Jumpsquat frames decreased (8 frames → 6 frames).
Hard landing lag decreased (6 frames → 4 frames).
Walk speed increased (0.858 → 0.95).
Air speed returned to Brawl’s values (1.000 → 1.034).
Air acceleration increased (0.04 → 0.045).
Jab 1 comes out slightly faster (frame 7 → frame 5).
Knockback on Jab 2 weakened slightly to compensate for speed buff. (BKB 50 → BKB 45).
“Tough Guy” mechanic has no percent threshold. Doesn't go into hitlag when Tough Guy is in effect. Armor only appears on certain attacks and animations similarly to Project M. These animations are his crouch, crawl, startup of down tilt, Bowser Bomb until falling hitbox appears, startup of forward smash, startup of aerial Flying Slam, and startup of dash attack.
Forward tilt is slightly faster (frame 10 → frame 9).
Knockback growth on forward tilt weakened to compensate (KBG 83 → KBG 80).
Forward tilt’s cooldown slightly decreased (FAF 38 → FAF 36)
Up tilt startup almost back to Melee speed (frame 11 → frame 9). Has slightly less cooldown which makes it safer on hit at lower percentages (FAF 41 → FAF 39).
Down tilt has slightly faster startup (frame 10 → frame 8).
Down smash startup decreased slightly (frame 10 → frame 9). It also does more damage (16% → 19%) and has more KBG (130 → 140).
Neutral aerial is faster (frame 8 → frame 6). Has less landing lag (20 frames → 15 frames). Bowser’s entire body is an active hitbox instead of just his limbs.
Dash attack sends at a 40° angle now, and has 5 frames less ending lag.
Forward air has less startup (frame 11 → frame 10). Has slightly less landing lag (24 frames → 20 frames). Autocancel window changed (>31 → >25).
Back air has significantly less landing lag (40 frames → 21 frames). It also has a more favorable autocancel window (31> → >25).
Down aerial has much less landing lag (40 frames → 32 frames). Landing hitbox damage increased (2% → 5%).
Up aerial has less landing lag (24 frames → 17 frames).
Down throw deals 1% more damage total, going from 12% to 13% (2% and 10% → 4% and 9%). As the final hit deals less damage, it is very slightly weaker, so it can be used as a move queue refresher, rather than staling his kill throws or combo throw (similar to Mewtwo’s forward throw).
Fire Breath has less startup (frame 23 → frame 18) and slightly less cooldown (FAF 78 → 70) and its flinchless hitbox is removed, letting the move flinch opponents at full range as it did in Melee and Brawl.
Flying Slam’s hitbox now covers Bowser’s entire arm, giving it more range. The move now has invincibility throughout the entire attack, meaning Bowser no longer can be interrupted out of it at any point while his opponent is grabbed. The aerial version comes out faster (frame 17 → frame 12).
Bowser has slightly more control over the slam than his opponent and is no longer percent dependent.