Flying Slam (ダイビングプレス, Daibingu Puresu. Diving Press) is Bowser's Side Special Move in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS/Wii U, replacing the Koopa Klaw. Flying Slam is essentially the same move as Koopa Klaw, with one fundamental difference: while Bowser claws at his opponent as before, if he connects, he'll perform a flying suplex, rather than biting his opponent.
Bowser's air movement can be controlled greatly during this move. This move can be used to easily cause a Suicide KO (commonly known as "Bowsercide"), even while in the air, which is particularly useful against edgeguarders performing a "Wall of Pain" style edgeguard.
A technique in Time Mode Bowser can use at 0% is to attack the opponent, then use Flying Slam to fall into the pit. The game marks Bowser's death an SD, but the opponent will be marked as a KO for Bowser, putting the opponent behind one point.
The victim isn't entirely at Bowser's mercy, though, as they can also alter Bowser's horizontal trajectory - whoever has the lower % will have more control over Bowser's movement. On rare occasions, if the Bowser player and another player are falling off stage it may connect, and can be used as a recovery move. Additionally, when he is in the higher control port, Bowser's death after the Bowsercide can be stalled by mashing the jump button while holding the control stick in one side-direction. This will cause him to perform a second jump, not unlike the motion of a Klawhop. This can be extended further by using Whirling Fortress, and can be used to survive a Bowsercide on stages like Castle Siege (when the stage is about to change) and Norfair (when the lava is at its lowest point).
Interestingly, the DOJO!! has stated that if one uses this move to do a Suicide KO while both are on their last stock, the game would be called in Bowser's favor. However, outside of the PAL edition, this only happens when Bowser's controller port is lower (such as Bowser is player 1 and the opponent is player 2). If Bowser's port is higher, Sudden Death occurs. In the PAL version, and by tournament rules, Bowser is always declared the winner.
Since foes in the Subspace Emissary cannot be grabbed by special moves, Bowser does not actually perform the Flying Slam; he merely inflicts damage with his claws.
Giga Bowser can also use this move in mostly the same way.
|Bowser's Special Moves|
|Standard Special||Fire Breath|
|Side Special||Koopa Klaw||Flying Slam|
|Up Special||Whirling Fortress|
|Down Special||Bowser Bomb|
|Final Smash||—||Giga Bowser|
Dash Slam is one of Bowser's Side Special Moves that can be used via customization. Bowser will dash forward to grab an opponent, however the jump isn't as high. On the plus side, horizontal movement during the jump is increased.
- Greater range since Bowser dashes forwards
- Horizontal recovery
- More horizontal movement with slam
- Slow at start
- Few combo options
- Less vertical distance
- Deals less damage
The Dash Slam, like the Dash Slash, involves Bowser charging forwards when it is used, making it good for horizontal recovery. The move is slow which can make it easy to dodge. Once Bowser grabs hold of the opponent he will do a body slam but will not go as high or deal as much damage; instead, it can go farther to the left and right, giving Bowser more control over where he lands with the move's increased distance. Landing near the edge is a good way to launch the opponent off-stage so that Bowser can edge-guard them. The move has few combo options and won't KO as early as Flying Slam but can set up for some great edge-guarding moves that can result in a K.O.
Dash Slash is one of Bowser's Side Special Moves that can be used via customization. Bowser charges forward and slashes with his claws. The move doesn't grab, and has low power, but a large amount of knockback. This move is similar to Koopa Klaw version, but it doesn't grab opponents. It's possible to make something similar to the Wavedash.
- More combo opportunities
- Horizontal recovery
- Can't grab opponents
- Can't grab a ledge
- Deals less damage
- Low KO power
The Dash Slash is a bit more like Bowser's Melee side special in that it does not do a body slam. The move will not grab and will instead attack with Bowser's claws as he charges forwards. The dash is helpful for horizontal recovery but Bowser cannot grab the edge while the animation is still taking place. The move has less KO power and deals less damage but has higher combo ability. The move can combo into itself, jab, side tilt, forward air attack, standard air attack, grab, dash attack, up smash attack, and Fire Breath.
|Bowser's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Fire Shot||Fire Roar|
|Side Special||Dash Slam||Dash Slash|
|Up Special||Flying Fortress||Sliding Fortress|
|Down Special||Turbulent Bomb||Slip Bomb|
Koopa Hopping is a technique in Brawl that allows Bowser to jump continuously from platforms without the delay of landing. This is achieved by jumping during a Flying Slam just before touching the ground. Hopping somewhat increases Bowser's airborne mobility, among other benefits. Using this, one could perform a long string of aerial attacks, or simply negate punishment from a failed Flying Slam. Giga Bowser can also Koopa Hop.
Various other names for the technique include:
"Klaw Canceling" by KevinM on Smash World Forums.
"Claw Hopping" by Kagato on VGDistict.
"Gimpyfishing", after the professional Bowser mainer Gimpyfish.
"The Turtle Hurdle" by StealthKiller and Phate of Smash World Forums.