: Yoshi's Island (asBaby Bowser). Giga Bowser's presence in the background and increase in size are directly compared toYoshi's Island, and the subsequent punch is similar to the attacks Bowser uses in his boss fights fromSuper Mario Galaxy 2 and the second portion of the final boss fight fromNew Super Mario Bros. 2.
Bowser also had the ability to grow giant and punch inMario & Luigi: Bowser's Inside Story, though the perspective was on his side, rather than his front.
Gallery[edit]
Names in other languages[edit]
Trivia[edit]
- Stages with 2D-rendered backgrounds, such asWarioWare, Inc., may cause the background to appear in front of Giga Bowser, resulting inonly his hands being visible.
- The reticle is not large enough to extend across the entirety of the training stage, with the cut-off point being visible when the camera is set to fixed.

