#### Zapp Branniglenn

##### Smash Lord

The amount of control both Bowser and the victim have on Flying Slam is decided not just by damage difference, but also which direction you both are attempting to travel, relative to the direction that Bowser was facing when he grabbed the opponent. In general, Bowser will have far less control over his own attack than the victim does, unless he has a significant percentage lead. The data of this thread focuses on how much less damage Bowser must have in order to actually have a greater control of Flying Slam than the opponent. But the damage difference is not consistent depending on whether Bowser is attempting to move in the direction he was facing, or opposite that direction. So I've run this test twice, once with Bowser attempting to move in the direction he was facing while his opponent fights back, and once with Bowser attempting to move in the direction behind where he was facing while the opponent fights back.

All damage values are approximations, rounded to the nearest 5%. And mentions of “half control” and “20% of control” refer to distance being traveled, and are also approximations. My eyes aren't perfect enough to be exact in these areas. Also, it goes without saying that in all of this data, the victim is fighting Bowser's inputs by pressing in the opposite direction he is, for the entire duration. This provides us with the most concise results. Finally, all data points are color coded to help compare. Let's begin.

When Bowser has 110% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 80% more damage than the victim, he will lose about half of his control

When Bowser has 40% more damage than the victim, they will land straight down.

When both characters have the same percentage, the victim loses about 35% of their control.

When the victim has 10% more damage than Bowser, they lose about 50% of their control.

When the victim has 40% more damage than Bowser, their inputs seem to have no impact at all.

When Bowser has 100% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 60% more damage than the victim, he will lose about half of his control.

When both characters have the same percentage, they will land straight down.

When the victim has 30% more damage than Bowser, they lose about 50% of their control.

When the victim has 60% more damage than Bowser, their inputs seem to have no impact at all.

The following data is Flying Slam's old control values prior to 1.06 patch.

When Bowser has 80% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 30% more damage than the victim, Bowser will lose about half of his control.

When both characters have the same percentage, Bowser will lose about 10% of his control.

When the victim has 10% more damage than Bowser, they will land straight down.

When the victim has 60% more damage than Bowser, they will lose about half of their control

When the victim has 100% more damage than Bowser, their inputs seem to have no impact at all

When Bowser has 70% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 20% more damage than the victim, he loses half of his control

When both characters have the same percentage, Bowser will lose about 20% of his control.

When the victim has 50% more damage than Bowser, they will land straight down.

When the victim has 80% more damage than Bowser, they will lose about half of their control.

When the victim has 120% more damage than Bowser, their inputs seem to have no impact at all.

Dash Slam Testing - Custom Side B 2

*note that this variant of Flying slam takes both characters potentially 20% further when the victim does not fight at all. And even more than that when you factor in how Bowser dashes forward with victim in hand, before stopping to jump. Nevertheless, here are the results.

When Bowser has 70% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 30% more damage than the victim, he loses about half of his control.

When both characters have the same percentage, Bowser will lose about 20% of his control.

When the victim has 40% more damage than Bowser, they will land straight down.

When the victim has 100% more damage than Bowser, they will lose about half of their control.

When the victim has 170% more damage than Bowser, their inputs seem to have no impact at all.

When Bowser has 30% more damage than the victim, his inputs seem to have no impact at all.

When both characters have the same percentage, Bowser loses about 60% of his control.

When the victim has 70% more damage than Bowser, they will land straight down.

When the victim has 130% more damage than Bowser, they will lose about half of their control.

When the victim has 170% more damage then Bowser, their inputs seem to have no impact at all.

It's been no secret that Bowser seems to always be fighting a losing battle regarding control of this move, but these results confirm our fears about how easy it is for the victim to force a suicide, should they have a reason to (like a stock lead). I look forward to discussion about this topic.

Frequently Asked Questions

Does rage mode or move staling have an effect on either character's control?

These factors only effect knockback and damage whenever damage is being dealt, so I'm going to say no.

Do stages effect the amount of control the characters have? Or perhaps the current phase of the moon?

Unlike whether or not the opponent can attempt a recovery on a successful bowsercide, this aspect of bowsercide does not seem to have such variants. But rest assured, I went and reproduced these results with multiple stages, different characters, and one round of testing on Friday the 13th.. This aspect of slam is consistent. Consistently bad.

UPDATE: Due to an inquiry by @ J Jerodak I have investigated the effects of mashing the C-stick during flying slam as you attempt to control it. The short answer is that mashing Smash commands cannot add to Bowser control, or the victims. It will cut off your characters control by a considerable amount if you mash in the direction opposite of where you're trying to move primarily, and I can't see how that might benefit you.

**The latest patch has flipped the values on their head, now giving Bowser substantially more control over his own move. The old values were moved into a spoiler. Dash Slam values were untouched by the patch.**__Update - 1.06 Patch:__All damage values are approximations, rounded to the nearest 5%. And mentions of “half control” and “20% of control” refer to distance being traveled, and are also approximations. My eyes aren't perfect enough to be exact in these areas. Also, it goes without saying that in all of this data, the victim is fighting Bowser's inputs by pressing in the opposite direction he is, for the entire duration. This provides us with the most concise results. Finally, all data points are color coded to help compare. Let's begin.

**Bowser is facing his intended direction**When Bowser has 110% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 80% more damage than the victim, he will lose about half of his control

When Bowser has 40% more damage than the victim, they will land straight down.

When both characters have the same percentage, the victim loses about 35% of their control.

When the victim has 10% more damage than Bowser, they lose about 50% of their control.

When the victim has 40% more damage than Bowser, their inputs seem to have no impact at all.

__Bowser is facing away from his intended direction__When Bowser has 100% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 60% more damage than the victim, he will lose about half of his control.

When both characters have the same percentage, they will land straight down.

When the victim has 30% more damage than Bowser, they lose about 50% of their control.

When the victim has 60% more damage than Bowser, their inputs seem to have no impact at all.

The following data is Flying Slam's old control values prior to 1.06 patch.

**: These results are when Bowser is trying to move in the direction he was facing when he got the grab, whether it is left or right.**

__Bowser is facing his intended direction__When Bowser has 80% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 30% more damage than the victim, Bowser will lose about half of his control.

When both characters have the same percentage, Bowser will lose about 10% of his control.

When the victim has 10% more damage than Bowser, they will land straight down.

When the victim has 60% more damage than Bowser, they will lose about half of their control

When the victim has 100% more damage than Bowser, their inputs seem to have no impact at all

**: These results are when Bowser is trying to move in the direction he was not facing when he got the grab.**

__Bowser is facing away from his intended direction__When Bowser has 70% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 20% more damage than the victim, he loses half of his control

When both characters have the same percentage, Bowser will lose about 20% of his control.

When the victim has 50% more damage than Bowser, they will land straight down.

When the victim has 80% more damage than Bowser, they will lose about half of their control.

When the victim has 120% more damage than Bowser, their inputs seem to have no impact at all.

Dash Slam Testing - Custom Side B 2

**: These results are when Bowser is trying to move in the direction he was facing when he got the grab, whether it is left or right.**

__Bowser is facing his intended direction__When Bowser has 70% more damage than the victim, his inputs seem to have no impact at all.

When Bowser has 30% more damage than the victim, he loses about half of his control.

When both characters have the same percentage, Bowser will lose about 20% of his control.

When the victim has 40% more damage than Bowser, they will land straight down.

When the victim has 100% more damage than Bowser, they will lose about half of their control.

When the victim has 170% more damage than Bowser, their inputs seem to have no impact at all.

**: These results are when Bowser is trying to move in the direction he was not facing when he got the grab.**

__Bowser is facing away from his intended direction__When Bowser has 30% more damage than the victim, his inputs seem to have no impact at all.

When both characters have the same percentage, Bowser loses about 60% of his control.

When the victim has 70% more damage than Bowser, they will land straight down.

When the victim has 130% more damage than Bowser, they will lose about half of their control.

When the victim has 170% more damage then Bowser, their inputs seem to have no impact at all.

It's been no secret that Bowser seems to always be fighting a losing battle regarding control of this move, but these results confirm our fears about how easy it is for the victim to force a suicide, should they have a reason to (like a stock lead). I look forward to discussion about this topic.

Does rage mode or move staling have an effect on either character's control?

These factors only effect knockback and damage whenever damage is being dealt, so I'm going to say no.

Do stages effect the amount of control the characters have? Or perhaps the current phase of the moon?

Unlike whether or not the opponent can attempt a recovery on a successful bowsercide, this aspect of bowsercide does not seem to have such variants. But rest assured, I went and reproduced these results with multiple stages, different characters, and one round of testing on Friday the 13th.. This aspect of slam is consistent. Consistently bad.

UPDATE: Due to an inquiry by @ J Jerodak I have investigated the effects of mashing the C-stick during flying slam as you attempt to control it. The short answer is that mashing Smash commands cannot add to Bowser control, or the victims. It will cut off your characters control by a considerable amount if you mash in the direction opposite of where you're trying to move primarily, and I can't see how that might benefit you.

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