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»   Smash World Forums » Super Smash Bros. Brawl » Brawl Character Discussion » Bowser

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Old 03-22-2008, 04:14 PM   #1
Me14k
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Join Date: Oct 2006
Location: UIUC/Buffalo Grove
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Fusion of Three Bowser Guides

Originally done by: Uraj
Edits: Me14k


MAX%: The rough maximum damage the move can do before Stale Move Negation (SMN)
MIN%: The rough minimum damage the move can do after SMN has reached a peak (to be completed later)
KILL%: The average percentage the opponent needs to be at before getting hit by the move (without SMN) in order to be knocked past the Blast Zone. Anything higher than 200% will be marked as 200+, and any move with no kill potential will be marked N/A

The killing power of the attacks were all tested with Mario used for standard weight, from the center of Final Destination.

Jab

Bowser swipes with his left claw, then the right (if attack button is pressed consecutively)

MAX%: 5 per hit, max 2 consecutive hits
MIN%: --
KILL%: 200+ (2nd hit only)

One of Bowser's faster attacks. While it doesn't pack as much punch as most of his other moves, it has good range for its speed and the second hit gives Bowser a little breathing space should the enemy come a little too close. 5% per swipe is still fairly good, and early in a stock this attack will help build up damage so that Bowser's other attacks can finish the job.

Dash Attack

Bowser throws his body forward, head first

MAX%: 11
MIN%: 6
KILL%: 200+

Just don't use this attack. This attack asks to be punished. I can't think of any situation where dash attack is the best move to use.

Forward Strong attack/Ftilt

Bowser throws a punch with his right fist

MAX%: 11
MIN%: --
KILL%: ~165

A good tilt with low startup and respectable recovery rate. This move should be used copiously, as it allows Bowser to turn and attack at the same time should an enemy roll behind him. It deals decent damage and at higher percentages has a high likelihood of knocking the opponent off the stage, allowing Bowser to chase for the kill.

Crouching Strong attack/Dtilt

Bowser swipes at the opponent twice with his claws while lying on his belly

MAX%: 14
MIN%: --
KILL%: ~125

Slower on startup and recovery than his ftilt; however, Bowser's dtilt kills at least 30% earlier than the former. The fact that you'll more than likely use it less than his ftilt also means that it'll retain its killing power more easily, making it a good choice for a quicker kill move. While it doesn't boast the early killing power of Bowser's stronger attacks, it is a good alternative if the opponent has already taken substantial damage and you want a safer move to use.

Upwards Strong attack/Utilt

Bowser swipes a claw over his head

MAX%: 12
MIN%: --
KILL%: ~110

Generally in Smash Bros. Brawl, it is easier to kill off the top of a stage rather than the side: this becomes more apparent when looking at the killing power of Bowser's strong attacks. Utilt is the easiest to kill with, taking opponents on the ground out as early as 110%. The attack strikes quickly and has little recovery, and the hitbox for it is fairly large above Bowser's head. Larger opponents can be caught on the ground if directly in front of Bowser, but smaller opponents can be hit as well if behind Bowser due to the animation he goes through while using Utilt. This attack is particularly great to use on levels with low platforms such as Battlefield and Lylat Cruise.

Forward Smash/Fsmash

Bowser rears his head back and swings it into the opponent with concussive force

MAX%: 10 first hit, 23 2nd hit for max 33% (uncharged); 14 first hit, 32 2nd hit for max of 46% (fully charged)
MIN%: --
KILL%: ~85 (uncharged), ~40 (fully charged)

Bowser's infamous fsmash, possibly the most terrifying move to have flying at you if you're not prepared for it. This attack boasts the killing power you'd expect, but obviously is incredibly slow to start up and leaves him open for a good while should it miss or be blocked. It hits twice, but Bowser must be next to the opponent for the first, weaker part of the smash to connect.

It's a wild card attack that can give Bowser very early kills if the window opens for him to land it, but can also doom Bowser should he use it arbitrarily. As it is a risky move, the best time to attempt it is if an opponent makes an equally risky move and fails (i.e. Lucas or Ness attempt a PK Thunder Missile attack and fall short of hitting Bowser or are dodged).

Down Smash/Dsmash

Bowser twists his body, then retreats into his shell and spins wildly on the ground, sucking in opponents for several hits before shooting them out

MAX%: 7 hits for max 21% (uncharged); 7 hits for max 29% (fully charged)
MIN%: --
KILL%: ~100 (uncharged); ~65 (fully charged)

Bowser's dsmash comes out quickly but leaves him vulnerable should he miss. Still, this move will eat up people who like to rolldodge behind Bowser, and the move is useful as both a damage dealer at early percents and a kill move at higher percents; It's up to you to decide how you'd rather use it. It seems more effective in this game at sucking the opponent in and dealing damage than it did in Melee, on a sidenote. It's also obviously bigger thanks to Bowser's bulk.

Up Smash/Usmash

Bowser rears down and shoves his spiked shell into the air with a short hop

MAX%: 20% (uncharged); 28% (fully charged)
MIN%: --
KILL%: ~95 (uncharged); ~50 (fully charged)

Bowser's Usmash is a fairly reliable move to use as an anti-air counter, but earns its keep on levels with floating platforms such as Battlefield/Lylat Cruise, as Bowser crouches when charging the smash (thereby avoiding some attacks that can pass through platforms to hit him) and will shoot through the same platform to nail the target upon their landing.

The strongest point of the smash is the tip of Bowser's shell spike at the apex of his hop, which is where you want to try and land the hit as often as possible. Should the opponent be grounded, they can be hit by Bowser's landing animation for roughly 10% and a reasonable amount of knockback...of course, this isn't what you want to try and get from Usmash, but it's better than nothing should the opponent dodge the upswing and attempt a groundside counterattack.

Neutral Aerial/Nair

Bowser retreats to his shell and spins a few times, knocking away anyone nearby

MAX%: 13
MIN%: --
KILL%: ~175

Deals decent damage, but doesn't pack much of a killing punch. Most of the time, Bowser's Fair or Bair will give better results, but if the opponent is jumping around next to Bowser and you're unsure whether you can land one of the aforementioned, Nair is a reasonable choice to deal some damage and get them away from you.

Forward Aerial/Fair

Bowser slashes out with his claw

MAX%: 12
MIN%: --
KILL%: ~150

Bowser's Fair was his best attack in Melee, and it comes as no surprise to many that it's still his best aerial attack. While it lacks the same killing punch it did in Melee, it's still just as fast to start up, and is possibly even faster for recovery. It doesn't kill very well from the center of a stage, but it's Bowser's best tool for killing people when chasing them off a stage. It will often be used frequently, so SMN will cause it to lose a good deal of its punch, but even then it's often enough to push the opponent past the Point of No Return. All in all a very good move.

Back Aerial/Bair

Bowser shoves his shell backward in an arc

MAX%: 15
MIN%: --
KILL%: ~140

Bowser's bair in Melee was useful as an edgeguard attack, but seems to have lost its spiking properties when properly sweetspotted. However, what it lost in properties it gained in sheer killing power and size thanks to Bowser's jumbo appearance. The lack of L-cancelling means this move isn't very safe to use as an air-to-ground attack, but when intercepting airborne opponents the sheer size and strength of this move gives it good value.

Up Aerial/Uair

Bowser swings his arm rapidly over his head, striking ferociously

MAX%: 17
MIN% --
KILL%: ~85 (in air, close to ground)

This move is, in essence, an aerial Bowser forward smash. This move is easily Bowser's strongest aerial, in terms of percentage and knockback. It comes out quicker than it did in Melee, though the range seems to be slightly lower. It has minimal recovery, though, considering the strength behind it. It's possible to kill people as early as 60% with this move if you catch them while they're a decent way into the air. However, it lacks almost any ability to hit a grounded opponent, save for perhaps the largest. Of course, it's not an attack you should be trying to land on a ground level foe anyways.

Down Aerial/Dair

Bowser flips upside down, retreats into his shell, and spins, grinding into the opponent with his spikes

MAX%: ~18-20
MIN%: --
KILL%: N/A

Probably the least useful of Bowser's moves. It can deal some decent damage, but it leaves him horribly exposed if it ends while he's on the ground: he has to first flip himself over before he regains control. Using it very sparingly can produce some results, but it's almost always better to use one of his other aerials. When he lands on the ground, it does create a small pushback that can help him recover before the opponent can counterattack, but this pushback can be blocked.

Grab Pummel

Bowser slams his head into the opponent

MAX%: 3
MIN%: --
KILL%: N/A

A basic grab pummel. Fairly slow, but worth using once or twice to get a little extra damage in before a throw. Nothing special here.

Forward throw

Bowser flings the opponent into the air with his head

MAX%: 10
MIN%: --
KILL%: 200+

Unfortunately, Bowser's throws are one of his assets from Melee that have actually lost killing power. While his forward throw wasn't the strongest of his throws in Melee, in Brawl it's even more lacking. However, should you grab the opponent while facing the edge of a stage this throw is usable, if only to get them off the stage and proceed to chase them for the kill.

Back throw

Bowser turns quickly and throws the opponent with both hands

MAX%: 10
MIN%: --
KILL%: 200+

Sadly, this is the most weakened of Bowser's throws in terms of killing power. While in Melee this was a fairly decent kill move for Bowser, it now only packs slightly more of a punch than his forward throw; That is to say, not much at all. Still, it's got the same uses as his forward throw: if you grab them with your back to the edge, a back throw can get them off the stage and into the air where Bowser can proceed to try and kill them.

Up throw

Bowser places the foe on his back, retreats into his shell, and spins around. The opponent is hit repeatedly by Bowser's spikes until finally thrown off on the last hit.

MAX%: 10
MIN%: --
KILL%: N/A

One of 2 of Bowser's throws that have no potential to kill whatsoever. This here is solely for damage, and to get the opponent into the air. If you grab a foe, aren't near an edge, and know they're bad at defending against Bowser whilst airborne, this is probably the best way to go. It doesn't combo into anything, but the chance to land Bowser's uair is certainly a tempting prospect...

Down throw

Bowser lays the foe on the floor, rears back, and belly flops directly on top of them

MAX%: 12
MIN%: --
KILL%: N/A

Another throw that can't kill no matter how high the opponent's percentage is. However, this throw deals 2% more damage than any of Bowser's other throws; What's more, the opponent only pops up a short distance in front of Bowser. This opens up the chance to attempt spacing a tilt or fair against them, or (the more bold approach) running in for an usmash. This throw is more often than not the better one to use on an opponent in the center of a stage, though if SMN is starting to weaken it up throw is a decent alternative.

B attack

Fire Breath-- Bowser breathes a constant stream of fire that dwindles over time

MAX%: N/A-- Damage Over Time effect
MIN%: N/A-- “ “ “ “
KILL%: N/A

This attack, while rarely useful in Melee, does have its place in Brawl. The most obvious new addition is the ability to angle the fire Bowser breathes up and down by using up and down on the control stick. This allows you to follow the opponent's DI and hence land more hits with the attack. The attack appears to come out and recover slightly quicker than its Melee counterpart, but it's still better advised to start the move while advancing from the air, in order to give the opponent less time to react. If used sparingly but wisely, this attack can easily tack on an extra 15-20% per use: enough to bring opponents within the killing range of Bowser's more concussive attacks.

It's also a fairly reliable edgeguarding weapon against people who like to recover low, and will eat through characters with tether recoveries.

Forward B attack

Flying Slam-- Bowser grabs the opponent, flips into the air, and lands on them with...well, a flying slam. Bowser can move left and right while in the air

MAX%: 18
MIN%: --
KILL%: ~150

The only drastically changed move in Bowser's arsenal from Melee (considering it's completely different from his old Side B, the Koopa Klaw), and arguably one of Bowser's best moves. This move is a grab-style attack, meaning that it will hit opponents who are shielding, and can be used in the air, meaning that Bowser essentially has an aerial grab (not unlike what the Koopa Klaw was in Melee). This attack is great to use on opponents who constantly shieldgrab aerial approaches.

The most notorious of uses for this move, however, is the dreaded “Bowsercide”. Since Bowser can control movement while in the air, if he grabs an opponent with this move he can, if he chooses, carry himself and his opponent off the edge of the stage and cause them both to lose a stock. If Bowser is a stock ahead, this can essentially ensure a victory for him if he uses it to take his foe's last stock; However, while it is assumed that the opponent would die first (being that they're under Bowser when he uses this), there are times when Bowser will use this technique when both he and his foe are at 1 stock, yet he will die at the same time and thus send the match into Sudden Death. It is not yet known what affects this outcome, but once it is discovered it will be promptly put here.

Of course, the Bowsercide tactic isn't completely flawless even after ruling out the possibility of Sudden Death. The foe caught in the Flying Slam can also influence the flight path of Bowser's move while in the air; The character with more control over it is dependent on the percentages of each character (higher percentages will result in less control for either side). So, while this is a guide for Bowser, here's a tip for anyone fighting Bowser-- if you get caught in a Flying Slam, I suggest you press the opposite direction of the nearest edge if you fear being carried over.

Regardless of its suicidal properties, the Flying Slam on its own is also a formidable attack. It deals an impressive 18% when at full strength and has respectable killing power. If you land this attack and want to try and kill simply with the knockback it deals, a good strategy is to try and guide Bowser so that he lands on the highest possible platform in the level: this move kills off the top, so the closer you are to the top the better chance you have of killing earlier. However, considering how good the move is, you're likely to find its killing power diminished from SMN thanks to repeated use of this attack.

At lower percents, you can follow the opponent's DI and punish them for it. Examples of DI punishment after the slam could vary from another claw/fair(up/no/towardsDI) or you can follow up with fire breath(down DI)

Infinite Jump
This is a huge part of bowser's game. Simply jump->SideB and then jump when part of the claw's animation is happening and you are near the ground. This is fairly simple to do. This can be applied with a full jump fair, when the fair animation ends sideB and jump; gotta be fast and well timed to do this.

Down B attack

Bowser Bomb-- Bowser goes into a sitting position and falls rapidly, smashing through any opponents in his way. If he's on the ground when using this attack, he'll jump forward and up into the air first

MAX%: 24 (used on ground); 20 (used in air)
MIN%: --
KILL%: ~95 (if opponent is on ground and attack is used in the air); ~85 (if opponent is on ground and attack is used on ground)

Few changes have been made to this move from Melee. The biggest change would be the fact that the opponent will now be carried into the air and directly under Bowser if he starts the attack while grounded and isn't blocked or dodged. It boasts good killing power, but its use is mostly limited to when opponents attempt to jump after Bowser while he is above them. Bowser can power through projectiles like Pit's arrows and the Psychic Children's PK Thunders while using this, so if your foe is foolish enough to try these tactics while standing under Bowser, let it rip.

Up B attack

Whirling Fortress: Bowser tucks into his shell and spins at high speeds like a buzzsaw. If airborne, Bowser will lift slightly into the air while performing the move

MAX%: 2 hits for max 16 (on ground); 9 hits for max 31% (in air)
MIN%: --
KILL%: ~135

Whirling Fortress is the fastest attack Bowser can unleash, but the opponent must be next to Bowser for it to hit. Since it is usable from shield without having to drop the shield, it's a good way to either 1) punish people who approach Bowser from behind and hit his shield, or 2) attempt a kill on someone hitting his shield, regardless of direction they come from.

It's lost killing power since Melee (like most attacks have in comparison) but is still fast and potentially lethal, and can score multiple hits in the air to rack up the opponent's damage. Obviously, though, the most use you'll likely get from this move is as a recovery move to get Bowser back to the stage. It has more horizontal coverage than vertical, so try to use it while higher in the air to prevent falling short of the edge.

=THE OVERVIEW=

Bowser in Brawl is all about killing potential. With the more potent Stale Move Negation mechanic in place (that drastically drops both the percentage dealt and the killing power of moves that are used repeatedly in a row), characters will find themselves having a harder time killing with their best kill moves if they are used too often. Bowser, however, has found an easy way around this problem- over half his moves have killing potential.

While the killing %s listed for his moves above may sound high, remember that many characters are living to much higher percentages in Brawl. It's not too uncommon to see Bowser live well past 200% (though he is the heaviest character in the game of course), yet many of Bowser's attacks contain the ability to kill medium weight characters at percentages of 150% or lower...from the center of Final Destination. Obviously this means that if you hit an opponent close to the edge they can be killed at even lower percentages.

The fact that most of his moves can be considered kill moves means that he can freely use and overuse his best attacks to build percentage, then switch to a different attack to land the finishing blow. As far as building up damage goes, his best moves to get this done are often liberal use of jabs, ftilt, and fair. Combine these with grabs, pummels, and throws (since these have no decent killing potential anyways, piling damage on with them is the next best thing) and Bowser can land kills far earlier than most other characters.

Bowser is also more capable of holding his own when chasing opponents off the edge of the stage, thanks to the improved recoveries that all characters are enjoying. While running off the stage and using fair in Melee was a good but risky strategy for a Bowser player who wasn't used to it, Bowser can employ this and easily make it back with no worries while still sending the opponent past the Point of No Return.

Of course, the biggest change to Bowser's game is his new and (arguably) improved Forward B, the Flying Slam. If you can manage to get a stock ahead of your opponent, then you automatically place the threat of immediate Bowsercide over their head, causing the possibility for mistakes that will cost them dearly. While it may seem somewhat unfair to use Forward B liberally to suicide, it's not a difficult move for them to counter...hence, if you can land it and it benefits you, by all means, use it.

Of course, Bowser is by no means unbeatable. He's still the largest character in the game, and therefore the biggest target. He also lacks a real projectile, the closest thing him having being his Fire Breath, so any character with a halfway decent projectile can keep him at bay indefinitely. The only way to really counter this is to force yourself close enough to render their projectile pointless. Bowser has good range on many of his attacks; once you're in his sphere of influence, you can start fighting on his terms.

Another big problem Bowser has to overcome is characters with high priority attacks, more notably characters that possess disjointed hitboxes. The most notable foes with this advantage over him are Marth, Meta Knight, Olimar, etc. Characters that don't attack directly, but rather swing something that isn't part of their body can space themselves from Bowser and hit him while keeping themselves safe. In these cases, it's wiser to stick closer than usual and shield often. Grabs and throws are more useful here; They might not deal as much damage as quickly as Bowser's other moves can, but a landed grab is guaranteed damage, and if you can get the opponent off the edge Bowser gains a bit more leverage to work with.

The most important thing to remember is that Bowser is not only about power, but survivability. He packs the heaviest weight class in the game, and can survive attacks that would kill pretty much any other character. Learning what attacks send you which direction is important when fighting an opponent, so that you can DI properly and hence survive to the last possible iota of damage.

So, in all, when practicing Bowser it's a good idea to get used to all of his attacks and when to use them. The more attacks you know how to use successfully, the better you'll become at landing killing blows at earlier percentages. Bowser has the potential to become a frightening force when fought; you just have to know the right moves.
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Last edited by Youko; 12-30-2008 at 01:28 PM.
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Old 03-22-2008, 04:14 PM   #2
Me14k
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Join Date: Oct 2006
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Posts: 985
Dynamism?'s RAWR_Bowser

From Dynamism?:

RAWR_Bowser

Trade transaction: Dynamism “RAWR” for COATIC “Boozer Cute”
RAWR>>>COATIC from Dynamism
Boozer Cute>>>Dynamism from CAOTIC
[‘transaction complete’]
...tiz mine now!

BOOZER CUUUUUTE

What is all this ****?
- Match up charts, attack descriptions, stage selection, advanced techniques, tricks with attacks...
It’s all somewhere around these boards and you can find them in the threads. The one thing that can’t really be applied to charts or statistics is the theory and application of all of these things together.

You can see it in videos and can learn your own tricks and baiting and punishing techniques on your own but all of these different styles have ups and downs. So, simply put, I’m going to layout the way I use the character as best I can.

In the process, I will try covering the things (strengths) that make the character work and the things (weaknesses) that the character needs to work around using the statistics for the character that are found in these other threads.

All of the statistics on what to do from a grab are important to know, but knowing how to land a grab is important too. This is where that part of the game will develop. How do you land a given attack on a given character and what attack is best to use in a given situation?

This isn’t the way someone should play the character and it isn’t the way the character is best played. This is just the way one player (me) uses the character and perhaps it’s good or bad. Improve this players ability to use the character until they use it to perfection and it may help you and others along the way. Videos will come from myself and others who have UNIQUE and/or EFFICIENT ways to play the character that should be taken into consideration.

Why is this **** here?
1. It might help some new players to understand the applications of the data on match ups and attacks that are posted through the charts and threads here.

2. If there is something you think can be added or improved on, point out what it is you like to do in a situation or what you’d do differently in a given situation to further improve this characters game.

3. I don’t main a character, I main Random competitively and this is the backbone of the character that I use when the time is called for me to use them. I NEED YOU TO GIVE ME THE DEPTH THAT I LACK ON PLAYING THIS CHARACTER A PERFECTLY AS POSSIBLE!

4. The ultimate peak of the characters potential, that’s what this is for.


Instructions:

If you have something interesting in your style of play or the way you approach using the character, sections throughout will outline the styles and how they work. Simply ask me why I do something or what I do when something else occurs that isn’t mentioned yet and I’ll elaborate or explain what I can OR explain what it is you do in a situation that you think is fitting and it will be added to the section.

How To Do Bowser, Dynie Style!

Playing The General Boozer Cute Game
Summary: SPEED!!!
- Bowser is not an overly slow character and I like to make him move as fast as I can.

He’s heavy and big but if he’s always moving, he becomes a flying offence. If Bowser can make the opponent cautious and play his game by moving around the stage at high speeds, they can’t play the game that they would want against Bowser as he becomes a high pressure character. He has fast attacks and lots of range. Including break away moves like his UpB that sets up and gets him out of trouble and approaching moves like his SideB which is safe because he can evade at the same time yet the approach can’t be shielded. Of course, everyone knows these things about Bowser and uses them in some way. They’re used often and mostly because of their speed.

My Safety Net UpB
When I’m is gonna get hit by an aerial and I can’t get out of the way or attack them first, UpB will always be a great option. It often trades hits with things like DK and Wolf B-air approaches if they don’t space perfectly and if Bowser is moving a lot and dashes into shield, they won’t be perfectly spaced. It also works very well on platforms. In many cases, shielding the attack is definitely the better choice because it’s safe and I can react accordingly out of shielding it, but often shielding wont give Bowser the highest advantage.

For example, if a Falco tries to D-air me and I’m on a platform, I’ll just UpB and it’ll win or trade hits and I can slide off to a safe place again. Or if he’s jumping from below to B-air me, same thing. When simply shielding these things, Falco will just fly by and be unpunished where UpB to trade with him would both set up and deal more damage. If everything misses altogether, you can still move to safety while using UpB.

Trading hits as Bowser is usually a good thing considering he hits harder and he’s heavier in almost all situations. This goes for everything from ftilting MK Nados to U-airing Yoshi’s slam. If I can’t shield or dodge it, I’ll just hit it back. Trading hits is a plus for Bowser and UpB will almost always trade when used as a safety net.

High Pressure Play
I like to stay right on top and in front of my opponent. Usually characters either like to stay away and look for that space to get inside Bowser to do the damage or stay away and camp or out range Bowser. When Bowser gets right up in their face, they can’t space that distance much at all. If the opponent somehow turns the momentum around for a moment, I UpB to safety, even hang on the ledge for a bit. Though if I’m fighting a lighter character and they can’t do anything devastating to me, I like to save my UpB because it can kill light characters early. So I do something else out or shield and react.

The more you move, the more you’ll control the pace and space of the match. Bowser is big and covers a lot of area with himself and his attacks so if he’s moving, the opponent has to move even more to keep their spacing and this usually means they wont have as many chances from spending so much of their movement and spacing on moving to safe spots.

Klaw Hopping & Movement Application
Using his Klaw Hop to approach is great but I like to simply KH near them, they can’t really get to me without being slammed and they can’t punish it. Just using empty KH’s around the stage is a useful spacing tool. This leaves Bowser moving quickly and leaves his options open. When they act on a KH, dodging their approach is easy since he’s moving. Landing into something like a grab or ftilt is a good way to punish their rush either out of an AD or after an aerial at the peak of the hop.

They want to get Bowser when he’s in the air but I like to KH and be ready for them to come to me. It’s as good as bait gets and it’s actually completely safe with everything from F-air to the last resort of an AD back down into UpB.

Sometimes F-air on landing is a good option too. I don’t mind using his B-air upon landing either, the lag isn’t as bad as it’s made out to be and it’s well worth it if I think I have a chance when they’ve given me an opening. Only if it’s a clear shot though. If not, a Klaw is safe again. Klaw Hopping them is always the safest but when the chance comes, I B-air or F-air on landing or land and tilt or grab or dash in and out for re-spacing. Bowser is versatile and his options multiply on the constant move.

A little approach and evade trick that works often for me is a SH F-air and DIing backwards to land away from them. Following this with ftilt or doing what the moment calls for is great bait and safe approach all in one. It’s about as good a wall as he can make and is a very effective maneuver. For some reason, people still think a SH F-air is punishable on landing so use this spacing to set up and punish. DI away every time they shield or dodge.

Don’t forget to Short Hop Air Dodge and its many uses. I use it as a get away jump if things look bad. Get away jumps are always a last resort but others will find holes in Bowser’s attack either way, because he isn’t the fastest character after all. Getting away with an AD is the best choice when a hit trade or UpB won’t work or not worth it. SH ADs can also be used as a countering and baiting tool as he can move straight into anything upon landing and he’s safe while spacing through the air either behind the opponent or dodging an attack. A get away jump can simply be used to dodge a fsmash and land beside the opponent to grab.

Jab! When I’m dashing, KHing, anything, some good jabs thrown out whenever it looks like they’re trying to force an approach on me will make them either run into it or keep them away. When they’re close enough that they can probably hit Bowser before he can hit them, I jab and see what happens. When they’re at an ideal ftilt distance but I’m not sure if I have time to ftilt, I jab instead. It’s safe and even if it misses, they wont try to punish a jab, or they will and they’ll get an UpB to the face for it. I jab into a grounded DownB on occasion as it’ll probably hit only once but it’ll scare them away from trying to punish jabs for good.

I Klaw Hop and dash around, ftilting, jabbing, shielding, grabbing and F-airing in between movements to space myself. Any problems are evaded with UpB or SH ADs and I play in their face and move constantly. Insta-win!

Edge & Ledge Game Strategies:
I love his ledge game! It’s great. When in trouble, I go to the ledge and hang out. Dropping and using DJ UpB will give Bowser almost constant invincibility and DJ DownB will be similar. Both his jump straight from ledge and dropping to DJ on are by far his safest options when I know I’ll get punished from a regular attack from the edge of the stage.

The straight ledge jump is very fast and high. It’s safe and puts Bowser moving across the stage either on platforms to KH to the far side safely, an easy AD back to the center or attacking with a KH right above them. His drop and jump from the ledge is very quick too. A F-air up from the ledge or landing into a ftilt is very safe and effective to anyone trying to pressure him on the ledge. Even hopping up and fsmashing is quick. His ledge game is great, so once I’m back at the stage and grab the ledge, I consider myself recovered.

For edgeguarding, if the opponent is high and coming in, I spam B-air. I don’t go out too far, there is no reason to as B-air will probably kill them from the stage either way. If they’re coming in low, Firebreath. It probably wont kill them but the damage will be well worth it as any attack will send them back out there. I don’t go horizontally or down when edgeguarding off stage, just going out to edgeguard above the stage. When they can’t be B-aired, I use fire, then react accordingly staying on stage. If they grab the ledge, I step back and wait for them, then ftilt, fair, whatever. It’s safe and doesn’t get them anywhere without me making the mistake.

How I Win With Boozer:
I’m always moving if I’m not attacking with a jab, tilt, grab, smash or shielding. I don’t spot dodge much, if ever, and don’t roll stand still often. I keep my distance and jab or ftilt when in range both after and during the constant F-airs and SideBs thrown out at them. When they go into the air and leave an easy opening, I dash in to grab, usmash, dashattack, Klaw, F-air or shield and wait for them. If the opening works, I punish accordingly with anything from utilt to CGs. If the opening doesn’t work or looks like it won’t, I UpB immediately and get to safety.

Against most characters, there isn’t much Bowser can be punished for when he dashes in at the right moment through his hopping around and shields or attacks, so I take every chance and play cautiously. If I have even a moment of chance, even the slightest doubt that I might not be able to do anything to punish them after I’ve already moved in and there’s a chance I won’t be able to do anything from the position once they’re not punishable anymore, UpB is nearly unstoppable.

For the most part, the right spacing and the right moment to shield or attack upon approaching can lead to utilt, ftilt, grab, jab or fair and if those don’t get them, a Dsmash or Usmash instead of safe attacks probably will. The risk vs reward is good and it’s not very risky with proper shielding and UpB to back up the safe approach. I take my chances because of Bowser’s safety nets but don’t overdo it.

There are many characters that rely on spacing and walls, these are the characters that Bowser does well against. When he’s right up in Lucario’s face, Lucario doesn’t have much. When he’s right up in Donkey Kong’s face, DK doesn’t have much. Let these characters space their attacks to wall Bowser out and it’s tough but if Bowser is hopping around them, Link, ROB, Pit and the characters like them, he’s going to get openings and with good use of these openings, Bowser will get inside and crush them.

Characters like Wario and Toon Link can be played very similarly. If Bowser is in the air with them hopping around and attacking them up there with F-air, B-air, U-air and Klaw, they’ll have trouble spacing and with constant movement, their spacing will be way off. Bowser covers more area than Wario and is faster in the air than Toon Link. I use what they don’t have to mess with what they do have and try to change their game for the worse and make them play my game. I like to Full Jump Firebreath sometimes against them because it does a good trap on many aerial characters. They can’t get away in time without jumping, and they’ll jump right into it.

Some characters can camp pretty well with a good close up game too. Toon Link is like that but he’s also aerial and that’s where you can take him best. Samus can space well and almost camps with her long reaching moves but if Bowser can get inside and around her, her close up game wont be able to compete with his. She’ll naturally try and stay away but to get kills she needs to be close and if I get right in her face from the start, by the time she can get the kill, she’ll be ready for me to finish off too. And Bowser can finish her much easier than she can finish Bowser. I play high pressure and go all out on all of the above type of characters, it’s Bowser’s game.

The Diddy match up is another one that can be difficult but it’s really very simple. I UpB a lot because he’ll be near me a lot, DownB kills cause he’ll always try to follow Bowser into the air after his typical dash attacks, and I KH around his bananas. Chances are he’ll spam peanuts to stop approaches and run away a lot to re-space banana approaches, so I just chase him, he can’t do much to Bowser anyway. When I get a banana and make him trip, they are punished hard. When he has no bananas, the best advice possible for Bowser would be, “get him!” and Diddy could easily lose a stock with too much pressure and no bananas against a big and fast character that hits hard.

The other type of characters that can cause trouble for Bowser have to be handled differently but are still very manageable. Characters, like Snake, want to have others hop around them. Though Snake doesn’t thrive off of that, it’s just something that others do to fight Snake when they don’t know how. Snake needs characters to stay away and then he goes in for the kill. There isn’t a lot of Bowser’s high pressure game that can be used as it becomes a patience and baiting game so Snake can’t go in to kill. Firebreath and Klaw can do a lot of damage to Snake, but Snake can do it right back.

Matches like this are difficult for Bowser but I won’t go to him because I don’t have to. He throws the grenades, I go closer, I shoot fire, he has to come closer. These matches are very doable, just not with the high pressure play that’s ideal for Bowser because it doesn’t really have an effect on the likes of Snake. I always move fast and constantly though, that’s important against all campers from Olimar to Falco, who also can be beat with high pressure play if they don’t stop you.

I usually look at my opponent for choosing a stage but I like Battlefield and Lylat for their small distances between platforms and Pictochat against bigger characters because of the high ceiling that lets me live forever but still stay easy to kill others off of.

That’s how I win with Bowser.
Bowser + Patience > Campers (I don’t rush at them, they want that and I don’t do it)
Bowser + High Pressure > Spacers + Speedsters + Aerialness (I take their game away with my own speed, aerial mobility and size)


How I Beat Bowser:
Bowser needs to move around, space well and approach to be effective. So the only things that could take that away from Bowser are either hopping around better than him or taking away his ability to hop around. It’s not campers that give Bowser trouble, as all of them have a way to be worked around and most of them don’t so much thrive off of high pressure opponents but can simply deal with it well.

The problem for Bowser really comes in those who are essentially the opposite of campers. Not so much high pressure characters without projectiles which means literally the opposite of camping, but those who actually thrive off of characters that hop around and play that way because they can do it better or take it away. Characters that either can’t approach but (1) want to be approached, (2) force approaches and counter the approaches or (3) have such a good pressure game that other pressure games fall just short.

I like to use Kirby or Ness to play against Bowser and it works pretty much every time. Kirby can’t approach, therefore, the opponent approaching is pretty much the sum of every match. Bowser doesn’t have to approach Kirby and probably shouldn’t but it’ll happen because Kirby actually wont since he can’t. He can out space Kirby with tilts and aerials so that’s not where the problem is.

Bowser has trouble killing Kirby. It’s a little weird but true. Bowser needs to take chances to get the kill on Kirby and because Kirby can’t approach and his close up game is so strong, every chance Bowser takes will either be successful or result in massive damaging combos early and fsmash or usmash kills later.

Kirby can finish Bowser earlier than most characters and rack up damage faster than almost any if Bowser tries to finish him too soon. Bowser needs to keep moving and spacing, forcing Kirby to avoid playing the ground game and risk coming into the air where Bowser can beat Kirby in almost every way. Spacing and aerial capitalization are Bowser’s tools in this match but it’s in Kirby’s control whether he falls for the bait or not. A Kirby that understands this will almost never take the bait. I don’t anymore and until the Bowser’s stop trying to force smashes and Boozer Bombs at me, the games will be combo filled in my favor. Grad releases have saved Bowser from complete loss here.

Ness has aerial abilities that beat Bowser’s, much like Bowser beats Kirby in the air. This forces Bowser to play the ground game and space again. It’s difficult to space Ness from the ground as his aerial game is so quick and strong but if Bowser forces his own air game in, he’ll get punished for it. Bowser has to keep moving, any pauses early will lead to major damage and Ness can gimp Bowser very well. I avoid PKT and PKF at all costs. If Ness goes into the air close to me, I go ahead and attack him but I don’t rush him in the air myself. I don’t stay still and don’t move too close in the air. When I’m Ness, I can stay moving with Bowser and always make Bowser move first and for the worst.

Other match ups that Bowser’s can struggle with are the high pressure characters that can out move Bowser but also finish him off early enough. Fox is simply too fast for Bowser to handle. Again, with spacing, Bowser can deal serious damage and get even early kills but Fox doesn’t have to get hit. Multiple hits on his D-air and F-air and lasting N-air with his aerial speed can really mess with Bowser’s approach and air game and his juggling with tilts and aerials can bring Bowser into dangerous places and percent really fast. Basically Bowser just has to run, but not too far or he’ll just get lasers to his big target.

He needs to stay back and SH F-airs and make sure he stays away when he can or he’ll get juggled by something or Usmashed. Fox’s pressure game beats Bowser’s because of the speed but that can be overcome if Bowser has the patience and keeps baiting him. A patient Fox player that knows how to be efficient with chances is a deadly one for Bowser but it’s still winnable with a patient and defensive Bowser.

Last but not least, Luigi is a good pick and Bowser has to play safe and space defensively to win. The best thing Bowser can do against Luigi is run and space which is easier to do against Luigi than it is Fox but Luigi can punish any mistake way more and combo better than Mario, who is also tough for Bowser. Run from Luigi and space feint attacks or it’ll be a quick match.

For stages to beat Bowser, I usually go Delfino Plaza. Who I pick depends on the player because it’s a good stage for both Kirby and Ness but it’s a bad stage for Bowser. Bowser has no use for the water, go through stage or short killzones and it works against him in these match ups. If I don’t counter pick a stage, Fox and Luigi are as good as Kirby and Ness too. Though I seem to have long matches when I’m Fox and Kirby against a Bowser because I don’t give Bowser any chances to get a good hit on me and the actual good Bowser’s wont try the big hits on me after they get punished for them a few times.

That’s how I beat Boozer.
Ness + Kirby > Bowser (I survive by staying grounded and make Kirby/let Ness go in the air, spacing is all Bowser has but I don’t force kills, I play safe and wait for their mistakes)







NOW

What can I do better? What am I doing right? What else can I do?

TEACH ME!

Last edited by Youko; 12-30-2008 at 01:28 PM.
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Old 03-22-2008, 04:14 PM   #3
Me14k
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Liquid Gen's Basic Bowser Compendium

From Liquid Gen:

The Basic Bowser Compendium - Dragon Turtle Deluxe Edition

Table Of Contents
Section I. The Moves
Section II. Special Moves (includes Koopahopping)
Section III. Jab Canceling
Section IV. Grab Release
Section V. Faux Combos
Section VI. Starting Combat
Section VII. Matchups (Discussion Threads)
Section VIII. Conclusion


The Beginning
In Super Smash Brothers Melee, several new characters were added into the repertoire of fighting characters of the Smash franchise. The new additions included Zelda/Sheik, Roy, Marth, Young Link, Doctor Mario, Peach, Mewtwo, Pichu, Mr. Game and Watch, and last, but definitley not least, the great and terrible Bowser.

Bowser was quickly characterized as a strong, slow character, and the first impression was right. His attacks had tremendous lag but did an alarming amount of damage. If it weren't for L-cancelling, then, well... Let's not get into that.


In Brawl

In Brawl, Bowser has had a number of changes made to him and his attacks. Not only is he bigger, he's heavier, too; not too mention faster in both speed and attacks. However, he still is the biggest character in the game, and as such suffers from several speed handicaps placed by other, smaller characters. But many additions like increased range and priority on his moves make him able to stand up to even the most speedy opponent.



Section I. The Moves


All of Bowser's moves are strong; no doubt about that. But, like everyone elses', they have their own little quirks to them and even downfalls.

MP is the max percent the move will cause without stale move negation.
KP is the max kill percent of the move without stale move negation.


Jab

MP - 10%, with both hits
KP - 200+% (only the second jab)
Bowser's jab is a standard two hit jab, it does decent damage, and comes out relatively quick, has decent "get off me" knockback, and is wonderful to set up other attacks, also known as jab cancels (more on that in a later section.)As you'll see later, the jab is a godesend that you'll find yourself using plenty of times.


Forward Tilt

MP - 11%
KP - Around 160% or less
The forward tilt is highly upgraded from Melee. In Melee, Bowser shyly stuck out a knuckle to attack you, with next to no range. In Brawl, however, Bowser shoves a humongous Koopa Fist right into your face. This is an amazing attack, with good range, damage, and knockback. Apparently, it out ranges Marth's forward air (lolwut). Forward tilt can also be angled up or down, affecting who you can hit with it.


Down Tilt

MP - 25% both hits, 14% for first only.
KP - About 125%
Ah, the down tilt. It's really, really good for killing in Brawl. Srsly. Sadly, the thing is that the second hit of the down tilt will rarely hit unless the enemy is at 0% or really really heavy, lul. But, the fact remains that the down tilt has epic range and power, being a main killing move for me. It may be hard to hit with at first, but it gets into habit after a while.


Up Tilt

MP - 12%
KP - About 100-120%
Bowser's up tilt is really good in speed, power, and damage, but the only flaw is that it hits above and behind him, and has a very small hitbox in front of him. To counter this, you must "aim" the up tilt backwards to hit someone in front, or alternatively attempt to juggle them in the air with it.
I find it worthy to note that this move is pure ecstasy on stages like Lylat Cruise, Corneria, and Battlefield, due to the low ceilings of Lylat Cruise and Corneria and the platforms on Battlefield.


Down Smash (Dragoomba Smash)

MP - 21%
KP - About 100% uncharged, around 60-70% fully charged
Bowser's down smash is not as great as it could be. It's good and all, especially for trapping rollers and side steppers. When you get hit by the first hit, it sucks you in into the rest of the attack, resulting in 21% and decent knockback. The only things keeping this attack down are its terrible ending lag and generally bad reach. OTher than that, it's so-so.


Up Smash

MP - 20% uncharged, 28% fully charged
KP - about 90% uncharged, 50% fully charged.
Bowser's up smash is toooo good on levels with platforms, like Battlefield or Lylat Cruise. It kills pretty early, and damage is good. Another nice thing about it is that if someone spot dodge the inital hop, they'll probably be hit by the second hit box; Bowser's landing. It's not as strong, but it's really good for them pesky dodgers.


Forward Smash

MP - 10 for the first hit, 23%for the second hit for a total of 33% (uncharged); 14for the first hit, 32% for the second hit for a total of 46% (fully charged)
KP - Around 85% uncharged, 40% fully charged
The forward smash is the best attack in the game. Period. Decent startup time, epic damage, and godly knockback. Punish people on the ledge with good timing, and you're on your way to being pro. (lul) Srsly, this attack is like the manly way of shield grabbing, primarily because you can avoid attacks with gangsta lean at the startup of the attack, a pretty cool way to dodge a good spacer.


Neutral Air

MP - 13%
KP - Around 175%
Bowser's second worst aerial. =/ Not much to say... Only time i use it is to punish air dodgers, but thats a job better left to up air.


Back air

MP - 15%
KP - Around 140%
My second favorite aerial. Good damage, good knockback, and good range, A very solid aerial, the only problem is that its lag is tremendous. Avoid using it in a short hop, try full hopping it when necessary. But the fact remains, use it often!


Up air

MP - 17%
KP - 85% whilst near ground
Bowser's strongest aerial, a guaranteed kill at around 70-80% on most characters. It's fast, has good range, and like said before, good knockback. By now you should be familiar with that triumvirate, and as you should expect, a solid aerial.


Forward Air

MP - 12%
KP - around 150%
Bowser's staple aerial. Good damage and speed, and no lag if you autocancel it, by attacking right after you jump. It's good to keep the pressure on and a good attack in general. Use it; abuse it.


Down Air

MP - about 18-20%
KP - doesn't kill
K, as much as I hate this move, I suppose it's worthy to note that it is able to shield poke enemies when used on the ground. Though the results are only good enough to reap at about 65%+ or around there, as the stun from the move will cover your back from the landing lag.


But be terribly careful when placing this; one miss and you'll get punished. Really bad.


Dash Attack
MP - !2%
KP - Around 200+%
A fairly good move, I use it sometimes for edgeguarding, among other things; the only thing bad about it is that Bowser's has some lag after it's use, causing you to be punished if said attack is shielded or dodged. Still, it's not a bad move at all, use it, but not all the time.


Grab Pummel

MP - 2%
KP - can't kill
An average pummel, but with a rather slow attack speed. Good to use to get some extra damage before that throw.


Down throw

MP - 12%
KP - None
One of Bowser's two throws that can't kill. At all. Ever. But still, this throw does the most damage out of all of them, and since the knockback is so low and close to Bowser, you can "techchase" them with another grab, Klaw, or something else.


Up throw

MP - 10%
KP - None.
The second of Bowser's two throws that don't kill. Does decent damage, and sets them in the air for a variety of things; like up air, forward air, etc.
!!!After an up throw the enemy can attempt to DI behind you, but they'll just go directly above you.
They can make no attempt to DI, and be above you + slightly in front of you.
Or they can DI away from you, and get this weird boosted floatiness away from you (still in front of you).!!!(Thank you Havokk)


Forward throw

MP - 10%
KP - 200% or higher
One of Bowser's standard throws, it's okay, not as good as the back throw but good enough to use nonetheless. Though, you have much better options out of a grab...


Back Throw

MP - 10%
KP - 200% or higher
The best of Bowser's throws in terms of knockback, it's marginally useful when your back is to the stage and you have grabbed the enemy.



Section II. Specials/Koopahopping

Firebreath

MP - DoT, Damage over time
KP - None at all (though gimping is possible lulz)
Bowser's fire is heavily useful, as it's easy to get over 40% at one time with it alone. Not only that, but it's really good for edgeguarding. So many people get gimped by this attack stealing their second jump, and it just owns. Use it.
Probably one of the redeeming qualities of this attack is the fact you can aim it up or down, following the enemies' DI, allowing more hits for you.


Koopa Klaw

MP - 18%
KP - Around 150%
Oh. My. God. Best attack evr. Really good damage, pretty decent range, and good speed. Plus, LOL SNAKE GIMP OF DA STAGE. Side B, other than being a good kill move, it's good for damage, plus owning shields. Definitely one of the best moves Bowser has is this move, use it well and wisely. Also can be used for Koopahopping.


Koopahopping is an example of ISJR, or infinite second jump recovery. You can infinitly regain your second jump after using Koopa Klaw before hitting the ground and pressing jump. The Koopahop can be used to increase aerial maneuverability, as each hop has enough frames to fit in one aerial plus another Koopa Klaw to continue the hop.

Not only with aerials is this useful, however; it has a handy application for mindgames as hopping over your enemy and Koopa Klawing them from behind, giving you a free 18% on them.


Bowser Bomb

MP - 24% used on ground, 20% in air.
KP - around 95%
One of Bowser's more laggier and predictable moves, but also one of the strongest. It is pretty much a guaranteed kill at around 90, and when used with a jab cancel, is almost guaranteed to hit.
The first hit of the Bowser Bomb knocks the enemy into the air, and then attacks with the brunt of the hit.
Note: The Bowser Bomb can be cancelled midway through the attack is used close enough to the ledge; while Bowser falls, he will instantly grab the ledge, reducing any lag and preventing a suicide. Bowser retains the hitbox of the move until he grabs the ledge, making for an invaluable edgehog/edgeguard.

Whirling Fortress

MP - 2 hits on ground = 16%, 9 hits in air = 31%
KP - about 135%
...



Just kidding. Obviously one of Bowser's best moves, and one of the only reasons Bowser was good in Melee. It does good damage, it's a good recovery option, and has invincibility frames on start up on the ground. You can use it directly out of shielding, countering anyone who may attack your shield. I stress this; use this attack ALL THE TIME. Practice getting into the habit of using it out of shield at all times. This move will save your *** many times, and people will be pissed off at you. Isn't that worth it?





Bowser In-Depth
Section III. Jab Canceling
Jab cancelling is an action many characters can perform, including Pit, Charizard, Sheik, Mario, Luigi, and various others. But the one we're going to concentrate on is Bowser; Bowser can jab cancel into several attacks.

A jab cancel is performed by jabbing once, holding down on the control stick for a split second, and performing the desired action after the jab, such as another jab, for instance. Some jab cancels include:

Jab1 > Forward Tilt
Jab1 > Down Tilt
Jab1 > Whirling Fortress
Jab1 > Koopa Klaw
Jab1 > Bowser Bomb
Jab1 > Grab

Jab cancelling options are great, and some sort of.. "combos" can be achieved if jab cancelled correctly.


Section IV. Grab Releases
A grab release occurs when you grab somebody, but you do not throw them. Instead, they escape from the grab either on the ground or in the air. Bowser can do many attacks to opponents after such a grab release, and a compilation of all the possible attacks available on each character, specifically. The following is a quote from Vex Kasrani, on his summary of Bowser's grab releases.
Quote:
Originally Posted by Vex Kasrani View Post

I did alot of testing and came up with many grab release's for Bowser, I in no way, copied grab release stuff from other threads, that being said. I'm still adding data, but I have alot of info right now. Characters like Metaknight and Olimar cannot ground escape from Bowser's grabs, they can only jump escape his grabs, however, if Bowser is grab jabbing the opponent and they try to escape as they're getting hit by jabs then they will ground escape from his grab. This applies for ALL characters.

Jump Grab Release: When a character breaks out of a grab jumping.
Ground Grab Release: When a character breaks out of a grab on the ground.



Allisbrawl

[Jump Grab Release]

* means a character can only jump escape.

Bowser

Grab release chaingrab
Grab release dash attack
Grab release overb

Captain Falcon

Grab release chaingrab
Grab release dash attack
Grab release fair going offstage.

Charizard

Grab release chaingrab
Grab release dash attack
Grab release fair

Diddy Kong

Grab release chaingrab
Grab release dash attack
Grab release fair

Donkey Kong

Grab release chaingrab
Grab release dash attack
Grab release overb
Grab release fair

Falco

Grab release chaingrab
Grab release dash attack
Grab release overb
Grab release fair going offstage

Fox

nothing

Ganondorf

Grab release chaingrab
Grab release dash attack
Grab release overb
Grab release fair
Grab release upb

Ice Climbers *

Grab release overb
Grab release fair

Ike

Grab release chaingrab
Grab release dash attack
Grab release overb
Grab release fair

Ivysaur *

Grab release overb
Grab release fair

Jigglypuff *

Grab release upair
Grab release fair
Grab release bair
Grab release upb

King Dedede

Grab release chaingrab
Grab release fair

Kirby *

Grab release fair

Link

Grab release chaingrab
Grab release overb

Lucario

Nothing

Lucas *

Grab release chaingrab
Grab release dash attack
Grab release fair
Grab release upb

Luigi *

Grab release overb
Grab release fair

Mario *

Grab release overb
Grab release fair

Marth

Grab release fair

Metaknight *

Grab release chaingrab
Grab release dash attack
Grab release fair
Grab release upb

Mr. Game&Watch *

Grab release overb
Grab release fair

Ness *

Grab release overb
Grab release fair

Olimar *

Grab release fair

Peach

Grab release fair

Pikachu *

Grab release chaingrab
Grab release dash attack
Grab release fair

Pit

Grab release fair

R.O.B

Grab release fair

Samus

Grab release fair

Sheik

Grab release chaingrab
Grab release fair offstage

Snake

Grab release chaingrab
Grab release dash attack
Grab release fair

Sonic

Grab release chaingrab
Grab release dash attack
Grab release fair

Squirtle *

Grab release chaingrab
Grab release dash attack
Grab release overb
Grab release fair
Grab release upb

Toon Link *

Grab release fair

Wario *

Grab release infinite chaingrab
Grab release forwardsmash
Grab release upsmash
Grab release downsmash
Grab release overb
Grab release upb
Grab release dash attack
Grab release fair
Grab release bair
Grab release nair
Grab release dair
Grab release forwardtilt
Grab release uptilt
Grab release jab

Wolf

nothing

Yoshi *

Grab release fair

Zamus

Grab release fair going offstage

Zelda

Grab release fair

[Ground Grab Release]

** means the character has to mash out as your grabbing jabbing them in order to ground release

Bowser

Grab release regrab
Grab release overb
Grab release ftilt
Grab release dtilt
Grab release jab

Captain Falcon

Grab release regrab
Grab release overb
Grab release ftilt

Charizard

Grab release regrab
Grab release upb
Grab release overb
Grab release downb
Grab release utilt
Grab release ftilt
Grab release dtilt
Grab release jab

Diddy Kong

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Donkey Kong

Nothing

Falco

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

fox

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Ganondorf

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Ice Climbers**

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Ike

Grab release regrab
Grab release overb
Grab release ftilt

Ivysaur**

Grab release regrab
Grab release upb
Grab release overb
Grab release downb
Grab release utilt
Grab release ftilt
Grab release dtilt
Grab release jab

Jigglypuff**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

King Dedede

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Kirby**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Link

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Lucario

Grab release regrab
Grab release overb
Grab release ftilt
Grab release dtilt
Grab release jab

Lucas**

Grab release regrab
Grab release dash attack
Grab release upb
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Luigi**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Mario**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release dtilt
Grab release jab

Marth

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Metaknight**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release dtilt
Grab release jab

Mr. Game&Watch**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Ness**

Grab release regrab
Grab release dash attack
Grab release upb
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Olimar**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release dtilt
Grab release jab

Peach

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Pikachu**

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Pit

Grab release regrab
Grab release overb
Grab release ftilt

R.O.B

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Samus

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release jab

Sheik

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Snake

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release jab

Sonic

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release jab

Squirtle**

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release jab

Toon Link**

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Wario**

Grab release regrab
Grab release upb
Grab release overb
Grab release downb
Grab release uptilt
Grab release ftilt
Grab release dtilt
Grab release jab

Wolf

Grab release regrab
Grab release overb
Grab release downb
Grab release ftilt
Grab release dtilt
Grab release jab

Yoshi**

Grab release regrab

Zamus

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab

Zelda

Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab
As you can see, Bowser can Grab Release the whole cast with some sort of attack or another.


Section V. Faux Combos
When Jab Cancels and Grab Releases are combined, many faux combos can be produced. The following are some done on characters whom you can jab after a grab release:

Grab > Jab > Grab > Jab > Koopa Klaw

Jab > Grab > Grab> Grab > Jab > Down B

Grab > Jab > Forward Tilt

Grab > Jab > Koopa Klaw

Grab > Jab > Grab > Jab > Down Tilt

Grab > Grab > Grab> moar grabs, etc > Jab > Bowser Bomb/Koopa Klaw

These are escapable (aside from the Grab Release regrabs) but that's why you should only jab cancel grab twice at the very least to prevent retaliation; even though your Klaw and grab will own any shielders.



Section VI. Combat Basics
Bowser has a certain playstyle that is needed to win. The most successful style yet is defensive. Why? Well... Here.

Bowser's Whirling Fortress (UpB) out of shield (OOS) is his primary defensive move. If they so much as hit your shield, UpBOOS their ***. IT does good damage, and "get off me" knockback. It can be used to counter anything thrown at your shield.

Though UpBOOS is a very good option, you might decide to mix it up a bit; maybe with some grab releases?

An alternative to UpB would very much be a shield grab, like if they land right in front of you, open for a grab. You can then lead of the grab release into a jab cancel, Koopa Klaw or a throw. Thus leading into faux combos and follow ups.

But defensive Bowser is not the only option, not at all. The alternative is, obviously, and offensive Bowser. This is where all of your aerials come in handy. SHLFAir (short hop lagless forward air) will be your staple damage builder here. Use it often, while advancing and retreating.

When your opponent is off the stage, edgeguard with your strongest aerials. These include back air, forward air, and up air (neutral air too, I guess.). Since Bowser's recovery is pretty decent, you can usually edgeguard without worry so long as you don't go too far below the ledge.

But by far a mix up of defense and offense is the best to go. When your opponent gets a litttle too aggressive, punish him with UpBOOS or a shield grab to grab release. When he starts to get a little more patient, try approaching with a retresting FAir, and if he trys to react, punish him for it.

Don't forget that your Koopa Klaw does a whopping 18% undiminished; that's a real good damage builder early on. Also: when you perform the Koopa Klaw on an enemy, you can jump afterwards after the little hop you recieve; you can try chaining this into another koopa Klaw, or try and ambush the enemy with fire (though risky). This will rack up damage well and set up for other aerials. Not only that, but the Koopa Klaw goes through shields like a regular grab. Thus, shield happy people will get raped by this attack.

Also on Koopa Klaw: SNAKE GIMP IN AIR LOLOL
Aka, when Snake is on his cypher Koopa Klaw him and aim towards the Cypher. The cypher will knock you out of the attack and Snake will not be able to use his Cypher again, leaving him to die (or grab the edge if he was too close).


Wavebouncing/Neutral B Reversing/Wavefire:

Good. Truly good for mindgaemz, and really simple. Basically, neutral B reversing is doing your neutral B move (aka Firebreath) in the opposite direction you're facing. All that's required is pressing B (or your special move button) and the direction you want to perform fire in with the control stick. But when you perform this in the air, it's a little more cooler. When jumping in one direction, and neutral B reverse in the opposite direction of where you jumped, you'll move backwards while breathing fire. This is pretty good for mindgames, as said. and is overall very good.



Section VII. Bowser's Matchups (both people and characters)

Bowser's matchups aren't too terrible (I'm looking at you Captain Falcon), in fact, their pretty decent compared to Melee. However, Bowser has a very hard time with projectiles. Diddy, Falco, Toon Link, and even Link can all offer trouble to Bowser in the forms of projectile spam. This is where patience comes in to play: be patient against spammers, don't zerg rush them, as that is what they want you to do. Instead be patient with them and attack when the opening reveals itself.

The specific matchup thread can be found here: http://www.smashboards.com/showthread.php?t=211975

Or alternatively: http://www.smashboards.com/showthread.php?t=202683


Section VIII. Conclusion
Basically, what I'm trying to say is Bowser is a very good character with many things going for him, and can hold his own against the top tiers (except D3 with infinite lol). When basic Bowser play is combined with his grab releases and jab cancels, he becomes an unstoppable tank.





Lolcredits:

Dragoomba, for getting me the pictures soon to come.
Vex Krasani for making an epic grab release guide.
Me14k and the rest of Team Monster Biscuit, for making the wonderful moveset guide with specific percents on damage (im too lazy to find it myself lulz)
Havokk, for assissting me with incorrect information.
And all of the Bowser mains out there for supporting such an awesome character.



I will be sure to be diligent to add new things, edit anything misleading, and give credit where credit is due, just send a private message my way and I'll be sure to add you in.

Last edited by Youko; 12-30-2008 at 01:29 PM.
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Old 03-22-2008, 04:22 PM   #4
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A Magnificient Bowser guide it is! Still, its a shame that there aren't many Bowser players in the world, and I blame those popular characters especially Marth, Ike, and those 3 space animals.
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Old 03-22-2008, 04:28 PM   #5
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A Magnificient Bowser guide it is! Still, its a shame that there aren't many Bowser players in the world, and I blame those popular characters especially Marth, Ike, and those 3 space animals.
I find the lack of popularity with bowser to only benefit those who play bowser. At a tournament scene people are going to be less familiar with how to play bowser.

I should have Vids up of my bowser in 2 weeks, I haven't seen any competitive bowser players yet...we really need to show that bowser is a legit character.
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Old 03-22-2008, 04:48 PM   #6
Psyke
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nice super long guide for bowser...He is in fact way better in brawl then he in in melee..
Over all I dont think hes THAT slow infact he becomes much faster if you do that infinite jump thing...(forgot what it was called)
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Old 03-22-2008, 04:54 PM   #7
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You do have a point. I recorded some of my Bowser vids (against lv 9s but dont blame me) on the smash bros game, (the replay thing). Unfortunately I cant transfer it to another wii without wifi. If i could do that, I'd give it to you, then you could probably post it up on Youtube as "Admiral Bowser's Bowser".
You'd see that I'm a good Bowser. I lack the knowledge of making videos as seen on Youtube, and i dont have an account for it, but something tells me i dont want 1.

Soon, Bowser will be reconized as a great character, and when Bowser players unite, this is goin to happen.
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Old 03-22-2008, 05:37 PM   #8
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you can only call yourself good when you are beating serious players, don't waste your time playing cpus...go to a tourney and play real people.

Bowser as he was in melee requires all mindgames, you wont develop this by playing cpus.
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Old 03-22-2008, 07:22 PM   #9
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Gimpy was my hero when I first saw the video of him destroying people.
It inspired me to pick up Boozer, and when I saw the changes made in Brawl for him, it got me even more excited. :D
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Old 03-23-2008, 01:17 AM   #10
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Quite helpful. You have reminded me however that his power-houseness has been replaced by a bit tighter speed. Sad but rewarding all the same.
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Old 03-23-2008, 01:24 AM   #11
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Quite helpful. You have reminded me however that his power-houseness has been replaced by a bit tighter speed. Sad but rewarding all the same.
Let's not forget that bowser is still a huge powerhouse.
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Old 03-23-2008, 05:34 PM   #12
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You forgot the dash attack.

btw, about the dash attack, when used on someone clinging to the edge, it sends them down and towards the platform. At least, that's what happened on that cpu, but there might have been interference.

It's an odd trajectory oO.
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Old 03-23-2008, 05:44 PM   #13
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You forgot the dash attack.

btw, about the dash attack, when used on someone clinging to the edge, it sends them down and towards the platform. At least, that's what happened on that cpu, but there might have been interference.

It's an odd trajectory oO.
Thanks, Ill get to that as soon as I have some time. Overall I think the woop combo says it best for the dash attack ;-).

I never use the dash attack, way too much end lag and not enough combo/kill potential.

Your use to the dash attack seems entirely edge guarding, maybe a PoF would do better for you...
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Old 03-23-2008, 05:49 PM   #14
KevinM
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Hey my Bowser looks pretty, does that mean i'm good

Hey Me, if you don't mind i'll contribute to your guide, i wrote the one for melee and i'd be able to help with a lot of the match-ups and tactical aspects for brawl bowser.

I put way to much time into him <_<
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Old 03-23-2008, 06:14 PM   #15
Me14k
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Hey my Bowser looks pretty, does that mean i'm good

Hey Me, if you don't mind i'll contribute to your guide, i wrote the one for melee and i'd be able to help with a lot of the match-ups and tactical aspects for brawl bowser.

I put way to much time into him <_<
Just post matchups and ill edit the main post.

Kevin how do you go about your bowser? Fast with claw cancel spamming (me) or similar to melee's bowser?

btw...Bowser is **** sexy, not just pretty.
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