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A King's Quest For Respect: The Bowser Matchup Thread

Uncle

Novus Ordo Seclorum
Joined
Sep 22, 2008
Messages
1,480
Location
North Carolina



INTRODUCTION


Welcome to the revived Bowser Matchup thread! This baby's gone through multiple owners over the years (MrEh, Mmac, JayDeth), and now it's in my hands. As you can see, I gave the front page an full makeover, because it was certainly long overdue for one. Everything's been re-formatted, and all of the best Bowser MU information (or direct links to information) I could find on SWF has been pooled here, in one convenient place. There are still holes to be patched and things to be added in the future, but at least now there's a solid foundation that's as up-to-date as possible. I hope that this thread continues to be a valuable resource to all Bowser players.


MATCHUPS AT A GLANCE


If you're just looking for MU ratios or ratings, then the SWF MU Chart 2.0 has already got you covered. The MU spread below was decided upon by an experienced panel of Bowser mains (Zigsta, MrEh, Limit, Vex), as well as the panels for other characters. Not everybody agrees with all of the ratings shown on the chart, but that is to be expected in any MU discussion or debate. Overall, this spread is a good starting point for a player who wants to learn about Bowser's MUs, and it will serve as a foundation for our upcoming rediscussions.


-4: :popo: | :dedede:
-3: :metaknight: :yoshi2: :wario:
-2: :olimar: :diddy: :falco: | :snake: :pit: :pikachu2: :peach: | :zerosuitsamus: :toonlink: | :gw: :marth: :fox: :samus2:
-1: :wolf: :lucario: | :dk2: :sonic: :ness2: :sheilda: :sheik: :rob: :pt: :kirby2: | :zelda: :luigi2:
0: :ike: :link2: :mario2: :falcon:
+1: :lucas: :ganondorf:
+2: :jigglypuff:

-4: (close to) unwinnable
-3: large disadvantage/hard countered
-2: medium disadvantage
-1: small disadvantage
0: even
+1: small advantage
+2: medium advantage
+3: large advantage/hard counter
+4: (close to) unloseable​


MATCHUP DISCUSSION ARCHIVE​


Naturally, the meat and potatoes of any MU thread are the actual MU discussions. Here, you will find an archive of all known Bowser MU discussions or writeups that have occurred, whether they were done on the Bowser board or the other character's board. All characters in the archive were ordered by their current standing with Bowser in the SWF MU chart, as shown above. If the discussion contained summary posts or comprehensive writeups, I'll quote them right here on the front page. If the discussion only contained a stream of smaller posts, then I'll just post a link to the page where the discussion began. Either way, you'll have easy access to the good stuff. Be warned that some of the info in the archives might be outdated or no longer relevant, though. It's been a long time since we've had active discussion for a lot of MUs, after all! Thankfully, rediscussions will eventually replace the archaic material.





ICE CLIMBERS

[COLLAPSE="2010 summary by Zigsta"]
I played against Hylian's ICs once as Bowser back when he lived in Austin. Granted, Bowser wasn't my main then, but it's a completely garbage MU.

Like Limit said, Blizzard approaches are difficult for Bowser to get around, and our Klaw/grab game is virtually worthless unless they're separated.

It's worth noting, though, that there aren't character who are "easier" to CG, per se. Bowser just lacks quick, effective means of separating the ICs and is a large target, which makes him easy to get grabbed by ICs. It's also easy for Bowser to get grabbed > footstool > Ice Block > grabbed until you lose the stock.
[/COLLAPSE]
[COLLAPSE="2009 summary by Bnzaaa"]
The Ice Climbers obviously have the chaingrab that Bowser has to work around. If Bowser does get grabbed, he will be losing his stock much quicker than he normally would. Bowser does have a few options around it though. Flamethrower outranges everything they have. Multihit moves split them up eaisly, so Down-Smash and to a lesser extent, D-Air work pretty well. Fortress is an awesome move for avoiding the grab. Especially Out of Shield since most poeple are inclined to grabing a shieliding opponent. The invincibiltiy on the first few frames will prevent you from getting grabbed and will send them into the air. Don't become predicable with it or else we can just block it and grab you out of the end lag.

Forcing the Ice Climbers into the air means that you will not get grabbed. They aren't that great in the air. Bowser out priorites them from below and outranges them in front. This can be to your advantage.

However, that isn't the only thing Bowser has to worry about. Approaching is going to be quite difficult for Bowser in this matchup. The Ice Climbers can try to force you to approach with Desynched Ice Blocks from far away, and using Blizzard at mid-range. Racking up damage on Bowser isn't that difficult either. Desynched Blizzards can trap Bowser until about 40, and afterwards make it difficult for him to get close. Squall Hammer can do massive damage and can be spammed to rack damage or pop Bowser into the air. Dash Attack can also pop Bowser into the air. Up-Tilts and Up-Airs from below juggle really well due to Bowser's weight and size. Down-Smash also has the ability to rack up major damage.

If you are trying to recover from below, Ice Climber's Down-Tilt semi-spikes. Also it's possible to hit the Ice Climbers out of their Squall Hammer when they try to recover.

Vs. one Climber it's a bit easier. You can at least chaingrab him back, and have an easier time approaching and hitting him.

Those are my thoughts.
[/COLLAPSE]
[COLLAPSE="2011 summary by Limit"]Ice Climbers [20:80]: a ridiculous MU, and i'd probably give up using bowser against them, but if you're using bowser, stay at the ledge at all times. You have to be ridiculously careful with your usage of moves, because ic’s can grab you out of any lag that you have. So, use UpB sparingly, and even FTilt, because if that’s powershielded, they can grab you via your extended arm. When you fortress, be sure to drive straight to the ledge, regardless of if you hit them or not. It’ll be difficult to klaw one of them if both are present because the player can use the spare climber and fsmash you.[/COLLAPSE]



KING DEDEDE

[COLLAPSE="2010 writeup by Limit"]
Yo Jay, you can love me now.

{King Dedede}
Ratio:{40:60 w/o infinite, 20:80 with it}
Secondary:{Metaknight/Falco?}
What to look out for: {DThrow, BAir, Waddle Dee camping if you don't approach, FTilt, maybe DAir}
How they will KO you: {DTilt/DSmash/USmash all out of DThrow, gimping is possible with BAir, UTilt}
Best spacing zone: {Aerial Klaw range is the best obviously. Resort to FTilt if you have to, but just don't be within his grab range for too long.}
Grab-Relase
- For damage: {Chaingrab + Klaw}
- For the KO: {DTilt, FAir}
Firebreath: {Use sparingly for mixups, if you do catch him in firebreath, go for it I guess}
Stages
- Strike: {FD, Lylat/PS1}
- Ban: {FD, Rainbow Cruise, Castle Siege/Delfino} <--I'm not sure how many stages I can list to ban so I just put all the big Dedede stages.
- Pick: {Battlefield, SV?}
Link to discussion: {...hi Jay}

Right, so Dedede. I mean, most of us Bowser players have heard the common "just pick Dedede and you win" statement, which is sorta true in its own right, when there are no rules involved. With no rules at all, you're looking at a character that can deal 70%+ damage off of one grab, or better yet, one mistake from us. One grab leads to a down-throw, which leads to one small step, which repeats itself until you reach the ledge. Not to mention that Dedede can also Down-Smash Bowser out of his Down-Throw for a kill (thank God Vex showed me this), DTilt us offstage and work the gimp magic, AND thanks to recent discovery, pivot grab us and continue the bull****, and USmash us for the kill.

Pret-ty damn daunting if you look at it like that. Certainly a 20-80 MU, the risks are just too high. I wouldn't use Bowser against him unless I was feeling ballsy. Thankfully, that's never really the case. Or for me, it isn't. Where I'm at [NY], Dededes are limited to only regrabbing if they've dashed, which reduces the number of possible grabs off of the CG.

Approach-wise, Dedede doesn't really have to do much of anything. Bowser doesn't have a projectile unfortunately, and Dedede has one. It's not anything like Falco's laser or Snake's grenades, but it's better than nothing. The Waddle Dee toss can be ps'd pretty easily, but the little things themselves are pretty irritating. The waddle dee, aka the one that only jumps around isn't really much to fret over, but the waddle doo, which shoots electric beams is annoying. If you leave either one of those two hanging around, you risk them becoming obstacles seconds down the road, or them being of greater use to Dedede, which is what you don't want. So if you have the spare time [lol] just give them a jab or a tilt or something to knock them out. I'm sure it refreshes your moves anyway. One of the other alternatives is the Gordo, which rarely comes out, but with some luck will probably be a real pain in the ***. It's basically invincible, does a lot of damage, has crazy knockback and takes a chunk out of your shield if you do happen to see it coming. It's also pretty slow so if you're grounded, you can avoid it. Its trajectory is really awkward, I can't really explain it. If you're in the air, for Christ's sake, dodge the thing if you can. If not, you'll probably die if you're at kill %s.

So yeah, Dedede has the tool to force Bowser to approach. The typical Dedede probably will probably understand this, and keep his cool knowing we'll have to move eventually. Patient D3's are the worst ones. So what now? Bowser's approaching...ok. Here's where the matchup becomes problematic: Dedede's grab range is obnoxious. There's no other adjective in the book that describes it. It's the kind of range Bowser would kill for considering his abilities, you know? And I just wrote a paragraph about what he can do out of throws and stuff like that, so I won't get into it. Even if the small step cg doesn't apply to you, everything else, like his kill moves, do.

But I think it'd be better if I start with all of his moves first. I think in this matchup as Bowser you'll need to watch out for long ranged moves such as FTilt, that not only keep you out [by you I mean Klaw] but also damage you. Dedede's FTilt is long...seriously. And it kinda outrules the thought of approaching by ground. Although, one good thing is that Bowser's forward smash actually can hit through D3's FTilt with the right positioning. I personally wouldn't be winging FSmashes left and right, but it's a nice thought. You can expect Dedede to FTilt you if you're approaching with an aerial klaw from above or from the lower ground as well.

Aside from his FTilt, you don't really have much else to worry about if you two are both on level ground. His jab is silly, and if you get hit by it, you can shrug it off and jab him back. His DTilt always gets me, because I always over and underestimate its range, but his FTilt is still a much better zoning/spacing option, so you probably won't see it if he's trying to keep you out. Dedede's UTilt can stop FF'd Klaws, which I learned the hard way. If you're above him and you see him in his shield, go for the klaw obviously, but otherwise, try to think harder about the situation. His UTilt comes out deceptively fast, has quite a bit of range and power. Although, if you are stuck in the air with nowhere to go, your best bet (and this is usually the case in most, if not all of Bowser's MUs) is Klaw. Klawhopping around Dedede is a bad idea in general, because once you're above him, he can just UTilt you and put an end to that.

Aerials are a different story, because all of them can be pretty useful for Dedede. And Bowser just gets ***** in the air...Honestly, if you're thinking about fighting him in the air, just don't. Because all we have is FAir and Klaw, and he has all of his aerials. A positive thing for us is that his air speed is atrocious, so if you find ways to abuse that while you two are both onstage, go for it. The main aerials you'll probably end up having to fend off against will be BAir and DAir. BAir because it's Dedede, and DAir because you're Bowser. Bowser's large, which means a FHDAir will certainly hit you if you're not shielding it. If you are shielding it though, and do happen to shield all of the hits, go for a UTilt before the Dedede goes for another move, or NAir OoS to get him out of your space. With BAir, it'll hit you if it's short hopped, full hopped or whatever. It has good range, a long hit-period, and pretty much matches our FAir. His BAir will also be his main gimping tool when we're offstage, maybe with a little help from his FAir, but it's a very good move nonetheless. Dedede can fit BAirs inbetween our missed klaws, so be careful with when, where and how you use klaw, which is kinda the main theme of this write-up. His FAir is slightly slower than his BAir because he takes a swing with his hammer instead. The hitbox on the move is kinda like a uppercut/C, and when fast-falled like it usually will be when Dedede's edgeguarding us, it's kinda difficult to avoid. If you're grounded, FAir isn't something you should be TOO afraid of being hit by, but it's possible. And I'm willing to bet that his FAir will be fresher than his BAir, and it does have some decent KO power. Just be careful. Dedede's UAir is easy to SDI out of, but it can juggle us because of our ****ty blindspot. NAir is a really...odd aerial, but still pretty good. It comes out quick, doesn't have too much lag, and is good in terms of juggling too. At low percents, if you're hit by an NAir, you can expect a UTilt to follow that, but if a Dedede NAirs into your shield...you should Up-B. lol

Now, going from onstage to offstage, this MU becomes kinda difficult for us when we're the ones trying to get back. If we're offstage, it can be kinda problematic depending on how we recover. Dedede has a lot of options/ways to keep us from reaching the ledge, such as Waddle Dee tossing, FAir/BAir walling or D3Ciding. Recovering low isn't exactly the best option, but recovering high is ******** if you're forced to use your Up-B. If not, and you can reach the stage with only using your second jump, it's fine, because you can klaw away or airdodge to the ground. Up-B'ing from uphigh is generally a bad idea due to Bowser's landing lag, and it's even worse in this instance because Dedede can wait until you land and CG you to the other end of the stage and repeat the process. Unfortunately, Dedede has terrible air-speed, but he has multiple jumps, so he can wait out near the ledge/offstage and react to Bowser's recovery. He can either bait a high recovery, and do what I said earlier, or bait the low recovery and keep you off with BAirs or FAirs. It's really bad, although granted if you DI up most of the times, you won't have much of an issue, because more often than not you'll be brought to the ledge via chaingrab than anything else. D3 can finish with a DTilt, or an FThrow if he wants to, but DI'ing up like I said will save you the recovery issue most of the time, and you can just BBomb to the ledge or whatever.

Now being ON the ledge is meh. Bowser's somewhat predictable ledge-wise post 100% damage, because our getup options become even slower. What that means is that getting up from the ledge vs Dedede is a pain in the ***. Dedede's DTilt is really good for ledgetrapping, and limits our options to simply jumping or just planking with fortress. DTilt also prevents any further hanging on the ledge after your invincibility frames have worn off. DTilt is just...terrible for us regarding the ledge. The only way around it is jumping, and our jump is a pretty good option if we're not past 100%. Once we are, the jump becomes telegraphed and it can be intercepted with a UTilt.

On a more general note, certain aspects about Dedede are worth taking into account. He's just as large as Bowser is, which means his shield as as big as ours. Although, a shield is a shield; it can be poked, and thankfully for Bowser, it can be klawed through. Don't fear Dedede's shield, because the most he can do out of it is grab, which shouldnt be a problem if you're AERIAL KLAWING.

I kinda covered D3's main kill moves and what you should be expecting to be losing your stock to, but his KO power itself is also worth noting. He has a number of moves that can kill you, and easily too if you're not careful. His FSmash, although slow, can catch you if you're being a ******* and not on your toes. You shouldn't expect a Dedede to use his Jet Hammer (vB) but if you do come across that oddity, don't be stupid; do something and intercept it.

Continuing what I said earlier, your success in this MU really does depend on how you use Klaw. With Bowser on the approach, we should mainly be using Aerial Klaw to build up most of the damage. Dedede's will probably try to get you with a shieldgrab, so what better way to deal with their shield than with our best/safest move we have. If you're not feeling klaw-happy, or confident with that move, you can try to keep him out of your face with FTilts/Jabbing like hell. At the right distance, FTilt can prove to be really helpful with keeping out of his grab range but still poking his own shield and seeing how the Dedede reacts.

We have our usual ****, Up-B OoS if you block a move, but don't get too happy with it, because it is possible to get grabbed. Don't forget the grabbing penalty.

Now for grab releasing, we do have a number of things we can do to Dedede. On the ground release, we can regrab him easily, FTilt, Jab, or Klaw. Depending on the distance, I think it's also possible that you can DTilt. I've DTilted a D3 in a match before, but I don't think it's a consistent thing. On the air release, you can FAir, I'm not sure about regrabbing though. The whole situation of getting a grab is very very hazy though, because if you MISS the grab, you risk getting grabbed yourself, which sucks. The risk-reward system on that Z button isn't really at it's prettiest in this MU, but if you see the opportunity to grab, go for it. Be even more careful if you happen to dash-grab because there's more lag on that than the standing grab.

KO'ing is never a problem for Bowser because most of his moves have absurd killing power, and you'll probably be using all of them in this MU. When Dedede is recovering, this is when Bowser shines. You, as Bowser, should be trying to deal as much damage as possible (I repeat, as much damage as possible) when Dedede is offstage. Edgeguard him, keep him offstage, force him to use his UpB. You'll love it, trust me. Dedede's air speed is atrocious, like I said before, and with your aerials, you can elongate the distance between the stage/ledge and himself. If you find yourself in this situation, your main killing moves will probably be BAir and UAir. I think I've fallen in love with BAir as an offstage killing move, because its range is killer and it also has a weakbox. It's an amazing move, seriously. And UAir catches people by surprise, frame traps, it does all the works. Turn all of this, and use it to your advantage when he's offstage. Obviously if you're facing a competent player, they'll fight back with D3's own aerials, but yeah. (Mental blank go) Oh, if Dedede's forced to Up-B, intercept with a UAir, USmash, or PS his landing and go for the grab release to get him offstage again and repeat the process.

See? Dedede's just like a mirror version of us if you think about it. We can do the same things to him, only that his grab range is ********.

And uh, I didn't create a paragraph simply for D3's grab..or I can't remember, but one cool thing as well is you can FSmash and dodge Dedede's grab and damage him at the same time. Like I said regarding FTilt, don't flail that **** around too often or you'll just be hurting yourself.

To sum it up, of course Bowser has some strengths over Dedede, but D3's grab range, chaingrab, somewhat superior aerial game and equal offstage/edgeguarding game kinda outweighs our own stuff, and puts us at a disadvantage. 40:60 is perfect IMO, and this is regarding if the infinite is illegal. If it is legal, why would you be choosing Bowser in the first place?

Stages:

Striking Neutrals (Dedede+):

Personally I'd strike FD first, then whatever odd neutral you have on your stage list, aka Lylat/PS1 or whatever.

-Final Destination: Obviously a Dedede+ stage. Why? Think about it: It's just a large platform. There's nothing between Bowser and Dedede but a long distance, which makes it easier for him to camp and chaingrab you with. I just wouldn't bother going here for the first match. Strike it if you can.

-Lylat Cruise: Same as FD, except you have three higher platforms, which you can platform cancel on as well!! However, the platforms are really small, and'll probably get in your way more than help you. I'm serious, you have a better chance of dealing with Dedede on BF/SV/YI than on Lylat. One thing to note is how the stage shifts from left to right. Its angling may help/hurt you depending on where you are on the stage. For example, I know with some characters, that angling gives them just enough space to pull out a move before D3 can reach for the grab again. Although, I doubt that's the case for Bowser since he's large as ****. Oh well. Strike this.

-Pokemon Stadium 1: I knock this stage a lot because I just don't like it as a neutral. I'll try to discard personal reasons out of this, but it's in the same degree as Lylat with those platforms. You have two, with a bit of distance between them, but the platforms are really small so they don't really do much for you. Platform camping is a bit easier here than it is on Lylat, and you can fish for klaws from above if you'd like. However, that's only on the first transformation, aka the NEUTRAL one. When PS1 transforms, which happens often, it just becomes a ***** of a stage. Here's the breakdown::

Fire: This is the one with the burned house or w/e the hell it is. On the left side, you have about 2 areas that Dedede can wall infinite you on, and I think this is legal. So do your best to avoid that area. But hey, look on the bright side. On the right, you also have another area where you can be CG'd -> wall infinited on. If I were you, I'd just run away/plank until it reverts back to neutral again. You as Bowser have your grabs as well, you can grab release -> regrab to the wall and just continue with your wall infinite if you'd like. Massive props if you do get that though.

Water: The windmill one...that's really it. It kinda explains itself. The windmill is on the left, and Bowser's too big to cross under it when it's completely blocking you. I'm pretty sure D3 can pull some mini wall infinite off of that if you do happen to get grabbed there. On the right, you have 3 (I think?) small platforms that ascend higher. They don't really do too much for you, but if you get Dedede trapped on there, take advantage of it with klaws/utilt/smash. You know. Personally on this transformation I would just wait it out behind the windmill, because Dedede's also large and it'll take him some time to get to you. Or you could always plank.

Grass: The one with the little treehouse sort of thing. The ground is level enough where Dedede can chaingrab you across. Be careful. There's nothing really stopping him except a few lumps on the ground here and there. You have 2/3 platforms that are stacked right above each other, so wait it out there if you'd like. If you get Dedede on one of them, treat it like any other platform. S/FHKlaw, UTilt/Smash, you know.

Rock: The one with the big *** mountain. I would AVOID any contact on this stage because anywhere you are just asks for wall infinites. That's all that needs to be said.

I'd just strike this damn stage altogether. I don't like it at all when facing Dedede. There are more/better CPs that'll be on a Dedede's mind, so you usually shouldn't worry about being brought here for his CP.

Leftover Neutrals/Ones the Dedede may strike (Dedede-):

-Battlefield: Probably your best bet as a neutral. 3 well spaced platforms that allow for maximum klawhop/drop usage. And it's easy as hell to platform camp here. Go for it. The stage isn't as long as FD so the chaingrabbing isn't that bad, and the platforms give you multiple options for recovery. If you catch Dedede on a platform, react accordingly, apply pressure or just klaw and get it over with. If you're on a platform, just get off, I'd recommend jumping if you're on the two lower platforms because moving off will just risk yourself at getting grabbed. All around our best neutral in this instance, and will probably be his first strike, so don't count on going here for game 1.

-Smashville: Personally my favorite stage, I like it more than BF simply because of the moving platform and more maneuverability on this stage for me. You can platform camp here, and do the infamous platform cancel (it's kinda useless here unless you can platform cancel and grab the Dedede that's standing on the platform, and then grab release **** or something./theorycraft) The chaingrabbing penalty is slightly higher here, and the moving platform may not be where you want it to be when you're trying to recover, but it gives you many options. Remember that you can restore your jumps with klawhop/dropping. There's a small chance that you'll either be brought here if your opponent is lazy and just asks to agree to SV or something. I doubt anyone would strike this, but it's very possible, so don't count on it.

-Yoshi's Island: Another neutral I kinda hate but really should get used to. There's a little dip in the middle of the platform, but because you're Bowser that doesn't really mean anything in terms of escaping the grab. And we're not DK so we don't get SA frames from doing some fancy up-b ****. sigh...we miss out on a lot of things by playing Bowser. Oh well. ANYWAY, there's a large platform that pulls a Lylat cruise during the game. It changes its angle for absolutely no reason, and that can also help or hurt you depending on your situations. It's possible to plat-cancel on the platform when it's at a certain height as well.

Counterpicks (Dedede+ because I don't know any good Bowser CPs besides BF and I usually go to SV)

As a little prelude, I would ban RC/Delfino against a Dedede. I'll go into detail about those 2 and maybe Pictochat. There may be a small chance that the D3 may take you to Brinstar, but I doubt that. Some other viable choices are PS1, Picto and Frigate.

-Rainbow Cruise: ****ty stage for Bowser. In the beginning, there's an area where Dedede can wall infinite you. At first, it may seem like an odd option to be brought here by someone who's not Metaknight, but think about it: He has multiple jumps, and although his air speed sucks, he can last longer than you, and he can chaingrab you across things and put you in ****ty predicaments. There's also a part where he can CG you for the kill (I think it's in the last area before you go back to the ship again). I'm not sure what I would ban between this and Delfino, but I'd certainly go MK or something.

-Delfino: A BIG Dedede CP Stage in this instance. BE EXTREMELY CAREFUL HERE, ESPECIALLY ON CERTAIN TRANSFORMATIONS. I think there are three where he can just CG you to the blast zone and kill you. In this situation I would run away like hell, or plank if you can. Your best bet at getting damage on him is dealing with him on the normal Delfino transformation, or attacking him when there's no danger of being infinited or killed, which is only on one transformation other than the normal one. If you're stuck on this stage, good luck. It's doable, certainly, but extremely difficult.

-Pictochat: The stage, without any stuff added to it, is very long. Very long. If you get grabbed at one end, expect to get DThrowed to the other. When the other crap is added to it, Dedede can get wall infinites (ie, spike wall, the mouth, the whale, the boat/ship), throws into it (ie the fire, the moving car or the missiles)...it's just pretty bad. Another stage where we're not DK so we don't get SA frames off of the upb. I wouldn't ban this over RC or Delfino, but it's certainly an option for Dedede.

[Dedede FINISHED. project still in progress]
[/COLLAPSE]
[COLLAPSE="2010 reply by Flayl"]
Excellent job Limit, I just have a few things I'd like to comment. First thing is that Bowsers shouldn't be afraid of people who randomly pick up Dedede to try and get an easy win if they don't know Bowser, because aerial klaw will pretty much destroy them. It's the Dedede mains/secondaries you have to look out for. I'm bringing this up because it's not a "pick Dedede and you win" scenario.

Dedede's chaingrab doesn't stop at the ledge. He can standing chaingrab Bowser on any ledge or immobile platform.

Dedede can't really camp with Waddle Dee toss. It's not fast enough and it's really easy to avoid/shield. The most common situations where you can hit by it are if you're recovering or you make a predictable klaw hopped aerial. It gives Dedede something to do but hasn't really affected the matchup the times I've played it.

As someone who also plays Dedede, you really shouldn't be getting hit by UTilt when klaw-hopping, that sounds like poor horizontal spacing. BAir and retreating FAirs are the real threat.

You didn't write anything about firebreath, it's actually somewhat useful. If you're at the ledge of the stage, (with your back to the ledge) the worst thing Dedede can do to you is smash DI into you and BAir/NAir. Because of Dedede's very poor aerial mobility, Bowser can run before Dedede jumps over the fire. Just be careful not to use it in a way that can get you hit by a gordo toss.

Dedede's swallow doesn't really come up much in this matchup because Bowser wants to avoid shielding near Dedede as much as possible, but I still suggest practicing rolling to the other side of Dedede and grabbing him when he attempts to wavebounce his Neutral B.

I would add Castle Siege to the stages I'd consider banning, specially over Delfino. On Delfino it's easier to camp out the bad transformations and the platforms during the transitional parts help out with klaw hopping. Halberd is pretty bad too. Not as bad as Delfino but IMO still worse than Pictochat.

If infinites are legal I would rather play on Brinstar than Battlefield, because of the ledge/platform infinite. If they're banned, go to whichever you feel more comfortable in.

Anything I didn't mention I agree with.
[/COLLAPSE]




META KNIGHT

[COLLAPSE="2010 writeup by Limit"]
You had the ratio stuff up there already, so I didn't bother to do it myself.
---------------------------------------------
K, Meta Knight.

Ugh, Meta Knight. Where to begin:

Basically, just abandon all preconceived notions about the Bowser-MK MU. It's not 45-55, or 40-60. Bowser's at a large disadvantage, 35-65, period. When I mention MK, I'm talking about the competent MKs, the ones that know how to **** Bowser over and don't recklessly attack my shield, and go offstage and read my DI and gimp me. Yeah.

But yes, it's a very difficult MU. One of the most important MUs to learn for Bowser, and certainly one of the more common matchups you'll probably face in your bracket.

At a general look into MK, he doesn't have any projectiles, so if you have a small lead, maintain it, and don't approach for God's sake. You'll be ruining all the work you put in to even damage the mother****er. Trust me, it's hard to get inside a MK that shuttle loops all of your klaws and doesn't give you any breathing room. Metaknight's also a light character, with below average air speed outside of his gliding. He has 5/6 jumps (can't remember), and has quick, hard hitting aerials that are bound to put you in a terrible position. The infamous Mach Tornado and Shuttle Loop are at his disposal, and I'd fear both as Bowser, especially the MT, only because Bowser's a large guy and it's difficult to get out of once you've been hit. However, if you look at Bowser, it seems as though he wouldn't exactly have a problem facing up against an MK right? Grab releases into NASTY killer moves, an aerial grab, and one of the best OoS options in the game, right? And MK has no projectile, so you can just wait it out, right? If that were the case I'd be crying tears of joy right now, because it's not.

I'd honestly recommend a very defensive approach to this matchup, you'll be playing with a very keen and patient eye. Don't rush anything, and expect everything. MK has more than enough tools to turn a match around, and it may seem like complete bull****, but he exists. I think you can expect all of MK's moves to be used on you, with the exception of Jab, UpSmash, Drill Rush and Dimensional Cape.

And now that I've mentioned it, I guess I should break down all of said moves that you should expect. Starting with his ground game, you should only expect F/DTilt, and F/Dsmash to be used on you. And grabs of course. Honestly, I think MK will probably spend most of his time on the ground merely poking you with tilts at low %s and then just gearing up for the kill with Smashes/NAir if anything.

So...FTilt, you can basically call that his jab, because his actual jab is garbage. This "jab" hits 3 times, and the MK can vary the speed of the slashes. It has quite a bit of range, and is pretty good at poking/prodding at your shield and keeping you away from him. Basically stops the majority of the possible grounded approaches you could have. Although, if the MK does happen to use the 3rd hit, the lag on the end is enough for you to go in and hit with a jab/ftilt if you're close enough. I wouldn't recommend dash grabbing, but go for it if you must.

DTilt does the same thing, comes out fast, but this has even less lag than FTilt3, same uses though. Poking your shield, and at low percents it causes tripping, which can lead to a multitude of things depending on the MK's creativity. The most common followup is a grab, so just watch out for that if you recover quickly. The good thing about these tilts is that if you happen to powershield them, you can actually do something. If not, you're kinda out of luck because he recovers from his lag a bit quicker than we can get to him/attack him. I'd just go for a jab in any instance.

His grab is meh, the range is fine, and his dash grab is ridiculous range wise, but laughably lagged up at the end. If an MK whiffs a dash grab, you'd better punish with your own grab or something, because it'll be worth your while. MK's best/most common throw is probably DThrow, it sets up for a lot of things. The best way to DI DThrow is down and away because it allows you to tech out/get further away from the MK to give you breathing room. You can always DI up, but I wouldn't recommend it because Nado can follow up, and Bowser's Bowser. You know how that goes. Depending on how close you are to the ledge/your positioning though, MK may B/Fthrow you instead. At high %s you should expect a UThrow, but that won't be killing you anytime soon, right? (I'm serious, you're a heavy guy, don't sweat it)

So yeah, his ground game is kinda linear since he only has like, 2 good moves. His Smashes are a different story though. FSmash has pretty deceptive range, and his DSmash comes out alarmingly quick. It can be used as a kill move, or a "get out of my face" move as well. I THINK the backside of dsmash is stronger, lol. Anyway, I think you'll have a hard time trying to punish either one of those smashes when they're not powershielded. Your best bet at dealing with DSmash is with SHKlaw. If you happen to spotdodge a DSmash, you can grab MK before he can do anything else. Personally for me (as a sorta-MK player too) FSmash is more difficult to deal with...it rips through airdodges, kills, has range, baits, all of the works. Just be careful throwing out FTilts against a grounded MK, because he can throw out an F/Dsmash at your hand and...yeah.

If you ever find yourself in the air against a Meta Knight, and you didn't put yourself up there, that's the problem in the MU. When you're in the air, MK has multiple options to keep you juggled. To name all of them quickly, UAir and Nado are big ones. Nado below Bowser is a very big problem in this MU. If the MK feels like being a **** he can just abuse nado when you're in the air until you figure out a way to get past it. In the air, only hitting MK at the top of the tornado will beat it out, or klaws from the side, but I've yet to klaw a nado when I'm above it. You can try your luck with fire, but that's not really advisable. MK can use UAir to bait airdodges, and just continue it.

I make it seem bad, but it actually is. Try to stay on the ground as much as you can. Although MK has a more...limiting ground game than us, it's easier to handle him when we're grounded. Remember our OoS options.

This is where my advice from before pays off: Be sure to KNOW what moves to use in EVERY situation. If an MK spaces a nado badly and ends up a distance from you, you WANT to punish that, because the player can make it easy for you to land hits on him, or make it hell.

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[in progress, saving pieces, 12/31/10]
[/COLLAPSE]
[COLLAPSE="2010 writeup by Flayl"]
Apparently MKs in Canada like to camp a lot, both KingKong and Phiddlesticks said they'd prefer picking PS1 or Yoshi's Island respectively over Smashville so MK can't scrooge or camp the moving platform. PS1 seems like a bad idea to me because of the ledges and the fire/rock transformations but it's working for KingKong so check it out.

Neither have found a use for firebreath. There have been suggestions in the thread to try running away and B-reversing / wavebouncing it to tickle an approaching MK.

When MK is waiting for you to approach both agree that it's best to stick to the ground. KingKong also suggests stopping DAir camping MK by FAir'ing him in between swipes. Be sure to Jab/shield counterattacks as appropriate.

Both agree that MKs favor Brinstar and Rainbow Cruise against them. If you ban one, expect the other. If your region doesn't have Rainbow Cruise legal and you ban Brinstar, you can expect to be taken to Lylat Cruise?



KingKong went into great detail about the MU, I'm putting it here in quotation marks instead of a quote so i'ts easier to read:

"After 80%, we should not use UpB Oos unless we dont have the choice. UpB fresh kills mk at around 120% and its our best way to kill him

Another good kill options will be Utilt. Last tournament I went whenever mk was gliding to me for a glide attack or glide cancel UpB, I was able to touch him with utilt before he was able to attack me. Im still unsure about it if it really works but the mks I faced was able to space well and I was able to get them anyway.

Stop airdodging!!! MK completly **** us each time we do an airdodge by nado or nair. Waiting until the last second to do an attack before landing or just UpB as soon we touch the ground his our best options. if the mk spam nado when you try to land, falling nair will beat it, you can also do a short footstool. if the mk spaces the nado and you cannot nair it, use fair instead cuz fair beats nado if we attack him by above. Thanks for the hitbox that goes slightly under bowser.

Playing gay is a must in this match up (however he should be in any MU). If you have the lead dont approach. Let him go to you. If he tries to approach you with nado, punish with klaw or angled ftilt. I know its hard but still possible. If you are not able to just shield and wait. If he mispaces it, punish with Upb or sideb at the end of the nado if he lands near you. If he just goes away dont follow him. Most of the time he will try to nado **** you due to your shield beeing low. Thats why I always go to the ledge to get my shield back. If he approaches you whit short hop fair, Im almost sure you can punish with shield drop dash attack. If he dair camps, just let him do it lol.

I know we can SDI his fair to fair him back but its hard.
Ftilt is SDIable too. Its just needs pratice."



The only thing I have to add is DI up when you expect to be hit, with exception for when you're hitting MK's shield. In that case you want to DI away.
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YOSHI

[COLLAPSE="2010 writeup by Ixis"]
I'll have the writeup done sometime this week hopefully. Sorry for the wait guys.

EDIT: Alright well I've finished my writeup on the Yoshi matchup from my experience. It's fairly long but you can skip down to the final paragraph where I've nut-shelled the entire matchup. Please tell me what you think, speak up if you have any questions or problems with my writeup and correct any mistakes I've made or if you want me to change the layout or something. Hope you guys like it.

Bowser vs. Yoshi. An Ixis opinion.

Some things to note before I begin:

- Yoshi has the fastest air speed in the game.
- Yoshi will not be KO’d by the usual moves until upwards of 140%.
- Yoshi has an air release Chaingrab on Bowser to the end of the stage which can result in a Fair or Dair spike.
- Bowser CANNOT Chaingrab Yoshi-ground or air release- nor follow up any throws.
- Yoshi’s Pivot Grab is not to be underestimated.

Right well, where do I begin? This is actually a pretty weird matchup, but it’s also one of my most enjoyable. First of all, there are two kinds of Yoshi players I find: There are angry Yoshi’s, those who often rush into the match without thinking like an angry old man wielding a crutch, and there are more cautious, safe Yoshi’s who look to abuse their mid-long range weapons and strengths. The former are bad players who don’t know what they’re doing, the latter is where things get tricky. Bowser’s have nothing to fear from aggressive Yoshi players, why you ask? Fortress OoS is just one of multiple reasons.

Bad Yoshi’s who are unfamiliar with this matchup will see a massive target and they will lunge like an Owl on a mouse, and at first you may be overwhelmed by the onslaught of poorly spaced Bair’s, surprise dash attacks, Ftilt’s and maybe a silly Dair or two, but once you catch on, the tides quickly turn. Bair is one of Yoshi’s best moves, it’s a quick multi-hitter that can be auto-canceled when short hopped; fortunately it can be shield-fortressed and eventually the Yoshi will come to realize that it is not the saving grace they may have expected it to be at first. Fortress OoS is not our only answer though, Flame breath (preferably spaced) and up angled Ftilt also do the job just fine against it, and aggressive Yoshi’s will quickly have to switch tactics in order to get in, something Bad Yoshi’s will not be able to do as they know no other tactics. This is why I say we have no problems against aggressive Yoshi players, once we clock on to their cheap tactics they will pose little threat as all of Yoshi’s approaches can be answered with shield-Fortress, tilts, Flame Breath and Pivot grabs.

Aggressively is not how Yoshi’s should approach this matchup. Enter the cautious Yoshi player, one who has most likely read auroreon’s post on page 5 of the Yoshi v Bowser thread in the Yoshi boards and is aware of Bowser’s strengths and how to counter them. Yoshi’s should be playing this particular matchup patiently and try to lure Bowser into their pivot/grab or Egg Lay (referred to as EL from this point onwards) setups. There is a perfectly good reason for this, Yoshi cannot beat Bowser on the ground, we outrange them, out-prioritize, we even outspeed them (Jab ftw); so, in what particular area’s does a Yoshi trample us Koopa's? Why in the air of course, and also offstage.

It’s difficult for Yoshi to approach Bowser safely, so what better alternative is there then to bring us to them, and they have the perfect tool to do this, Eggs. The Egg Toss (ET), while not exactly a laser, gets the job done in this matchup. Because of its trajectory, Yoshi’s ability to control it, and Bowser’s gargantuan size, the move is borderline impossible to avoid, what are your options here. You could either spotdodge the move, Powershield it, neutralize (clank) it with a well timed, angled Ftilt… or Flame Breath it. As for the best option, that all depends on the distance between you and the camping dino, but you’ll find that turning to Powershield is the quickest, most reliable option. Not confident in your powershielding abilities? Well you’d better learn it now or you’re in for a world of hurt; you can spotdodge, but this is only good if there is a lot of distance between you and Yoshi, otherwise the animation will be punished by another ET or a dashgrab, and trust me you don’t want the latter coming your way.

ET is the perfect way for Yoshi’s to draw Bowser’s into coming close, after all, there’s nothing else we can do. They don’t want you in their face though, at a certain distance they’ll change tactics and try something else depending on your actions. Grab related moves are Yoshi’s most effective tools on Bowser, why? Because we Bowser’s shield more often than other characters and Yoshi has the right tools to deal with this.
Double Jump Canceled Egg Lay (DJCEL) is just one of these tactics to punish shielding, incapacitate you and setup for another move; it’s hard to react if you see this move coming but try to spotdodge it, we can’t force Yoshi back with a tilt or jab because of the Super Armor (SA) on the move, hence the DJC beforehand. Yoshi’s are smart with the way certain characters or people break out of their eggs, so try to mix-up the timing on when you’ll break out or watch to see what they do next before deciding when you want to come out. Some Yoshi’s may want to build more damage by attacking you in the egg, others may retreat and ET from afar once more, and some may even predict your break out and punish you again with an aerial reverse DJCEL, that’s not common though so it’s not something you should be too worried about.
They could also revert to a Pivot/dash grab depending on how close you are to them, both being very effective against Bowser. While you’re busy regaining your composure after dealing with an oncoming egg, they can follow up with a grab that more often than not catches you when you least expect it. Yes, Yoshi can air release regrab (rg) chaingrab (cg) us, to the end of the stage and then attempt to get an early gimp with a sweet spotted Fair or Dair. Try to mash buttons and get out as quick as possible or force a ground release, they need to buffer their dashgrab in order to catch us again so if we screw with the release timing they might mess up which could result in us punishing a failed dashgrab.
Good Yoshi’s aren’t dependent on this cg though, the character has been stereotyped to seem totally dependent on this gimmick but I can assure that Yoshi can be quite dangerous without it. Just like us Bowser’s are not reliant on our cg, it’s just another option. Yoshi’s pg is fast so watch out for it, and remember we also have a good pg. If you have managed to get cg’d by Yoshi and are at risk of being spiked I suggest you mash upB and try to Fortress back to the ledge as quick as possible, if you wait too long the Yoshi may go for a Dair which will spell your demise, the Fair however isn’t guaranteed and they won’t catch you most of the time.
Another thing I feel I should mention here is Yoshi’s Dtilt. Watch out for it, it’ll probably catch you off-guard at least once or twice, it has range that rivals our own tilts and Yoshi is crouched to the floor when the move is in motion, which means our Ftilt will go right over his head if he is crouching. If you are in range of Yoshi and wish to Ftilt him (maybe a jab is just out of reach here) make sure you angle the tilt down, to ensure that you don’t get into this silly situation. I repeat, angle your Ftilt’s downward when trying to hit Yoshi with it.

You may be wondering why Klaw hopping (KH) has not been mentioned as a countermeasure to the ET camping game. If you were, slap yourself in the face now. Because of the trajectory of a standard ET, the large hitbox and Bowser’s massive character model, Klaw hopping won’t be getting you around eggs anytime soon. In fact, Klaw Hopping isn’t as effective in this matchup as it might be against say Ganondorf. It’s great when you’re fairly close to Yoshi, but in mid-long range distances? One ET will quickly bring you down to the ground and could lead to many situations we’d rather avoid.

Whatever options a Yoshi turns to will depend on how you react to their ET. Bowser defeats Yoshi on the ground, but this doesn’t mean Yoshi can’t get in or fight back. Sometimes the most simple of setups can catch you, and you’ll be in a world of hurt. Short Hop (SH) Bair to Utilt or something similar (such as Jab cancel to Utilt) is a good combo Yoshi has on us and great for getting us into the dreaded aerial field. I’m not sure what to tell you, just try not to let it happen, Bowser’s blind spot is definitely underneath him and Yoshi can exploit this, especially on a stage like Final Destination without platforms for us to fall back on for Klaw hopping. Our Dair, Nair and even the Bowser Bomb are no match for Yoshi’s ET or Uair, our best bet is to move as far as possible and try to catch him with the Klaw if he gives chase. There is the chance that he will not give chase though, and simply revert back to Egg Tossing. If this is the case, then i'm sorry but we're back to square one.
Yoshi’s aerials defeat all of ours in pretty much all departments with the exception of Fair. It is for this reason why simply falling back to the ground with a possible Klaw on a poorly spaced, incoming aerial is best for when we’re up above. There may be the off chance we could hit them with Nair, Dair, Bair or DownB-again as a result of poor spacing or bad prediction-but these won’t work multiple times and shouldn’t be relied on. Avoid aerial combat as much as possible, of course the simple stuff is just fine, SH Fair, Klaw’s, Uair chasing etc. but you’ll want to stick to the ground for the most part, so keep things short hopped and avoid Double Jumps where they’re not necessary.

The ledge is another field that deserves a bit of attention as it’s pretty important for both characters in this matchup. Depending on the circumstances, getting back from the ledge can be quite difficult against Yoshi. If they decide to space ET then there’s not much we can do aside from jumping from the ledge to try and get back unscathed. There’s also the chance we could get hit by an egg, which Yoshi can follow up with a Dair in an attempt to gimp us, if you find yourself amidst a Yoshi’s Dair over the ledge try and DI up and towards the stage to get out of it, or if the Yoshi is just about to Dair or Fair you, try and Fortress as quick as possible to override it. If they try to Dtilt you to hit you off the ledge go for a getup attack (below 100% of course) or jump up from the ledge again, the move comes out quick so don’t attempt a ledge Klaw.
The other side of the coin is a strange story. We have good tactics against Yoshi on the ledge but we’ve got to know what to do and when to do it. Yoshi has an edge canceled Egg Toss (ECE), I will address this now: He can ET on the ledge and grab the ledge afterward, it’s surprising, it’s annoying and by god it will happen so you better be ready for it. Some Yoshi’s usually do this a total of three or four times before making an attempt to get back up to the stage as it becomes dangerously more difficult the more its used and may result in an accidental SD. The best thing to do in this situation is-rather than powershielding them- use Ftilt to clank with the eggs. Attempting to Powershield at that range is far too risky and it’s safer to turn to Ftilt to clank with the eggs at this point. If you are really close to edge, you can predict an ECE and counterattack with a Dtilt or down angled Ftilt which may hit Yoshi in the ET animation and get him off the ledge for a possible KO. Flame Breath also works in this situation as it breaks the eggs and may hit Yoshi on the ledge and remove his DJ for a quick gimp, but it wears down after a short time and is very slow on startup, there is also the chance that Yoshi will abuse the Super Armor on his DJ to pass right through Flame Breath and make it back safely on stage… and punish the revolting drop lag of Flame Breath; it’s unsafe unless very well spaced and not as reliable as the Ftilt so I don’t recommend it over the former.

Offstage is a pretty simple, predictable scenario. If we are returning to the stage (perhaps after falling victim to an FSmash) we try and recover from mid-high levels. Do not recover low, it is far too risky and we can easily fall prey to Yoshi’s Fair or Dair. Yoshi can Fair us at mid levels, but we have an answer to that, the Klaw. Well timed Klaw’s will eat Yoshi’s Fair for breakfast and bring us back to the stage… or cause a Bowsercide, it’s your call (most of the time anyway). If we recover high it limits Yoshi’s options, he could attempt to attack us with a Fair or Nair which we can Klaw through if done correctly, or he could attempt to go for a Uair or an ET, both of which can be easily air-dodged.
If Yoshi is the one recovering the stage, we could follow him offstage for a Fair/Nair attack, but that’s relatively unsafe and can only be done if he is close enough, we suck in the air remember? But chances are Yoshi will throw an egg or two if we’re waiting by the ledge, those can be dealt with by quickly clanking or powershielding them, then it’s up to his DJ to get him back. If he goes for the ledge, obviously grab it before they do or tilt him. If he recovers high-depending on how well you know your opponent-USmash, Utilt or aerial Klaw are the best things options, or if you’re feeling brave you could try a Uair, or bait an airdodge with a full hopped Uair and hit him with Fair or another aerial if he’s close enough. Personally I prefer waiting patiently for an airdodge and either going for Utilt or a pg depending on our positions.

Yoshi’s KO potential, while not as impressive in comparison to other characters in similar tiers, should still be feared. Never forget that Yoshi can still gimp us offstage with his blasted forward and down aerials. His best alternative KO moves would be FSmash, USmash, Uair and the Yoshi Bomb (DownB); good Yoshi’s will land these. USmash is fairly deceptive and swings all the way around (like our Utilt) and KO’s uncharged at around 150% or so fresh on FD. FSmash is similar, but aims to KO toward the sides as opposed to upward, and can do so much earlier without DI, so make sure you aim toward the top corners of stages to survive longer. Very good Yoshi players can also space this move with their infamous character exclusive AT known as the Dragonic Reverse which I will address at a later point.
Then there’s Uair, it isn’t as powerful as our own but it is still mighty strong and can KO from the early-mid 100%'s if we’re caught pretty high in the air by it. It may be predictable and easily air dodged but god dammit don’t say I didn’t warn you if you fall victim to it and get KO’d at a stupidly low percentage. It is quick and powerful, we cannot challenge it with Dair/Nair or DownB so don’t even try it, spaced Klaw’s counter it though, but a Yoshi shouldn’t be going for it unless he in directly under us. It can also be short hopped and auto-canceled, something to note.
Now for the Yoshi Bomb: It is better than our very own Bowser Bomb. It can be jab canceled just like ours, it also has an initial hit that combo’s into the second hit… unlike ours which has the former but not the latter, it is not lacking in hitboxes like ours as they cover the bottom and sides of Yoshi’s body whereas ours only swathe the bottom of Bowser and are still pathetic, the Yoshi Bomb also has stars upon landing on the floor and coupled with relatively short ending lag make punishing it very hard… unlike ours which suffers from no landing protection and the most horrific ending lag ever, lastly the Yoshi Bomb slides down slopped terrain, making it far more versatile, abuse-able and totally un-punishable on certain stages… unlike our very own Bomb where we do not get the Luxury of sliding across slopped terrain and we must sit where we land for five second while the enemy prepares a counterattack. The trade-off is that the Yoshi Bomb has a tad less knockback then the Bowser Bomb… that’s it. It’s still very capable of KO-ing and a threat in the air and on the ground.
Exactly how the slight decrease in knockback compared to our bomb is a fair trade-off is beyond me but at this point in the third installment of the acclaimed Super Smash Bros. franchise of fighting video games I have come to accept that there is little point in questioning the decisions made by Masahiro Sakurai and the Smash development team. Point is the Yoshi Bomb ***** grapes. It KO’s, in the air and on the ground, and he can cancel his jab into it so watch out.

Next I’ll bring up Yoshi’s shield; or as me and auroreon like to call it, the cage. It cannot be shield poked and slides around a bit when hit with high knockback moves. The trade-off is that Yoshi is completely trapped; he has no options OoS except to spotdodge and cannot even jump OoS, it is a terrible curse for a character that does not deserve it and Yoshi’s won’t be shielding often like other characters. If a Yoshi is shielding then using the Klaw is a good answer as is DSmash (if you’re close enough). Because of this terrible burden good Yoshi are more inclined to spot dodge in certain situations rather than shield, learn habits, predict and punish.

Now I’ll write a small part about the Dragonic Reverse (DR). It’s not something that should be taken too seriously unless Yoshi’s master the move and implement it into their game. You probably won’t come across one who uses it but there is the chance that you will so it’s worth mentioning. The DR is essentially… well, a wavedash. It is very difficult to perform which is why many Yoshi’s gave up on the move and dismissed it as unviable before even trying to learn it, but some do use it, not often, but they do. It’s surprising and can leave you bewildered but stand your ground. They can use it to space their longer ranged ground moves such as tilts and even Forward or Down Smash. I was once tech chased across Final Destination by DR’d Dtilt’s, its pretty mind boggling.

Yoshi is a strange character with some fairly wacky movements but we can at least fight him competently. While some of our strengths are null and others countered we can still put up a good fight. The usual stuff works like a charm, including jab cancels and tilts at the right distance. Yoshi is fairly heavy and one of those characters that won’t die to the Klaw early with good DI, it is for this reason why the Klaw plays much more of a damaging move in this matchup as opposed to a KO move, as Yoshi can survive this move with good DI over 170% on FD and over 160% on the other neutrals (bar Battlefield). Other ways to damage Yoshi are the usual flame breath, jab cancels and grabs. Flame Breath not so much though, in this matchup it should not be relied on, Yoshi is quite heavy, yes, but remember he also has SA on his DJ which means he can DJ through Flame Breath using SA to escape and punish, this doesn’t mean Flame Breath is useless, just don’t use it for extended periods of time. Jab cancel to full jab/Klaw/dashgrab when he is close to you and jab cancel to Forward or Down tilt when he is out of the other moves reach.

Grabbing Yoshi deserves its own paragraph. We do not have a Chaingrab on Yoshi. We cannot follow up any releases on Yoshi. We cannot follow up any throws on Yoshi. You may attempt to cg Yoshi once or twice a match if you feel you will get away with it but it is NOT guaranteed so don’t act like it is. Pummel then throw Yoshi depending on the current situation, you can Dthrow Yoshi if you’re both center staged and attempt to follow up or possibly tech chase, or you could Uthrow if you want to and try to follow up with… something. Fthrow and Bthrow are best if you want Yoshi in a certain position or to get them off the stage or any similar situation, throw them into a stage hazard or something. Point is, chaingrabbing is out of the question.

Aside from Smash attacks, Dtilt is probably our best move for KO-ing Yoshi, Ftilt may be a bit too decayed when the Yoshi is within KO range and it’s the next best alternative, it also hits Yoshi twice guaranteed at very low percentages if he is close enough by the way, a nice amount of damage from the go is always welcome. Hitting twice also means in rare situations the second swipe could hit through Yoshi’s SA if they DJ, it’s not a common scenario but it can happen. Utilt is a good option too, especially through platforms, KO-ing fresh at around 120%ish on most neutrals; USmash also does a similar job but isn’t as quick or efficient, it can be used to punish spot dodging on a platform though so don’t count it out. Don’t forget about FSmash on the ledge, punishing spot dodges with DSmash and surprise Bowser Bomb’s in certain situations. Fortress also KO’s fresh at around the 150% mark, it’s a decent revenge KO move.

Our ground game demolishes Yoshi as it does with many other characters. We can wreck Yoshi with tilts and eat a lot of his moves with Klaw to build up damage quickly; we outrange Yoshi and outprioritize in many cases. We also survive to ridiculous percentages so Yoshi should and could go for a gimp at any time offstage. The extreme pro’s stop here though. Yoshi outcamps us, and while it’s nothing on the level of say Falco, the Egg Toss is still awkward to deal with, messed up power shields or even successful ones can often result in a grab, and grabs from Yoshi turn to chaingrabs. Egg Lay can be difficult to deal with, not because it’s particularly threatening but because it ruins whatever flow Bowser had going and puts him back to square one. Bowser also cannot chaingrab Yoshi for any extra damage and while it may not seem so bothersome right now, when you factor in that Bowser also cannot follow up any throws or releases grabbing becomes pretty old, pretty quickly, and while you hold Yoshi in your grasp you quickly realize you should be somersaulting through the air with the rainbow colored pest underneath your herculean body.
Both characters have strengths over one another, but its Yoshi’s harsh chaingrab, flexible projectile, shield punishing capabilities, surprising tolerance to even some of Bowser’s strongest KO moves, Super Armor and his inability to be chaingrabbed by Bowser which leads me conclude that-as close as this matchup is-Yoshi is at the slight advantage. 40:60 is too much of a stretch in my opinion. 45:55 is the closest to an accurate ratio.

Stages that work well for Yoshi:

Neutral

- Final Destination is the stage the ban in serious play. Yoshi has far too much space to chaingrab and egg camp, not to mention the wide death zones allow Yoshi to survive just a little longer than other neutrals. Stay away from this.
- Yoshi’s Island is Yoshi’s best stage, sloped terrain in certain places on the field and a massive tilting platform allow Yoshi to slide about the stage, bombing like a madman, and you will quickly find that it is a pain in the *** and makes things oh so much more difficult. The ratio stays the same because while Yoshi becomes harder to hit and tougher to fight, his chaingrabbing is limited here thanks to the size of the fighting platform and the slopped terrain once again. The ghost helps also, and the side of the field offstage means we can DI a Fair spike and tech the wall, allowing Bowser to survive a potential gimp. It may be impractical to some, but the option is there

Counterpick

- Frigate Orpheon Limits Bowser’s abuse of shield-Fortress because of stage turning, as well as limiting his recovery on field 1 because the right side of the field has no ledges to grab. The stages are also small meaning there will be a lot of air time and offstage which is not something we want. Egg Lay is tougher to deal with here.

Stages that work well for Bowser:

Neutral

- Battlefield . Come to this place against Yoshi, it is your best friend. This stage carries so much influence for Bowser I say it knocks the matchup ratio to 50:50, it broadens Bowser’s options while limiting Yoshi’s further. With platforms comes Bowser’s ability to abuse the Klaw much more to get around the stage, Klaw cancel through platforms and such, Flame Breath from on top of a platform, whatever you wish. The platforms limit Yoshi’s egg camping to a very respectable degree; they mess with Yoshi’s chaingrab and leave Yoshi in a sticky situation if he is standing on one with Bowser underneath. He cannot shield Uair or USmash; if he does he will be pushed off the ledge allowing a free setup for Bowser (tilt ahoy). The top platform also allows Bowser to manoeuvre a successful Klaw onto it, bringing them both much close to the upward death zone, making the Klaw a much more viable KO move here.

Counterpick

- Brinstar has abuseable stage pieces for Bowser’s tilts and smashes. The stage terrain prevents successful chaingrabbing from Yoshi and the acid occasionally prevents spikes and gimps.
[/COLLAPSE]
[COLLAPSE="2010 reply by Delta-cod"]
Inb4massivereply.

Note: Yoshi does not have Super Armor on his DJ. It is Heavy Armor, akin to Snake's cypher.

Yoshi has invincibility on his head during Usmash, Fsmash, and Dash Attack.



There are many playstyles for Yoshi, and good ones can mix and match the camp with the aggro. The type of aggression you described is the bad kind. A Yoshi who decides to go on the offensive in this Mu will be utilizing DJCEL mixed up with bairs. DJCEL, when spaced properly, will beat everything but a spot dodge. Back air will beat spot dodge. Back air can also be used to pass through and Nair behind you, which is generally safe. I'm not sure if this is safe against Fortress, however, just putting it out there.



Dair is pretty godly against large targets. Very good shield pressure, good at poking damaged shields. If your shield is damage, Dair can and will hit you, and if you shield it all you risk getting shield broken.



As you get closer to Yoshi, powershielding becomes increasingly difficult. At the farthest range, we really only have one trajectory to hit you with. The closer you get, the more variations we have, which causes changes in timing to the shield. A properly angled egg can also bounce off a powershield and explode, so if you drop the shield right after hitting the egg, you might end up getting hit. This is much more common during ECE, however. For this to happen on stage, the egg generally needs to glance the top of the shield.



A generally safe follow up on a successful EL is to space an usmash so you hit with the tip of Yoshi's head during the end of it. It's a good extra damage as well as being pretty much unpunishable. ET is another option, which adds a good 5-is percent. You're also forced into the air from an EL, making it a larger threat. Also, it's HA, not SA.


Generally speaking, dash grab is very risky. A common mistake Yoshis make is seeing you shield an egg then rushing for the dash grab. While it's quick to come out, the end lag is terrible. Also, most Yoshis will slow down the munching after a certain amount of pummels so they're completely prepared for the release. While mixing up the break outs is effective,
the longer you take the more damage you'll suffer, and the more moves we refresh.



Dtilt is a good spacing and poking move. It's also pretty useful for mixing up out of jabs, and for hitting you off ledges. It's trajectory is pretty dangerous for Bowser's recovery, since it hits pretty much slightly below horizontally, a weak semi-spike. It makes for a relatively easy edge guard.



Against a character as large as Bowser, you're pretty much screwed getting back from the ledge over 100%. A spaced ET will limit all options, including ledge dropping to DJ back on stage, assuming Bowser can do that. All options are pretty much covered by egg and pivot grab, so it's very difficult to return. If we Dair you offstage, you can potentially DI up and footstool us out of it, dooming us. Fair is pretty laggy and not incredibly useful in the air.



Flame Breath should never remove a Yoshi's DJ if they're using ECE. Yoshis use tap off, so their DJ can be saved. you can hit him out of the egg, but odds are he'll just DJ through and Nair you, land and grab you, or Bair set up.



Recovery is a big problem for Bowser, generally. Recover low and it's an easy edgehog, or Dair. We can also grab the ledge, forcing you to go for the stage. If you try to knock us off the ledge or get to close, we can drop off and Uair you to set you up for juggles. It's a good killing tactic, especially since Bowser's a fatty.

Also, if Bowser is recovering at mid height, we have a certain set up that can be used to allow for an easy edgeguard. If we jump off the ledge and throw an egg at you, you have few options. Clank it, Airdodge, or get hit. If you clank it, we can follow up with an aerial since we'll be carried out there by the ET momentum. If you airdodge, we can punish that. If you get hit, we can capitalize on the hitstun. It's essentially very easy to tack on damage once Bowser is offstage.

If you recover high, we can wait for you to fall. It's not very good for Bowser to be above Yoshi, so while you may make it to the stage, you can have trouble making it down. We can also follow you up with a super jump, similar to Klaw Hopping, only using Yoshi's massive double jump. Essentially, we can be at a DJ's height and still have a DJ left to chase you with.



Yoshi can also use a falling B-reversed egg lay to change momentum and grab you out of an attack. We can also wavebounce eggs in the air to try and mess you up, but it's not incredibly useful.



Fsmash will generally be used to punish something. You may get trapped trying to get back on the stage from the ledge and airdodge into one. Usmash is generally staled since it's such a good anti air and juggling move. Uair is godlike, since we can chase you with it and edgeguard you with it. Very useful. Yoshi bomb is also very good out of jab mix ups and for punishing attempts to return from the ledge. Nair also has KO potential for edge guarding, and it's much faster than Fair, so watch out.



When trapped in a shield, most Yoshis will either wait for a move to spotdodge then use a quick move to get away, or shield a move and roll away. Yoshi's shield does indeed slide, and if you roll with the slide, you can get a massive boost, putting us in a much safer position. It's still a pretty bad shield, though it's not as bad as everyone thinks. I don't really ever get shield *****.



As ironic as it is, Yoshi's Island is actually not a very good Yoshi stage. Shy Guys interfere with egg camping. The platform also messes with egg toss. The slants mess up grabs, though they can be used for Yoshi Bomb slides, they're not so useful that we can just spam them over and over. Honestly, I'd say Smashville is a better stage than YI for Yoshi.



This stage is also very good for camping. In the first transformation, we can camp the left platform which makes your approach quite linear. The dip in the second part is also a very good camp zone.

Other stages I'd possibly include are:

Castle Siege - This is one of my personal favorite CPs, one thing here is important, the walk offs. The second stage is a very large threat to Bowser, since it is very possible to walk off CG you for easy kills. You can try to stall on the platforms or banisters, but we can just egg you as you run from the threat of the walk off. Bowser doesn't really have the mobility to avoid all the eggs, so this stage is very good for tacking on damage or easy kills.

The first stage is more up close, but Yoshi can handle it with good use of Bairs, Egg Lays, and pivot grabs. We can also camp the bottom slope well, due to the arc of our projectile. The third stage is like a mini FD, that slants. Not a problem at all. The transformations can also lead to walk off CGs.

Delfino - Mainly for walk offs or wall infinite Grab releases. We can also recover from under the stage if necessary, and use the water to refresh our DJ if needed. While we can't necessarily edgeguard you as well due to the water, you also cannot get out of the water safely. Eggs hit in a way that causes you to keep landing in the water, which forces you to surface, which can be punished by another egg. Then there aren't ledges to help you get up, so you can be punished for returning as well.

Stages that work well for Bowser:



Mainly wanted to note here, that while being on a platform does put us in a bad spot, it's very possible for us to simply wait for you to hit the shield, then roll with the slide. It doesn't really allow for a set up since we'll be propelled quite far away. This stage also requires a pretty different playstyle, generally a more aggressive one, involving good use of Bair and egg lay. We can camp under platforms pretty decently, however, so don't rule out camping.


Yoshi sux at Brinstar and it's always my ban. Not much for Yoshi to do here. The terrain completely messes with him. It'd probably be played similar to BF, except with less success. I always ban this stage. Always.
[/COLLAPSE]
[COLLAPSE="2010 compilation post from the Yoshi board"]
Quote:
Originally Posted by Delta-cod View Post
Uh, he's [Bowser] pretty strong horizontally in the air but not so much vertically. If you get him above you, destroy him. He's fat, but jugglable, and we can camp him well because he's slow (but don't do that all the time learn to chain all of you).

If you're above him, just go to the side in the air and get down. Do NOT air dodge out of fear. You will get UAIR'D. I suggest you learn the animation for it, since I believe you can dodge it on reaction.

DI is important. Don't get killed early by failing to DI Fair/Bair.

If you're up a stock, and you get klawed, try and force a Bowsercide. It's probably not very practical, but if it works, it'd be pretty funny.

Ftilt can stuff our air approaches pretty well. Fortress is an amazing OOS option. Bowser has a bad spotdodge, so they like to sit in their shield, so egg lay is extremely useful in this MU.

If you get caught in the firebreath, DJ and Nair out. Punish him for it. It's a bad move.

His recovery is pretty eh, try and gimp him. His recovery is similar to DK's.

Quote:
Originally Posted by Poltergust View Post
Bowser... really does terribly against Yoshi. I almost feel that Yoshi was tailor-made to counter Bowser (sort of like Lucario against Yoshi *ahem*). We have pivot-grabs, eggs, Egg Lay (basically the game-breaker of this match-up; Bowser is probably the most susceptible character to Egg Lay), u-air, and d-air. Bowser can't do much of anything if we throw out attacks to stop him.

He can't approach safely, he can't kill Yoshi early (I survived a fresh f-smash at 120%...), he's gimpable, he's juggable, he's huge, he's chain-grabbable (and the grab-release puts him in a REALLY bad position off-stage), and his up-B isn't nearly as useful as in some other match-ups due to Egg Lay. I used to think this was a 60:40 match-up, but now I think that it's even worse than that...

Quote:
Originally Posted by bigman40 View Post
I would find this matchup to be at least 60:40 our advantage to being a hard counter on Bowser (70:30). Bowser has a lot of trouble getting close enough to Yoshi without getting grabbed or taking damage. His shield gives him the power to counter all moves with UpB (except for spaced grabs). The filp side is that when Yoshi starts trying to space to be just out of range, Bowser can use Fsmash to punish your spacing (he can punish Ike's Fair perfectly spaced). For the most part, you want to keep and sustain a lead since Bowser can effectively stuff approaches. The moment you lose the lead and approach, you'll be getting annoyed by Klaw and UpB.

I don't really know what to say when you're camping, but don't attempt to trade in the air. You mainly want to stay grounded and abuse pivot grabs, light egg tosses, and chaingrabs to get damage and keep stage control. When you get him to killing percents, just wait until you find a good enough opening. If he gets in and tries to combats you, go for the jab > down-b. If he's going low to sweetspot the edge, then grab the ledge and fall off and Uair him (you easily got about a 50% chance to land it).

Playing patient and only planning to frustrate Bowser will make this match much more simpler than trying to play differently.

Quote:
Originally Posted by MrEh View Post
Fortress eats moves for breakfast. Gimping Bowser is not as easy at it seems, and is completely reliant on Bowser not having his second jump. That being said, Yoshi wins this matchup pretty easily. It's quite simple.


1. Throw Eggs to force Bowser to approach.

2. Pivot grab him out of everything he does. If you can't grab him, throw more Eggs until you can.

3. CHAINGRAB LOLOLOLOLOLOL

4. Edgeguard him to hell.​
[/COLLAPSE]



WARIO

[COLLAPSE="2011 summary by Limit"]
Wario [40:60/35:65]: pivot grab stuff. pay attention to the amount of jumps he has so you can air release regrab him and be a douche. dthrow sucks. You have a lot of options out of a grab release, including a grab release infinite, so if you do happen to get a grab, make the most of it because the Wario player certainly will with his down throw. REMEMBER, Wario’s second jump, up-b, and bike jump don’t snap to the ledge, so if you can gauge the distance between him and the ledge and come to the conclusion that he will be over the ledge, you can sneak in a DTilt, downward FTilt, grab or FSmash for a nasty kill.

The good news is, when B gets a grab, he beats the **** out of Wario, but the problem is, Wario is ridiculously difficult to grab sometimes. Sometimes you have to let certain moves go because he can just weave in and out and poke your shield or come down with a bite attack. Speaking of bite, he has a move that gives the middle finger to shields, and B is all about shields. So don’t shield camp that much.​
[/COLLAPSE]
[COLLAPSE="Link to 2010 discussion on the Wario board"]http://www.smashboards.com/showthread.php?t=264543[/COLLAPSE]



OLIMAR

[COLLAPSE="2012 video critique by Zigsta"]
First of all Swei, I wanna say you've gotten a lot better and are clearly listening to the advice you've been given. So props!

Moving on to Olimar--you definitely need more basic understanding of the MU. Here's some biggies that stuck out to me:

-NEVER run up to Olimar and dash grab him from a long distance. You're asking to get spotdodged>grabbed or upsmashed. This goes for any character in Brawl. Pivot grabbing works nice instead, or charged upsmash if you can bait/predict the spotdodge, which is the usual reaction to someone running right up to you.

-When Olimar is in the air above you, stay directly beneath him and DO NOT JUMP. Olimar will either dair (if he's higher up), nair (if he's falling close to the ground--this will chain into upsmash typically), airdodge, or Whistle. Be patient and bait Olimar, then punish with upsmash, dsmash, Klaw, or pivot grab. Jumping up to meet Olimar is asking to get punished and you'll lose all your momentum.

-You're still using ftilt too much. You have a bad habit of covering empty Klaw Hops with it, which is honestly just a rookie habit. My advice: Play a ton of matches without using ftilt at ALL. It forces you to be more creative with your approaches, and you'll soon learn when's the best time to use ftilt. It's more of a bait move than a reflex, which is what it is for you as of now. If it helps, have a friend punch you every time you ftilt. I'm dead serious. I used to have a nasty spotdodge reflex, and my friend hit me every time I did it. I became more aware of it, and now I only spotdodge when it feels right, not because it's a reflexive habit.

-You're too aerial against Olimar. I know the initial reaction to having Pikmin thrown at you is to be on the air, but the Pikmin will still latch onto you, and then you're in the air to be jiggled or killed. Olimar's really good on the ground, but Jab literally beats all his Pikmin attacks if you time it right. Jab is a nightmare for Olimar, especially with jab canceling thrown in.

-I'm not sure if this was intentional or not, but good job getting that fsmash KO game 3 by using the purple Pikmin as an extended hitbox. Olimars typically throw purples at you when they're offstage so that they can knock you away from the ledge--if you can time an attack right, the Pikmin can extend your attack, almost always gimping Olimar in the process. This only works on purples since the rest latch onto you.

-Good job picking up on your opponent's weakness to jab>regrab. You'll find some opponents are more vulnerable to certain GR mixups than others. If you spot a possible habit to being GR'd, exploit it. Some people actually think jab>regrab is a true CG and don't realize they can spotdodge or attack. :)

-Throw in some Firebreath every now and then. It's got more range when fully charged than Olimar's pivot grab.

-Speaking of, try using pivot grabs more to punish landings. It helps. :)

-Be careful fsmashing Olimars on the ledge--it's a surefire way to get fair'd. However if you notice the Olimar likes to instant return, fsmash will beat him every single time. You'll find a lot of top Olimars like to use this since they typically can get off an attack quickly plus it looks fancy. I've fsmashed literally every top Olimar out of instant return multiple times.


Overall like I said, you've improved a lot, Swei. I know you'll get even better next time. :)

Kalm, I overlooked your videos. Will critique them next soon as I have time.
:phone:
[/COLLAPSE]



DIDDY KONG

[COLLAPSE="Link to 2011 discussion on our board"]http://www.smashboards.com/showthread.php?t=234059&highlight=Diddy&page=318[/COLLAPSE]




FALCO

[COLLAPSE="Link to 2011 discussion on the Falco board"]http://www.smashboards.com/showthread.php?t=303626[/COLLAPSE]
[COLLAPSE="2011 summary by Limit"]Falco [40:60]: I personally like to play close to the ledge until I reach around 50% damage, because the closer you get to Falco’s end, the more throws he gets. So for the first half of the stock, let Falco do what he wants, but avoid getting grabbed. If you do, and you’re near the ledge, you should have nothing to worry about. Remember that SDI’ing to the stage gets rid of the opportunity for a dthrow -> spike. Fortress also beats and sometimes trades with phantasm, it depends on what frame you get him at. If Falco ends up getting grabbed, air release him to the edges of the stage and work magical gimps. Killing, as usual, will probably be relied off of grab releases which is somewhat problematic, but if you get the grab, get ‘er done. DTilt is a monster. You can also pivot grab Falco out of the grab release, so if you have that timing down, go for it. [/COLLAPSE]




SNAKE

[COLLAPSE="2010 summary by Limit"]
I personally think we're just recapping more than trying to restart conversation.

All you need to do is be patient. Don't blindly approach Snake, and take into account any grenades that are on the field. If a grenade ever explodes and you get hit, expect Snake to take advantage of you being in the air. Well, he should. You'll be in the air, and it'll be hell to get down to the ground. Snake can trap your landings, or punish your airdodges. Snake can also uptilt your klaws if he feels them coming (yeah, it's more of a reactionary thing) because Snake's hitbox is reaaaally large.

NAir is something Snakes usually abuse because Bowser looks so large (I'm talking about ignorant Snakes that thing approaching with FHNAir wins them the game). Realistically speaking, it's hard..well hard for me, to DI out of NAir. But if you get caught in it just try to get out.

Snakes like to BAir when coming down, but if you don't PS it, you can FTilt/Klaw/DTilt oos and still reach him. If you DO ps it, he's just ****ed lmao.

Aside from that, just be patient, and when you grab him or get damage on him, be sure to get him into the air. Bowser can take advantage of his landings, and I mean it. Bowser can do nasty stuff out of the ground AND air releases.

If you ever powershield Snake's first FTilt, take full advantage of that. You can up-b/jab/ftilt in between the first/second ftilt if it's PS'd.

If you plan on using fire to damage/just space, be sure not to do it too much, because Snake can DI into you and BAir, and it's a really powerful move. Snake's DThrow is disgusting, it's really easy to read Bowser's getup options, and snake can take really nasty advantage of that.

Overall, just be patient, jump around/insta-throw grenades and just get your hits in/get him in the air. get your grabs. (basic MU knowledge)

oh, and if you're ever ****ed about landing because a mine is under you, you can klaw hop on top of it and not need to worry about that. Bowser's usmash also jumps high enough so that the C4 explosion hitbox doesn't damage Bowser.

I'd personally start on BF/SV against a Snake for the first round. I don't really know what to counterpick though.

I guess I'll just post something on each character everyday/whenever I have free time. I can't do all 35 at once...
[/COLLAPSE]



PIT

[COLLAPSE="What the?"]Currently, we have nothing written about this guy on our board, and the same goes for the Pit board regarding us![/COLLAPSE]



PIKACHU

[COLLAPSE="Link to 2009 discussion on the Pikachu board"]http://www.smashboards.com/showthread.php?t=230892[/COLLAPSE]



PEACH

[COLLAPSE="2008 compilation post from the Peach board"]
Discussion: Posts 1561 - 1633

What to Watch out For:
-Long range attacks
-One of the heaviest characters in the game
-Very strong attacks
-Good tilts
-Side B which is a grab and can cause Bowsercides!
-Up + B which gives Bowser invinciblity frames when grounded (OoS Fortress)
-Grab release shenanigans

Matchup Mentality:
-Bowser is big and heavy. Get Dair combos in
-Don't be predictable with Floating as Bowser can grab you using an aerial Side B
-Counter aerial approaches such as Fair and Side B with F Tilt or a spaced Fair
-Float just above Bowser's head so he can't hit you with an OoS Fortress when trying to Dair him
-Get him offstage as his recovery isn't great. Toad his Up + B if you find it eating your Turnips
-Space well so Bowser can't grab you. This unfortunetly can mean a lot of Fair use which stales your best kill move
-Don't go agressivly Glide Tossing Turnips at Bowser or you might get an OoS Fortress in your face
-Watch out for Bowser's Up Tilt which is not only very strong but a good anti aerial move
-If you get grabbed by Bowser's Side B, you will be launched towards the way Bowser is facing. Try to force yourself away from the stage boundries as far as possible, avoid platforms and DI diagonally upwards when you land

Did you know?
-If Bowser grabs you, he can grab release you. If you are grab released onto the ground, Bowser can hit you with his jab, F Tilt or just re grab you again. If you are grab released into the air, Bowser can follow up with a Fair. Your best bet is to air release and be prepared to DI when the Fair hits you as you don't want to get infinite grab released on the ground
-If you get grabbed by Bowser's Side B, if you are losing (e.g. you are a stock behind) you can control the direction he goes in the air and where he lands. But, if you and Bowser end up going over the stage, you will go flying down to your doom! Watch out for these Bowsercides as they can result in you losing your matches!
-Bowser's F Smash can bypass Toad completely and hit you with massive knockback if you're too close

Quotes:​

I assume we are doing Bowser then? :p

Bowser is tougher than he looks. By now, you should have learnt in Brawl that heavies like Bowser are no longer pushovers

Bowser has surprisingly good range and power on his attacks. His tilts have long range and an up angled F Tilt (if you're low enough) and Up Tilt can knock you out of the sky. This makes approaching Bowser on the ground a bi of a pain. His F Smash is horribly strong when all the hits connect and it can even go straight through Toad and hit Peach. Peach's F Tilt clanks with Bowser's F Smash

Bowser also has a surprisingly good aerial game. His Side B can be used in the air and will laglessly cancel into anything if it doesn't connect when he reaches the ground (when used properly). His Fair has long range, his Bair and Uair are both strong and his Dair has multiple hits. Peach's Bair and Bowser's Bair trade hits btw.

There are two things you really really have to watch out for in this match. First off his Bowsers Side B, the Koopa Klaw. We did it a while ago on my thread if anyones interested. It's basically a special kind of grab and a very good anti air move. Once he grabs you, he'll spin in the air and then come crashing down. If you're losing, you can control where he goes in the air. When he lands it is CRUCIAL you DI correctly. Bowsers Side B has enough power to kill Peach who uses bad DI

Then there's Bowsers grab release. He can continually ground grab release Peach. The only way for her to truly escape is to jump release. Unfortunetly, Bowser can follow up with an F Tilt (or another grab) if she ground releases and a Fair if Peach jump releases

I find staying in the air for short bursts at a time works best. Turnip barrages are a key to winning. Fair is very good at defending yourself against Bowser's Fair and aerial Side B. Unfortunetly, this stales her best kill move. Don't be surprised if Bowser stays alive for such a long period of time

Bowser is big and heavy. If you get a Dair in, go for another one and another if you can manage. Bowser has poor recovery as well so gimping him is a good way to KO him...easier said than done though. Bowser's Up + B, which is not only a horribly surprisingly OoS option (and KO move), will cancel Turnips out the majority of the time. Good ledge play is needed here. Toad his recovery if all else fails

I personally think that the match up is somewhere around the 55-45/60-40 area in Peach's favour. Bowser is not to be underestimated
Okay, quick matchup summary coming!



Okay, first of all, you need to avoid Bowser's grab. This is a problem for some characters, but not for you. That's because you are Peach, and you should not be grabbed. If you're not floating in this matchup, then you're doing it wrong. :p

What sort of horrors can Bowser unleash out of his grab? Grab releases. If Bowser grabs Peach and you get a ground release, he can grab you again for more pummel damage and he can even use a Klaw, which will do a sizeable 18%. You fare a little better if you jump out of Bowser's grab with a jump release, but it's still not a very good thing. If you jump out, Bowser can Fair you, which can KO at the ledge. However, you should not be overly scared of this. Remember that you are Peach, and if you're using Peach, you are floating. If you're not floating, you're doing it wrong. :p


Bowser also has a very large shield, which he an use to absorb attacks and counterattack with his OoS options. Large shields are not a problem for you, because you are Peach. If you're not floating and Dairing/Fairing your opponent, you're doing it wrong. :p

Bowser's OoS options are pretty beastly though. His Fortress has invincibility frames and comes out instantly. If you're not floating at head height, which you should be, you'll probably be hit by it. Just make sure you're floating high enough for this to be ineffective. Then again, I think the hitbox might have some vertical disjoint, so I'll test it to see if the Fortress can stop Dairs and such. (probably not, but I mind as well)


Oh, and there's a move that deserves it's own paragraph. The Utilt. Bowser's Utilt is absolutely beastly, and it's one of the most powerful Utilts in the game. It comes out fast, has lots of priority (it will beat all your aerials), and a very bogus hitbox. Did I mention it'll probably kill at 110%? The reason I mention this move is that it's simply too good. It's very hard to predict, and it's one of Bowser's most usable killing moves. Watch out for this, especially if there are platforms around.


Other then that, watch out for the occasional aerial and Bowser's edgeguard shenanigans. Make sure you save your killing moves, otherwise he'll be a nightmare to kill.

So yeah, I would agree on something like 60-40. I might go as far to argue that it's 55-45, but that seems a bit low.
[/COLLAPSE]



ZERO SUIT SAMUS

[COLLAPSE="Link to 2010 discussion on the ZSS board"]http://www.smashboards.com/showthread.php?t=203418&page=117[/COLLAPSE]
[COLLAPSE="2011 summary by Limit"]ZSS [40:60]: the ratio is kinda negotiable, kingkong thinks Bowser goes 45:55 with ZSS, and I can kinda see why, but not really. Item pieces aren’t that big of a deal. Treat them like Diddy Kong's bananas; keep in mind that you can klaw right above them and just hold the l/r/z button and you'll grab them upon landing. I'm not sure if instant throwing is an option though.

MrEh mentioned just going up to her face and jabbing her shield because she can't really do too much against shield pressure. Zamuses shouldn't be grabbing too much unless you're shield happy as a Bowser, but if the grab is missed, there's more than enough time to FSmash her or do something extremely damaging. The Paralyzer beam can easily be shielded, but be careful of ZSS' followups on that when your shield is up. ZSS' side b is a pain as well. I personally just like to stay a certain range away from her all throughout the match, especially once the item pieces are done/thrown away. That way, if she goes to space her Side B, you won't have to worry about it that much and can rush in when necessary. [/COLLAPSE]




TOON LINK

[COLLAPSE="2012 summary by Limit"]
I was one of the few NY players with the unfortunate luck of having to play Jash e v e r y single time we were at the same tournament.

Uh..my memory is slipping but to go off of what Dre was saying, don't even waste your time with DAir'ing anything. Unless it really comes down to that, which should be really rare because TL can punish the **** out of that lol, and you should try to avoid being in the air. I will say that now.

The point for the above is that should you either not be able to shield fast enough or if your shield is drained and you're risking a poke, you can jab nearly all of his projectiles and they'll cancel out (I forget if you can safely jab a bomb or not but that's kind of stupid anyway)

Zigsta and Dre were right, the only real solution is to just turtle it out and do what you can. TL will focus on zoning and forcing you to approach.

I really wouldn't recommend over extending yourself. What I mean is using tilts and extending hurtboxes and **** like that because TL can run up and NAir you, and ZAir is already long enough, so try not to make his job easier for him.

One of the gracious things is the pretty big weight difference between both characters. You can take a ZAir or a NAir if you need to in order to get something done, because a couple of trades will put TL closer to death than Bowser. I just really can say that you definitely do not want to be in the air, just avoid that as much as possible because he can get kills and some pretty hefty damage off of frame traps and baited airdodges. There's not too much you can do. Just do what Bowser does best and stay on the ground. Don't get overzealous.
[/COLLAPSE]



MR. GAME & WATCH

[COLLAPSE="2008 writeup by MrEh"]
Okay, I'm just popping in from the Bowser boards to give some input. I hope you guys hear me out. Here comes the massive wall of text! :p


I can imagine that some people believe that the matchup is something like 70-30 in Game and Watch's favor. His advantages over Bowser sound pretty solid on paper. He's freakishly strong, he has fast attacks, lots of range, lots of priority, he's near ungimpable, and the turtle totally *****. How can Bowser, a character that many people don't even take seriously, compare to that?

First of all, I'll say this about Bowser. He's a turtle, pun intended. Most Bowser players literally live inside of their shields. Spot dodging and rolling is not something that Bowser players do on reflex, but shielding is. Shielding for Bowser is like spot dodging for ROB, that's how much Bowser needs the thing. Bower also deserves some credit for having the biggest shield in the game, meaning that he can actually absorb things like Turtles fairly easily without getting stabbed. Hell, he can even absorb Nados with the thing.

This is a matchup where you need to space well. If you do not space well, you will lose, simply because Bowser punishes improperly spaced attacks with such incredible ferocity. Improperly spaced Turtles and Fairs will be met with a Fortress OoS, which is one of Bowser's most well known tricks. The Fortress is by far, one of the best special moves in the game, and for good reason. It comes out fast, since the hitbox appears on frame 6. You can't hit Bowser during the startup time either since the Fortress has invincibility frames on frames 1-5. That makes the Fortress an ideal countering move for nearly any improperly spaces move. If the Fortress hits close to Game and Watch, it'll do upwards of 15 damage, and knock you away from Bowser. It's important to note that at higher percentages, the Fortress can be used a a surprise killing move if you're not careful. While it's killing power is still inferior to it's Melee counterpart, it's still a viable killing move out of a shield. To put it simply, if you're above 95%, make sure you choose your attacks carefully, otherwise it might spell death for you. Make sure you space your turtles and Fairs well, otherwise this fight will be very annoying.

Like I said before, you must space properly to avoid the Fortress. However, even if you land outside of the Fortress's range, still has ways to reach you. His Jabs come out as fast as the Fortress does, and they have as much range as hit Ftilt. Even if you land outside of Fortress range, Bowser can still start jabbing like a madman and possibly reach you with it. Another attack that can be used this way is the Klaw, which is one of Bowser's best attacks. As you probably know, the Klaw is a grab, but it's comes out fast (8 frames) and it has very deceptive range. It has the ability to kill, but mostly it's used for damage. Doing 18% a pop is pretty deadly, especially if you're light like Game and Watch. Which is why I say again, spacing helps this matchup from being super frustrating.

For the third paragraph now, I'll say it again. Space well. If you're using the Turtle or Fair, they try to hit him with the end of it. In fact, it would be best to stay as far away from Bowser as possible in this matchup. Bowser's fast ground game combined with his OoS tricks really screws Game and Watch up if you try the direct approach. (Which you shouldn't be doing anyway, because you're Game and Watch. :p) Make sure you try and time your aerials to reduce their ending lag as much as possible. A mistimed Fair means enough lag for Bowser to get one of his Dash Grabs in. While Bowser will have difficulty grabbing a competent Game and Watch, you still must be careful to avoid Bowser's grab as much as possible. It's not Bowser's throws that you should be worried about, since he lacks anything deadly like Game and Watch's Dthrow. However, Bowser has another trick up his sleeve; grab releases.

As many people now know, Bowser totally ***** out of a grab. That's because due to some bizarre programming oversight, Bowser recovers from grabbing 10 frames quicker then everyone else. That means that Bowser gets 10 free frames to do whatever he wants to Game and Watch if you get released on the ground. This sucks, a lot. If you get released on the ground, Bowser can keep grabbing you again, and there's no way to escape if Bowser's timing is perfect. Bowser can essentially pummel Game and Watch for quite a bit of damage this way, which is why you should try to jump out of Bowser's grab as soon as possible. However, it's a bad situation either way. You see, if you get a jump release on Bowser, Bowser can abuse those 10 free frames even more.

When you get a jump release, Game and Watch will suffer 50 frames of immobility, while Bowser will only suffer 20. That means that Bowser has half a second to attack Game and Watch while he's floating in air. This puts Game and Watch in a very bad position, since Bowser can jump and Klaw Game and Watch this way. (As always, 18% is not cool.) If Bowser has grabbed, or chaingrabbed Game and Watch at the ledge, then Bowser can even Fair out of a jump release, which can be dangerous if Game and Watch is at high percents. All in all, try your best to avoid the grab. Bowser's grab range isn't that impressive, so avoiding it shouldn't be a big problem. However, it's always important to know how much **** Bowser can do out of a grab. Doing upwards of 35% from a grab is somewhat that you need to watch out for, especially since Bowser can pull out killing moves from his grabs. Which is why I'll say again, you need to space yourself. Getting close to Bowser means it's that much easier for him to land a grab.

Oh, and beware of Bowserciding. If Bowser grabs you near the ledge, then he can grab release into a Klaw, which is a potential suicide. Always DI toward the stage, or it's a free kill for him. This is important to note because Bowser's grab release chains into a Klaw so easily, and since your jump release moves Game and Watch a considerable horizontal distance, it makes it even easier for Bowser to land a successful Bowsercide on you. Not something you should worry about too much, just be careful.

Beware of Bowser's edguarding game as well. Bowser's moveset is tailored to edgeguarding pretty well, and he has lots of tools to utilize. Granted, it's near impossible for Bowser to gimp Game and Watch, but he can still edguard him all the same. (just with difficulty) Angled Ftilts come out surprisingly fast and have good range to them. Bowser's Dtilt does as well, and they both can hit you if you're not careful. Although it seems silly for me to mention it, take note of Bowser's Fsmash. Bowser's Fsmash has a really weird disjointed hitbox, so it can hit you on the ledge even if Bowser's head doesn't reach it. You'd be surprised at how many surprise kills Bowser can get simply because people don't know that the Fsmash is heavily disjointed. Really, it has longer range they Marth's Fsmash. Just look out for it and try not to get predictable with your approaches. Well spaced approaches can actually be stopped with a well placed Fsmash, simply because the hitbox is so outragously huge. And of course, as you know, the Fsmash usually means death if it hits. You shouldn't see it much, but it's still a move that's very usable for Bowser. (I actually think it's his best smash, if that's saying anything.)

Do not expect to gimp Bowser in this matchup either. I'm not being overly optimistic about Bowser's recovery either. Bowser is simply a character that is much harder to gimp then most people believe. Yes, his recovery follows a very predictable trajectory, but it actually pushes Bowser a very considerable distance. Because of the high amounts of priority the Fortress has, as well as its invincibility frames, Bowser's Fortess can go through a lot of things as long as it's used with proper timing. Once, I managed to avoid a Wario Waft edgegaurd just because the invincibility frames of the Fortress cut right though it. Not a likely scenario, but it's definitely possible. If Bowser is getting gimped in this matchup, then he's doing it wrong. Well timed Fortesses can be Bowser's answer to like, everything.

And the final thing I'm going to mention...Bowser's Utilt. This move is godly, and probably one of the best Utilts in the game. First of all, the Utilt comes out fast so it's not very telegraphed. It also kills early, and is one of Bowser's most usable killing moves. If you're above 90%, then it can kill quite easily fresh. One of the things that makes this move so awesome is that it has lots of priority and an extremely bogus hitbox. The hitbox for his move is so weirdly disjointed that it even outrages and beats all of Meta's aerials. For God's sake, beware of this piece of crap. It can even go through Turtles, Fairs, and Nairs if you're not careful.



So yeah, that's all I have to say. I actually believe the matchup to be 60-40 in Game and Watch's favor. Sorry for all the text. ><
[/COLLAPSE]
[COLLAPSE="2008 summary by omegablackmage"]
Bowser: (60/40)

General Matchup:
  • Bowser, the king of grab releases. He's notable for racking up damage with his releases, and he can have decent range and punishment options as well. Also, being a heavyweight, he has the notorious strong ko moves and the high weight.
  • Bowser has some interesting moves. For the most part, he doesn't have too much range, but dtilt, ftilt, uptilt, jabs, fsmash all have pretty decent range/priority. Also, his up b oos has invincibility, so that will be able to beat attacks if used correctly.
  • Bowser has a plethora of kill moves. Dtilt, smashes, up air/tilt, are all really strong, and the fair, side b, bair, ftilt, can also kill if they kept them fresh. Overall, if your at around 80, you need to be really weary, most of the moves in his set can ko gw pretty quickly.
  • There are very few edgeguard options for bowser. Flame angled down can apply pressure to gw once he lands on the stage, but overall bowser going off the stage will put him in a risky position. However when your on the ledge, watch out for angled ftilts, dtilts, and fsmashes, they pack a punch and can hit you when your on the ledge.
  • Fairs work well to push bowser off the stage, but your going to need good spacing. Fortress has pretty good priority, so your going to need to work around that. Other than that, good hogs and dtilts will probably help too. His recovery is pretty 1 tracked, he doesn't have any tools to get back other than up b, so use that to your advantage.
  • Combos for bowser? lol, no just his grab releases. He can forward b and fair you if you jump break from the grab, and jab, ftilt, regrab, and side b. Not too bad, other characters have it worse, and you should be able to avoid grabs easily enough, however, keep in mind that at like 80 percent near the edge, this could spell an easy way for him to kill.
  • Bowsers buffer roll is horrendous, and his tech roll is only average at best, dthrowing is probably a good idea in this matchup considering his large body size too. When up throwing/up airing him, watch for the bowser bomb, other than that upairs/nairs will probably wreck him.

General Strategies:
  • This matchup is pretty simple, like alot of the other low/mid tiers are. Its mostly using your range to your advantage, whereas they can't do too much about it, which is usually what makes them low tier in the first place.
  • Work to avoid getting grabbed, which will hurt you the most. Fortresses will be used on the bowsers part to get them outta tight spots, so keep that in mind. Overall, fsmashes are probably the only move you really have to work around, and those are easily punished. Pressure with good spacing, and you will come out on top fairly easily.
  • Bucket the fire breath if they use it alot, but it isn't the strongest of buckets, only probably killing at like 60 and up.
  • Ledgecamping is a complete pain for bowser to deal with, use this if your desperate and need some breathing room.
  • The uptilt is probably going to kill you the earliest of all his ko moves, its one of the strongest uptilts in the game.
  • Watch the bowsercides, di into the stage at all times when you get up b'd.

Stages:
  • Anywhere bad recoveries falter. RC, frigate, japes all probably work good as usual. Yoshi's is probably his best neutral, just a guess though.
  • Avoid shallow ceilings probably, like halberd/corneria.
[/COLLAPSE]



MARTH

[COLLAPSE="2008 summary by Emblem Lord"]
Overall Bowser's defensive game rivals Marth.

His up b is amazing and really great out of shield.

He has flamebreathe to shut down ground approaches and f-tilt to punish poor spacing as well as his d-tilt and jab combo. Overall he has a very good ground game. He is also very heavy so he can take alot of punishment. To add to his arsenal he has his grab release set-ups which can go into almost anything he wants.

Perfect spacing is needed in this match lest Marth eat an f-tilt, up b out of shield or worse get grabbed and then grab released.

When played well on the defensive Bowser can seem like a wall, but with proper spacing and making sure to DI out of Flamebreathe when it catches you, you can see the holes in this fortress.

Overall Bowser can only match you on the ground. In the air he doesn't come close and Marth has superior edgeguarding as well.

Once you get him in the air he can down b so be prepared for that but he is still a big slow target so try to keep him up there. You don't want to let him have an easy time abusing his amazing defense.

Overall Bowser's defense and weight helps him out a great deal, but Marth has the tools to break through his defenses using superior speed, mobility and pressure.

60/40 Marth's advantage.
[/COLLAPSE]
[COLLAPSE="2008 summary by Pierce7d"]
lol get ***** Steel. Sheller too good.

Uh, I haven't played Vex in a LONG frikken time (his Bowser is sick by the way, I'm legitly scared of it).

DO NOT shy away from your ftilt. It's SO easy to punish Dancing Blade, just shield. That being said, ftilt angled either straight or up will **** Marth's face if he approaches from the air. You need your ftilt. Marth's will not be ftilt heavy, because our Ftilt has pretty ugly after lag in comparison to other options we have on the ground. If you shield it, you can counter attack.

You also need to watch out for Nair. Marth really can't kill for his life. He MUST tipper to K.O. Bowser if your DI is any kind of decent. I might be able to gimp you, but it's really stupidly hard, and I'll either have to spike, or get you to 150%. That being said, Marth's NAIR is an excellent tool. I tend to attack Bowser's forehead with Nair, and pull away, to chip at his shield. The second time I do this consecutively, if I aimed it right, the second hit of the Nair WILL shield stab, and I'll tipper K.O. you.

Also, Boswer is a huge target, and Marth is awesome at juggling. Make sure your DI and Smash DI are TIGHT before entering this match-up, or I will combo you like it's Melee.

Your Fair is also very good. Just because ours is better doesn't mean don't use yours. A little Klaw Bouncing is good too, because it messes with Marth's spacing, and forces him to play more aggressively, which Bowser likes a lot. Both characters have a Dragon Punch, so be careful of getting K.O.ed by Dolphin Slash. You want to DI it UP. The most important thing is to not be hyper-predictable.

If you shield a Dancing Blade, I would advise instead of Fortressing everytime, shield drop dtilt sometimes. Bowser's dtilt is frikken strong, and unlike fortress, can go a long way to gimping Marth if he doesn't DI it right. Also, the DI for fortress and Dtilt are opposite, so a Marth expecting fortress and suddenly getting blasted by Dtilt can really get screwed up.

IIRC, your Uair is amazing. Bait an airdodge, and score hyper early K.O.s with this.

Don't fsmash at the edge. We have counter. Now, if you see a Marth about to counter, just charge the fsmash, and voila, homemade rapesauce. Don't charge prematurely though, or our counter is guaranteed. Dtilt is a lovely edgeguard option.

I love this match, because it really is the knight vs. the dragon. Merry Christmas everyone!
[/COLLAPSE]
[COLLAPSE="2008 summary by MrEh"]
In my opinion, Bowser doesn't do that badly against Marth. In fact, I believe that Marth is his better matchups. That's not saying much though, since all of Bowser's matchups are usually not in his favor.


First of all, we all know that Bowser is a defensive wall. He is not a character that has a need to approach anyone, he's a character that reacts to what his opponent does and punishes their mistakes. Since Marth lacks a projectile, he is forced to approach, and that's when Bower's defensive game goes into full swing. If Marth's overly aggressive and are unfamiliar with the matchup, he will lose, simply because Bowser ***** anyone who's overly aggressive.

If Marth doesn't space his attacks properly, he'll be hit by a Fortress OoS, and that totally *****. If he spaces even more badly, he'll be met with a grab. As we all know, Bowser can do all sorts of stuff to Marth out of a grab. If Marth gets a ground release, you can grab him again or Klaw him, which is probably your best choice due to its large damage output. You can even Bowser Bomb him out of a grab release, which is even more deadly. Death at 85% is definately not cool for Marth. If he gets a jump release, then that's a free Fair for you.

Obviously, Bowser should spend as much time grounded as possible. You'll get ***** in the air.

Also, I like using the Fsmash as an edgeguard. It seems silly, but a lot of Marth users try to Fair through this. Even more so if they're planking. It's actually possible to hit a Marth who's grabbing the ledge with the Fsmash while outside of his Dolphin Slash range. It's awesome. :p (never going to happen, but I love it)
[/COLLAPSE]
[COLLAPSE="2011 summary by Limit"]Marth [45:55]: up angled forward tilt. Seriously. Marth isn’t anything to worry about IMO. Reason being is that you can get away with so many things against him. For example, Bowser’s dumb yet godlike FSmash outranges Marth’s Fair, FSmash, and Grab, simply due to his drawback animation. I’m not saying to recklessly use FSmash on a marth, but it’s just dumb things like that which kinda take the seriousness out of this. Granted, Dancing Blade is annoying, but you can SDI it if you want…if you’re shielding it, keep it up and just react as soon as the Marth is done. There’s enough lag on the fourth forward and down-slash, so if the marth goes for the full db you can grab/dashgrab/jab/ftilt/klaw, depending on the distance. Marth does have a pretty intense pressure game though, especially when Bowser’s on the ledge, and that can’t be overlooked. A Marth can keep Bowser caged in at the ledge, and can manipulate his movements because Bowser’s movements are slow as hell and are even slower past 100%. On the flipside, marth’s ledge options are kinda linear as well…and Bowser has a friend in bair. It has ******** range, and is a good frame trapper and early killer off of the ledge as well. And a good gimper.

FTilt also cancels out Marth’s FSmash if used in a simultaneous fashion. Go figure.[/COLLAPSE]



FOX​

[COLLAPSE="2011 summary by Limit"]
{Fox}
Ratio:{50:50/45:55}
Secondary:{Pikachu/Sheik?}
What to look out for: {DAir, Shine gimps, UTilt, USmash when approaching 120%}
How they will KO you: {Shine gimps, USmash, DSmash (at higher percents), BAir}
Best spacing zone: {FTilt/Klaw zone imo, Fox should just keep shooting so you have to get into his face.}
Grab-Relase
- For damage: {Chaingrab + Klaw}
- For the KO: {FTilt}
Firebreath: {Use when possible, Fire is pretty useful}
Stages
- Strike: {FD?}
- Ban: {FD} I'm not really sure about Fox stages but I THINK Halberd is good too b/c of low ceilings but that's the same for us too...right...?
- Pick: {I'd personally run with YI or PS1}
Link to discussion: {...}

Alright, so Fox...uh, when the match is distanced, expect Fox to be shooting lasers until you approach. There's no real reason for him to come at you, even if you have the lead, because he can shoot and even it out. Laser's don't do any physical damage/hinder anything, so you have nothing to worry about. You're not facing Falco.

To deal with this, you can approach from the air and just go from there. If you feel like it.

When you do get to Fox, he can do a multitude of things. He can either FI to the other end of the stage and repeat the process, DAir, FAir, or reach out and grab you.

When dealing with DAir or FAir, it is IMPORTANT IMPORTANT IMPOOOOOOORRRRTANT that you SDI and get the **** out of there to minimize the damage you can receive and possibly punish the Fox.

-----------------------------------------------------------
I'll add more tomorrow, I have to go. I'm trying to model this similar to my D3/MK writeups. I know KingKong can add to this because he's played Guard/[NAKAT I think]. I've played LinkX and Rookie, that's really about it I guess...
[/COLLAPSE]



SAMUS
[COLLAPSE="2009 writeup by KillerJawz"]Okay, the Bowser writeup.

Player(s) who I fought to prove my experience in this matchup: IxisNaugus


Matchup Ratio: Samus beats Bowser 60-40

How does Samus win?

Okay, I'll start off by saying Zair > Bowser. I cannot stress this point enough. Bowser has NO answer to this move, it goes through his fire breath AND hits him, Bowser can't shield it that well AND because of bowser's weight, he easily gets combo'd with zair to grab or zair to fsmash/dtilt. Bowser is NEARLY hit by a full hopped zair, when your coming down from the jump, zair and it will hit him, unless he shields it. Zair is also long enough so we OUTRANGE all of his attacks, including flame breath.

Super Missle > Utilt > Zair is actually a VERY nice combo, and because of bowser's below average aerial game, he can't exactly do much to us, so a uair in place of zair can work, but zair is a safety net. Missles wrack up damage and wear down his enormous shield to the point where ftilt can shield poke. HOWEVER, do note that our missles have terrible priority and Bowser can get past them with ease (This is why I say this MU is 60-40, if they had higher priority where they would perhaps knockback Bowser in the middle of an attack, then I would have given it 65-35) and punish you accordingly, space yourself well when spamming missles.

UpB OoS works wonders in this MU, you punish the very large majority of his moves, and it's harder for Bowser to DI out of the move because of his weight, so this is a pretty safe bet if your feeling under pressure. HOWEVER, you MUST take note of this, after some vigorous testing, I have discovered that Bowser's dtilt is SAFE on shield, so upbing out of it will do NOTHING to help you. We can UpB OoS his fair and if Bowser's knuckle hits our shield with his ftilt, he will not be sucked into the UpB, but the rest of the move WILL get Bowser sucked in. Bowser has his UpB for pressure, we have our own, do not allow the Bowser to take advantage. Now, I will expand on the issue of his weight class. Bowser, being the very heavy character that he is, will always gain pros and cons from this, the main pro being the fact he can live until stupidly enormous percentages, and the main con is the fact he cannot DI out of moves aswell as other characters, if at all. Now this is where we can seriously tear Bowser up. Bowser has a massive shield which can be EASILY shield poked, so your best bet is to wear it down with a couple fast falled uairs, missles and zair, then poke him to death with uairs and fairs, these will nearly always do maximum damage since he has trouble getting out of them, however, usmash doesn't work aswell here, he can DI out of it at freaking 10%!!!!!, so don't use this move unless your sure he won't be able to punish you. Bowser being heavy, is also very effected by our "frame" traps (ff'ed uair to smash, upb etc etc) so use this to your advantage, Bowser will not be punishing you after an UpB even if he does DI out of it because his air speed is actually pretty terrible, so you can retreat to the ledge and avoid a fair/klaw.

What does Samus need to look out for?

Okay, Bowser is the heaviest character in the game. You WILL NOT KO BOWSER UNTIL 160%+. He can momentum cancel pretty well and get safetly back down with a Bowser Bomb (Down B) to the ledge DO NOT try to take the ledge unless your SURE that you can make it, besides, a good Bowser won't do this unless your far from the ledge. Bowser's ftilt outranges everything we have except zair, it comes out and ends pretty quickly for Bowser and it can KO, but don't worry about that to much unless your at the edge with like 150%+. Bowser's Flame Breath beats out missles and bombs, but the ending lag is punishable, so a nice zair to the face will make Bowser close his mouth and keep it shut for a very long time .

Bowser's Jab Cancel

Bowser, like many other characters, although has a pretty slow jab (frame 6), can actually cancel into other moves and grabs, and is basically Bowser's bread and butter to his ground game. When a Bowser comes face to face with a Samus, he will generally go for a CG to start things off, this can be done UNTIL THE END OF THE STAGE, they can also grab release and side B us for a whopping amount of damage, this can be mixed in with a variety of other jabs and trust me, things can get VERY nasty. They can also ground release to fortress and more jabs, so please look out for this. However, when a Bowser does a Jab cancel and go for another move, we have a 20 FRAME ADVANTAGE OVER BOWSER, SO USE A MOVE TO IMMEDIATLY GET OUT OF THIS ASAP (UpB comes to mind here).

Klaw

Now. Bowser's signature move which deserves its own ****ing paragraph. Flying Slam (Side B). Okay, let me just start by saying DO NOT UNDERESTIMATE THE RANGE ON THIS MOVE. It's grab range is so disjointed its scary. Seriously I was like a dtilt away from Bowser and STILL got grabbed. This move can be directed (not completly controlled) by the person with the lower percentage, but it does 18%!!!!. He can use the move to Bowserside you (take you off stage with the move), this can be a real pain since it can mean a stock gone at 0%. Bowser is also one of the few characters who have a infinite jump. He can use the move CONSTANTLY to give him a wall of approaches, forcing Samus to spam or retreat. This move can also KO at respectable %s. Bowser will gain grab armour frames DURING the time he grabs you, he will get none if it misses. Bowser's will space this move accordingly to make sure that missed grabs are unpunishable, so don't think just because Bowser has missed that you can punish, try to keep a zairs distance away from him whilst he is jumping around like this. This move is absolutly monstrous on BF, he can do so many klaws from the platforms and set up alot of chances for utilt/usmash kills, so seriously, stay at a nice lengthly distance when the klaw comes into play. This move is like a flying slam of sorts, Bowser will grab you, flip into the air and slam you down with mighty force, this move HOWEVER, is interuptable, and please for god sake remember this. If your one a stage where projectiles or stage events which cause knockback are in play, get ready to have a field day. On Halberd for example, on the ship, when the Claw (not Klaw) comes out from the stage, it can go for either one of you, during this time period, if Bowser happens to go for the grab, if the claw hits you during the time you have been taken into the air, the move will be STOPPED, and you will recieve no damage excluding the claw's damage.

Fortress - UpB

Bowser's UpB OoS CLANKS WITH OUR OWN UPB. Kay now that I've said that, his UpB OoS is ****. Seriously you will NOT be landing many melee attacks due to this, it sends you directly upwards, Bowser can attempt to keep you airborne with utilts or bait your landing and punish you with an fair/ftilt, do not attack him directly with melee attacks. His UpB can also KO, not very well, but can still do it, DON'T get reckless because Bowser will not let melee attacks from Samus go unpunished.

Punishment

When Bowser gets past our spam (Powershielding works WONDERS in this MU for him) he can PUNISH us hard. Bowser does not let Samus do damage in this range, it's BOWSER'S area. UpB OoS ASAP ours comes out slightly faster but they will ALWAYS clank, so eventually we MIGHT be able to get away with good spacing. His fair can be a very surprising KO move and is actually slightly disjointed, so the range of this move will catch you by surprise if you think it's restricted to the klaw alone. It comes out quickly and is BY FAR Bowser's best aerial attack, his other aerials are (no offense Bowser mains) pure trash. I mean seriously. Ganon has better aerials then this guy, however, they do have their uses. Uair from a Bowser, although it comes out extremely slow and has a lot of ending lag, will KO you pretty quickly if your not careful. Bair is a STRANGE edgeguarding tool for Bowser, partically because it is DISJOINTED. The hitbox comes out further then his shell AND it spreads up to his HEAD, a nicely timed airdodge can deal with this, DON'T approach his head straight away though as this is the SECOND hidden hitbox to this move which most people will not ever expect until your KO'ed rapidly. Dtilt is a another strange move from Bowser, not just because it's slightly disjointed, but because of the fact it has multiple, and two hitboxes, which are both of the same power. Although both hitboxes dont come out very quickly, it's quite powerful and you probably won't expect it, so it will kill you far below your usual death % if you underestimate the range of this move. Utilt can juggle us extremely well, but COULD punish an airdodge (this will more then likely never happen though) or a spotdodge (except this!). When Bowser lifts his head up, and you have begun your spotdodge, your in for a nasty surprise, since this move acts like a semi-circle in the sence that it starts at the left, the claw extends and comes down on you (provided his back IS FACING YOU). This move is a superb KO move on Samus due to her terrible vertical momentum cancel, so be sure to look out for this. It is a real killer, and will catch you off guard if your not careful, remember the hitbox goes AROUND, so DIing away from the moving claw will only get you killed (it also comes out on frame 8 if your interested).

Now, onto the gimping situation:

Bowser CAN BE easy to spike, that is, if you can hit him at the right angle, because in most cases Bowser will head to a position where he can't be punished like the ledge, and do a few Up B planks (bombs are good here too), but this is just one of MANY situations Bowser can create when he is off the ledge. Bowser's side B is a VERY interesting move, in the sence that as I mentioned, get's grab armour frames while he is GRABBING you, NOT IF IT MISSES. Bowser's can absorb the damage from dair, and grab you to force you onto the ledge or, if they are the higher percentage, gamble for off stage, remember, WE HAVE SOME CONTROL OVER THIS MOVE. So when you feel theres somewhere that you'd like to take Bowser during this move, this is your chance. Bowser can also Bowser Bomb down to the ledge where he will regain his invincibility frames from the ledge, and keep him safe for a little while, but remember this VERY carefully, Bowser Bomb does not hit until a whopping frame 32!!! this gives us more then enough time to plan our next move, or go for the ledge, depending on your current position when Bowser is doing this. Bowser Bomb is however, a decent kill move, and will probably finish you around the 120+ mark, so look out for it. When Bowser occupys the ledge, attempt to go below him this is his blind spot, and Bowser has no form of spike/meteor, so you don't have to worry about getting gimped.

When Bowser is offstage, you don't always need to follow him off. His fortress, while the frames of the move are still active, will ALWAYS get through our HOMING missles (not zair, super missles or a medium charged CS, these will hurt him, also do note, HE GETS NO INVINCIBILITY FROM HIS AERIAL UPB). A flury of bombs, missles and zair are more then enough to force Bowser to approach you once again from the ledge, since Bowser will not want us racking up damage so rapidly.

Bowser's Blind Spot

Bowser, like MANY other characters in this game, have a BLIND SPOT, this basically means any assaults from this area will be VERY difficult for Bowser to get around, or where his options to get away are SEVERLY limited. Bowser has a TERRIBLE airdodge so for him to get away from this situation will not be easy. Bowser's blind spot is UNDERNEATH him. His dair has far to much lag on the end of it and can be punished EXTREMELY easily. Bowser's Bowser Bomb can be easily punished aswell due to it's abnormally large ending lag, so Bowser can't really do anything here, so getting Bowser INTO THE AIR. Is vital. An aerial Bowser, is like a sitting duck waiting to be roasted, he CAN NOT even attempt to rival us in the air, since his only real aerial, which is his fair, hits on frame 8, our own fair hits on frame 7, but you need not worry about his fair, since you are below him.

Now, Samus has some options now that Bowser is directly above you, you can either:

*UpB
*Uair
*Utilt

These are your safest options, and are BY FAR your best. Bowser's airdodge gives him invincibility on frames 4 to 31 (lasts 49!! frames, that is LONG), so our best bet, is to wait for the frames to wear off, then go for the chains. I find uair does an EXCEPTIONAL job of taking out Bowser in the air, especially fast falled, in which case we can use a nice lovely UpB to rack up EVEN MORE damage, so be sure to experiment in this situation.

Good stages for Samus: Battlefield, Final Destination, Lylat Cruise.

Battlefield: Now this is VERY debatable, because you both do extremely well on this stage. Samus, when on this particular stage, can QUICKLY adapt to Bowser's playstyle. Klaw, utilt and ftilt will all become pretty much non threats when you have your platform control and ledge control. However, Bowser can do the exact same to you. His incredible size can allow him to hit you above the platforms, and ruin your game completely, it's really a battle for the platforms, but we have the ultimate ledge control over Bowser, so seriously use this to your advantage. Nair him when he's above you on a platform for a free push off > Jab lock setup. Uair and UpB obviously, as any Samus player knows, will destroy Bowser on this stage, but he also has the massive range on his fortress and utilt to make life a living hell for us on this stage.

Final Destination: I don't think I really need to explain this one. Spam > Bowser. We perform FAR better on this stage against Bowser then against other characters. We can wall jump from under FD's lip for low missles, low charge shot and dair set ups. Bowser is EASILY gimped here. However, look out for Bowser's powershield on the missles, he can get through the spam easily until we throw out a nice zair, which has a very high chance of getting through and shield poking him. Space your missles and zair correctly and this should be a bit easier for you to manage. Ledge tricks are always nice here, but do be aware that dtilt and flame breath can cripple us if you don't time your recovery/ledge hopped aerials correctly.

Stages to ban:

Yoshi's Island: If you ever get taken to Yoshi's Island, you better start crying right now. Let alone the fact this stage is TERRIBLE for Samus, it's a freaking god send for Bowser. He has a block on our spam because of the shy guys. The slanted ledges prevent our missles from homing in on him while he hangs on the edge, so gimping him is MUCH harder to do, especially since that **** ghost is able to save people.

Castle Siege: On the first part of the stage, it's free klaws for Bowser, he can utilize them so that we get completely shut down on our camping, and it's incredibly small aswell, so the boundaries for death are alot smaller, beware that Bowser can kill you BELOW 100% here, it barely makes any difference for us however x.x. When the stage goes to a transition (the stage will shake) you can quickly run off into the air and you will be saved by a wall of sand that lasts for a few seconds, we then come to the second stage. This stage is HUGE in comparison to the first, but the statues that sit in the centre of the stage stop of missles and nerf our zair. Bowser can easily destroy us on this section, so look out. The stage transitions again to the final part of the stage, in this part, it's like an FD that tilts, this already messes up our ledge game, but we do have an easier time onstage then the other parts. [/COLLAPSE]




WOLF

[COLLAPSE="2009 summary by Choice"]
Bowser vs Wolf is definitely a tough match for both sides.

Both of them are relatively heavy, with bowser being heavier but wolf having better kill options (dsmash ftw ^^). Bowser really does rule while he's on the ground, but wolf's prefer the air (even more so than falco) and just **** while they're there.

Wolf's lazor will make it so that if he doesnt feel safe to approach, you're gonna approach. I use it from time to time but for the most part its just for free %, i don't ever feel really threatened by approaching bowser. His range is really good but he just lacks the speed in the air which wolf has. Really my only worry when im approaching a bowser is that he gets off a grab on me somehow, possibly a rpg (reverse pivot grab) or somethin. Grabs are going to play a huge part in this match up because wolf's back and up throws put bowser in the air where he can be juggled, not to mention his dthrow doing good dmg and setting up good tech chasing opportunities. Dthrow to spike probably will not happen all too often unless the wolf is really greedy, i mean your up b has invincibility frames, and this guys gonna spike you out of it? im so sure!
Bowser's grabs on the other hand mean grab release, and there are a few nasty one's on wolf =/. I heard grab release to bowser sit works but i've luckily never experienced it. I've gotten all sorts of other grab releases done on me though and that sucks. Grabbing a wolf will let you get early kills, or at least earlier kills than normal, which is nice. So i guess like in short terms:
-lazors = wolf can force bowser to approach
-grabs4wolf = rack up %
-grabs4bowser = earlier kills

JayDeth said that wolf loses out to firebreath, thats kinda true. Firebreath means that wolf needs to use his up b to recover, wolf up b goes through firebreath. So it does gimp wolf somewhat, and you still cant hit wolf while he's in his up b (im not positive what the criteria is for that, i just know that i've been hit a few times). If nothing else, you can get in some free % if they sideB or maybe get a lot of % if they just panic and dont know what to do. But i mean, top notch wolf wont have too much trouble with it i feel. For wolf, recovering with sideB almost becomes habitual. As to the fail'd scarring that that wolf you were playing against did JayDeth (or at least i think he was trying to scar) that should not happen. I have been gimpyfish combo'd after scarring, but i learned my lesson. You can set yourself up so that the wolf is baited into scarring and then just shield and punish, but a smart wolf wont fall for this.

Since wolf is going to be trying to fight you in the air, it wouldn't be a bad idea to fight back with well spaced fairs. I really am curious what i would do if i was on the other side of the match up, playing bowser and being on the receiving end of a ton of lagless fairs and bairs. I'd imagine if you up b oos once a bair connects you could probably hit wolf, and i really doubt thats what you'll be using to kill so no reason to save it. Bowser's ftilt is really big too, and that will be another one of your punishing moves in this match up as long with a great way to space yourself. Be sure not to just keep backing up, i know as a wolf player i love it when my opponent has their back to the edge. Their DI gets so predictable, juggling is tons easier and my dsmash kills earlier now. A roll will be punished with a smash or a grab so yea just dont get yourself in that situation. On the other hand, getting wolf into a corner is great for you. He can't really retreat all that far when he is fairing and bairing anymore, and he'll probably try to jump over you honestly, so take advantage of that. Lay down the pressure with jabs, tilts, sideB and even firebreath. That wolf will either get messed up or try to jump over you and get punished.

Match up overall is 50-50. When a wolf is juggling you, try to go for the bowser sit to the ledge or however you bowser's get down. I really shouldn't be giving the bowser technique advices, but i'd imagine that works well, correct me if im wrong so no bowsers do so.

And in reference to best bowser in norcal. I'd put my money on Ein over hypethug personally. I've mm'd hypethug and for the most part it was a lot of up b oos and grab releases. After a while he got predictable. I feel Ein is more original with his tactics and also just has been more tourney active recently. Last time i saw hypethug at a tourney was like in december or something.
[/COLLAPSE]
[COLLAPSE="Link to 2008 discussion on the Wolf board"]http://www.smashboards.com/showthread.php?t=198757[/COLLAPSE]



LUCARIO

[COLLAPSE="2011 summary by Limit"]Lucario [45:55]: Fair strings are annoying, Aura camping is meh…jabs go through baby aura spheres, but nothing else, so be careful not to jab somewhat/fully charged spheres. Don’t fear DAir above you, just UpSmash during his break. Bowser’s shell stretches out far enough that you can get him when he’s trying to slyly poke your head with DAir. Lucario is another one of those characters that doesn’t really care about going low or far. His recovery may not be the best, be he certainly can gimp you with fair/dair strings and other bull****. Lucario’s FSmash has VERY deceptive range, but it’s laggy as hell. iDA can reach Lucario before the FSmash lag ends if the FSmash isn’t tippered. So yes, it is possible to just walk and shield if you’re expecting the FSmash, and then dash attack. B personally shouldn’t try too hard with edgeguarding Lucario, but certainly wouldn’t miss the opportunity to manipulate his recovery and get him onstage and punish his lag.[/COLLAPSE]
[COLLAPSE="Link to 2009 discussion on our board"]http://www.smashboards.com/showthread.php?t=211975&page=13[/COLLAPSE]
[COLLAPSE="Link to 2009 discussion on the Lucario board"]http://www.smashboards.com/showthread.php?p=8462157#post8462157[/COLLAPSE]



DONKEY KONG

[COLLAPSE="Link to 2009 discussion on our board"]
http://www.smashboards.com/showthread.php?t=211975&page=31[/COLLAPSE]



SONIC

[COLLAPSE="Link to 2009 discussion on the Sonic board"]http://www.smashboards.com/showthread.php?t=190510&page=283[/COLLAPSE]



NESS

[COLLAPSE="2009 summary by Phiddlesticks"]
Ness has a projectile that's even more annoying than Lucas'. It's called PK Thunder.

Ness' fair is very hard to punish when spaced correctly (similar to G&W's). His bair is also a surprisingly strong kill move and is easier to sweetspot against Bowser due to his size. His nair is super quick and has a really long hitbox, his upair can kill as well, and of course, his dair is a strong meteor smash. Basically, his air game is much better than Bowser's (but I'm sure this goes without saying).

Ness also has a good grab game. His bthrow is a reliable kill move and can kill somewhere around the 130s I think (I forget when it kills exactly), and his fthrow's set knockback is handy for sending Bowser off the stage for edgeguarding attempts. Ness' upthrow sends Bowser in prime position for either aerial or PK Thunder juggling. Like always, Bowser's most reliable option is to downb to the ledge, but remember that Bowser Bomb doesn't go through the tail of PK Thunder. Ness also has like one of the best dash grabs in the game, so watch out.

Make sure to edgeguard Ness using Firebreath. Just use enough so that it hits him out of his double jump, then grab the ledge so that Ness is either edgehogged or forced to PK Thunder 2 to the stage, where you can ideally punish his ending lag with a smash or something. Note that his recovery is harder to edgeguard than in melee since he can now guard himself with a fair while double jumping.

Don't get hit by PK Thunder 2 or you will be dead at like 30% or something. PK Fire is overrated and can be stopped by (power)shielding.

I think the matchup is slightly in Ness' favour, like 55-45 or 60-40 or something.

Just know that Ness is a much better character than Lucas overall, despite what the SBR tier list says. Either way though, they really shouldn't be compared as characters since the only similar moves they have are their specials and like fsmash
[/COLLAPSE]




SHEIK

[COLLAPSE="SWF Matchup Chart v2.0 summary by Limit"]Bowser vs Sheik MU Ratio: -1/+1

:bowser2: :sheik:

Well, to those who are familiar with Bowser, it would seem kinda stupid to not give Sheik the advantage due to her qualities: An extremely mobile, quick hitting character with the FTilt lock, a projectile (needles), her chain, which presents great ledge pressure, and her DACUS, which cuts Bowser's survivability by a lot in this matchup--Not to mention that she can get a free DACUS via air release as well!

However, it's not that black and white, simply because one has to assess the other side. Bowser's not a total drag. His Jab is pretty good, and can give Sheik a pretty hard time up close, and his great shield game hurts her physical output as well. She is very easy to chaingrab, and Bowser has many options out of a ground and air release. Sheik's needles are a conditionally linear projectile, meaning that they fire straight only when grounded and angled only when airborne. This poses a bit of a problem because Bowser's aerial Klaw is his staple move and has little to no lag on landing, allowing him to weave in and out of needle range and close the gap when needed. Bowser also hits extremely hard--Sheik's light weight and lack of difficulty for chain grabs does not mitigate that. By comparison, Bowser's heavy weight allows him to live much longer than Sheik can, provided he can avoid the DACUS.

Overall, Sheik has the advantage and forces Bowser to play a bit of a more meticulous game but her small flaws allow Bowser to shine in certain places and allow him to klaw/fight back in most situations.[/COLLAPSE]
[COLLAPSE="2009 writeup by Ixis (three parts)"]
It is difficult for Sheik to defeat Bowser on the ground. Relying on FTilt for everything will not work, though if the opportunity arises Sheik's should take full advantage. Surprise single needles (and the move in general) works moderately well against Bowser, but good Bowser players know how to use the shield to its fullest and will just powershield their way through the onslaught, so camping wont last long. The chain works well at times from a distance (no seriously) so you should pull it out from time to time. If you insist on trying your luck with ground combo's, try and get in a grab as quick as possible otherwise you will get fortressed... in fact regardless of anything you'll end up getting fortressed, also don't think you can keep sponging that move, it is very capable of killing. Bowser's far easier to deal with in the air, and a few of Sheik's aerials are pretty quick, good for keeping the pressure on; though Bowser isn't as much of a slouch in the air as some like to believe, watch out for his surprisingly long lasting Nair and Dair. I have no clue how Sheik is supposed to KO Bowser, i suggest switching to Zelda but for pure Sheik's i can only suggest using whatever your desired KO move is. Off edge, try and keep Bowser off, recovering is more or less all he can concentrate on, i say try and bully him off with Bair's, do not boldly jump out and try to fair like you're at 0 risk of anything, because a good Bowser will time a lovely SideB which will eat through your attack and possibly cause a Bowsercide, something you do not want happening, remember that you have slight control over the moves trajectory, so if you do get grabbed, DI toward the stage to avoid the inconvenient cide.

Take Bowser to compact stages, Smashville is probably a good one. Keep away from FD at all costs, you may want to stay away from Battlefield and YI too.

As for defending against Bowser, watch out for... well, everything really. Bowser's first jab is a god send, most Bowser's don't do it but he can cancel that first jab into almost any other move, FTilt, DTilt, UpB, SideB, grab, just don't let Bowser hit you, only come in close when the opportunity is visible, otherwise like i said earlier, you'll just get fortressed or shield grabbed. Oh and speaking of grabs, Bowser has a grab release chain grab on Sheik, it's far more dangerous than you might expect, Bowser racks up damage like a god **** express train. You don't have the range to take on cautious Bowser's who know how to space, in this situation resort to more needling to force approaches or your chain. I'm dead serious, don't think you can trade blows with Bowser and come out on top, and Bowser has quite a few methods of killing, he is not relegated to forward smashes like some idiots believe, and on the note of smash attacks, watch out for Bowser's USmash as it's surprisingly quick, and his FSmash has disjointed hitboxes that can catch you on the ledge, also keep in mind that you can DI out of his DSmash (and flame breath), don't sit there getting skewered by the move, smack those control sticks and get out of there.

Not sure what else i can add to help you Sheikah right now. To be forward, Sheik is not at the advantage here... far from it infact. I'd say 40:60 Bowser... 45:55 best. I may come back and explain myself further...
Ok well, I'm back and ready to explain further :)

I hope nobody got a bad impression from my previous post, but i do feel that Bowser is at the overall advantage against Sheik, even if it isn't a huge advantage. You see, Bowser has an amazing ground game, good Bowser's with great shielding abilities coupled with nice jab canceling skills, good spacing and the Fortress makes for a surprisingly tough fight for Sheik's. Her moves are fast and FTilt is pretty deadly, but it's not as easy to pull off as one might assume, especially since Bowser can Fortress at almost any time when things get a little too heated. Flame Breath also has a lot of range and throws people off their game a bit, although it does have a bad amount of startup and ending lag which can both be punished.

Before i continue i think it's best i say now that it has been a month or two since i last played a very good Sheik player, so i'm not too familiar with any newer techs Sheikah's may have picked up.

Anyway... Bowser's options on the ground all have a good amount of range and the speedy first Jab is more or less the ultimate setup. The options Bowser has after that first jab is incredible, but usually attempting a grab is the most common option when Sheik is at low percentages, usually to attempt the chaingrab to rack up a fair bit of damage; there's little need to fear jab cancel to forward tilt at lower percentages but it'll become a pain later on, also watch out for canceled DTilt's, it's slower than FTilt but hits twice and deals more damage. I'll also mention the Klaw here (SideB), it can be used after the first jab and is dishes out a lot of damage, the knockback can be DI'd and it shouldn't be KO-ing you before 150%ish, it's deceptive range and grab armor allow it to eat through all of Sheiks attacks.

As i said earlier though, it's mostly a range problem vs Bowser. Sheiks ground moves are fast but they lack the range to catch cautious Bowser's trying to get that swipe (or maybe Fair), and getting in too close may not always be the wisest choice as their is the risk of getting Fortressed. On that note I'll explain a little bit more about the Fortress; you're probably aware of the move as it pretty much defines this character, I'll go a bit deeper on how its utilized though. It's an almost universal move that can be the answer in almost any situation, this is because it does decent knockback, nice amount of damage, comes out in the blink of an eye and has gargantuan amounts of priority; Bowser's will use this to get you out of their face, and it will work. I could be wrong but i'm going to assume that it out prioritizes or clanks with every move Sheik has, don't do a clank battle with the Fortress because you wont win, after a clank Bowser will mostly likely spin again, so shield (and grab). Once Sheik can get a combo going on Bowser, if She does not get him in the air as soon as possible, it is only a matter of time before the Fortress reveals itself, and it is pretty frustrating when it does.

Then there's the KO thing. Correct me if i'm wrong but i don't believe any of Sheik's throws have good KO potential. As I've mentioned many times, good Bowser's know how to use their shield, so grabbing a KO wont be as simple as you might think. I'm not saying Sheik can't KO, just that it's a little more difficult to take down Bowser, although gimping is still a viable option.

Once again, i have ran out of time to explain. I shall return at a later date to provide more of an explanation.
Dcold. Sheik is not at the overall advantage, seriously. Bowser's only real fear is the FTilt lock, which works on Bowser just like every other character, BUT landing it on good Bowser's is not a straightforward task all things considered; that's not to say the FTilt lock is the only thing that works on Bowser, he is very capable of being combo'd and juggled if he is not careful. Good Bowser's though, are well aware of the threat the FTilt lock poses, so playing extra cautious to keep Sheik away is only natural for Bowser's during this matchup. Bowser's will keep a reasonable distance and deal with Sheik from there and don't think Bowser's can't hurt you when he is not at grab range: Klaw hopped aerials (preferably Fair's) and specials (Flame Breath is most common), spaced Fair's, grounded Klaw's (unlikely), DTilt, directed FTilt's, Flame Breath, these are all more than enough to keep Sheik at bay and she really doesn't have any rock solid methods of getting in there, well timed SH aerials or a dash attack could work, but they're risky and if shielded/powershielded she is prone to getting grabbed or Fortressed, both being very effective methods of dealing damage, knocking back and getting breathing space. These moves all deal hellish amounts of damage and have frightening KO potential on some of the lighter characters, from about 90% onwards Sheik is at risk of being KO'd by many of these attacks, you cannot sponge them for extended periods of time.

I'm not saying Sheik is at some huge disadvantage, she has the ability to combo the hell out of Bowser if she can catch him off guard and punish mistakes efficiently, but breaking through the castle that is Bowser is no simple feat, especially considering that Bowser does have an answer to Sheik's common options while Sheik has no surefire method of piercing Bowser's defenses and getting the combo's going. Also, don't underestimate the Fortress, it is a deadly attack and will make you think twice before jumping right into Bowser like some bold fool. KO-ing Bowser is tough because of his weight, gimping his recovery is an option but don't be fooled, it's not something that'll happen every stock; the recovery, though predictable as it may be, can cut through most aerials if the right hitboxes connect, if you want to easily gimp it you'll have to hit the sides or underneath and Bowser's like to cover that weakness as best as they can, of course this does make edgeguarding a brighter possibility, though that does depend a little on the stage.

40:60 in Bowser's favor is a realistic conclusion, but 45:55 is almost just as reasonable; in fact you know what, the former is probably too harsh, but the latter may be a bit too inaccurate, it's still closer to 40:60 though. Dcold, this doesn't mean Bowser is a counterpick, just that the matchup can be tough if you don't have enough knowledge or don't know what you're doing.

@ less than 3. Ok no, You have written off Bowser's entire metagame. If you seriously believe Bowser has no approach options on Sheik you are sorely mistaken.

First I'll address your claim that Bowser has no viable approaches. Are you unaware of Bowser's entire movepool? Please read my entire post again, it's not a rare scene that a Bowser will powershield his way through needles and get within jab range, then there's Fair and Flame Breath and Fortress. You may not believe it but these are all simple, viable methods of reaching and damaging. You cannot just say "get Bowser in the air and its all hunky dory", Keeping him in the air isn't as simple as you might think, and don't for a second think that his DownB is the only means of reaching the floor because it's totally unsafe and good Bowser's wont do the predictable.

You can tell Sheik's to stay out of grab range but that's a lot easier said than done, Sheik cannot cause problems for Bowser without being dangerously close and at risk of getting grabbed and Fortressed. Speed is of little issue here, Bowser has one of the best jabs in the game and one jab is all it takes for a setup. Sheik's shouldn't be aggressive, they should be cautious, obviously, but if you think Bowser has no way of approaching Sheik but in a reversed situation it's the complete opposite then you clearly know nothing about Bowser. Don't act like the needles completely ruin Bowser, powershielding works fine and so does jumping over it.Also, explain how Bowser is so crazy easy to gimp, and exactly how Sheik is supposed to get him into such a position without taking serious risks and damage herself. You don't seem to know much about this matchup and appear to be just theorizing. Bowser is a hell of a lot more versatile than you say; You're simply underestimating his abilities which is just as well because that's what everybody else does.
[/COLLAPSE]



R.O.B.

[COLLAPSE="2011 summary by Limit"]45:55 R.O.B.'s favor. It's pretty unanimous among us. R.O.B.'s "camping", aka gyro/lasers don't really affect us at all. We can walk/ps through that ****. We can also take your gyro and keep it for as long as we please because we have klaw/upb. As in they're our main moves and possession of an item doesn't affect the usage of those moves. Theoretically we'd only need to get rid of the gyro when we need to kill, and at that point...well...yeah. I don't really find R.O.B. terribly difficult to grab also.

R.O.B. can gimp Bowser easily if he gets his stuff together, but R.O.B. altogether has a pretty hard time killing Bowser outside of that. Like Bowser, R.O.B. also has a blind spot below him, right? So yeah, we can just predict your landing/panic nair/whatever and get GR setups and things like that.

It's just that R.O.B.'s strong points are not as effective on Bowser imo. R.O.B.'s throw/keep-away game is amazing though with FTilt/DTilt though, so I'm not completely knocking him. It's just not that bad of a MU for Bowser at all.

You should ask Vex though, he's played Chibo a lot. [/COLLAPSE]
[COLLAPSE="2011 summary by KingKong"]
With Vex Im probably the best in this match up. I played a lot holynightmare and he is also the only one who gives me trouble. At the apex I went (where the japanese went) I played chibo a couple of games and didnt have a lot of prob to beat him each time. As limit said, bowser doesnt have trouble past the projectiles, we just need to walk and jump. If the rob spaces well with ftilt and dtilt, bowser has to do a single breath of fire and fsmash to attack him. (need to mix up tough). After we can mix up with our side B to come in close range since rob has no choice to approach or camp in mid range. If rob go camp in the ledge, bowser has no prob either. Bowser has to be just away of the fair while rob on the ledge. Bowser has to be patient and waiting. If rob jump gyro or laser. Shield drop dash attack is usefull.

Yeah rob can gimp bowser. But if bowser keep his jump while beeing faired out of stage its ok. Sometimes bowser has to recover from above to avoid beeing gimp even if bowser will bepunished ( better getting punished then dair......)

The best part, rob can be killed offstage easily too.
If rob tries to recover from below, he is in trouble due to our uair, nair, usmash and utilt
If he tries to recover to the ledge, bowser has to wait rob using his upb, rob cannot airdodge while upbing if he doesnt do an aerial before. So as a bowser, u wait he does his upb and with our great aerial speed just go reach rob and fair him. The worst u can get is faired ou naired( but can see it coming so just reatreat) If the rob respond to ur approach just returned to the ledge with upb and since he will be mostly below u cuz he had to use an aerial u can try to attack him with a bair.

It doesnt work all the times, but bowser has the tool to pressure rob offstage and upb can sometimes get a gimp doing that.

There is a lot much in this match up but im too lazy as much of u know.....

Sorry for my terrible english

My ratio is 50/50 ( but eh im known to be generous with bowser even if I really think it)
[/COLLAPSE]



POKÉMON TRAINER

[COLLAPSE="2012 writeup by Zigsta"]:pt:

I've been fortunate enough to play nearly ALL the top PT mains: Reflex, Magic, typh, T-block, and MaTa. Out of those, I've only used Bowser against typh, T-block, and MaTa. I still mained PT when I played Magik and Reflex well over a year ago.

It's crucial to remember how fatigue works, mainly for the Squirtle MU: When a Pokemon comes out, they have 90 seconds worth of freshness. Every second they're outside of their Pokeball, one second is taken off that freshness, and every MOVE used outside of the Pokeball removes an additional second. This means Squirtle gets fatigued MUCH faster than Charizard, for example. For every second a Pokemon is within a Pokeball, he recovers either 2 or 3 seconds (I can't remember) of freshness.

The hardest part about this MU is readjusting to each Pokemon's playstyle because they all require Bowser to play differently. I'll break it down into all 3 Pokemon.

:squirtle:

Squirtle's gonna rush you. If for some reason Squirtle starts camping you, know you've already won the fight: A camping Squirtle makes for a fatigued Squirtle.

Following that mentality, don't be overly aggressive against Squirtle. The more you wait, the weaker he gets.

Squirtle's main approach method is aerials, most notably his fair and bair. Bairs are often used following a shellshift and are often retreated, making bair harder to punish. Fair, on the other hand, isn't hard to shield and punish as long as you're used to how fast it comes out. Squirtle's nair is much rarer. At low percents, he's likely to SH nair into a grab or jab. If you see Squirtle SH nairing, get ready to shield the jab. If you can shield jab 2, you can grab Squirtle, which is where Bowser really shines in this MU. The AR CG is really, really easy on Squirtle--just dash grab him right before he hits the ground (exact same timing for GR>Klaw on him). KOing Squirtle is easy GR-wise compared to the rest of the cast and really, really, REALLY satisfying: We have GR>runoff upair on Squirtle. If Squirtle's around 80-100%, DO IT.

Squirtle will NEVER SH upair because it has ending lag. If you happen to see Squirtle do that, punish him. Likewise you'll almost never see SH dair. Dair's mainly used FH'd atop your shield because it shieldpokes OR offstage because it has pretty good knockback and helps make fair/bair more fresh.

At low percents, Squirtle has an uptilt>upair>fair combo for something like 60% damage. It's basically a bunch of uptilts, a few upairs, and then a fair. I honestly don't care. Bowser gets back in the game really easily in this MU as long as you get back to the ground after the fair.

When Bowser's around 130ish%, Squirtle can KO with dthrow. If you notice Squirtle playing extra aggressive, he's probably fishing for a grab. HOWEVER, if Squirtle is fatigued (if Squirtle stops moving and bends over, it means he's tired), this move KOs MUCH later. Just DI it up and into the corner.

If Squirtle does a ridiculously long grab on you that covers half the stage out of his shellshift and successfully grabs you on the ledge, DO NOT BREAK OUT. This is Squirtle's Hydrograb. If you mash out, you will be automatically placed underneath the ledge in a PERFECT position to be footstooled. If you don't mash out, you will not be released in that position.

Squirtle's ftilt is really safe on shield. It comes out SUPER fast and has hardly any lag whatsoever. At low percents, you'll likely see Squirtle going for ftilt>jab if he decides to approach you on the ground. Another trick Squirtle likes to do when you're offstage is wait for you to come to the ledge, ftilt you, then runoff fair.

Bowser does much better against Squirtle on a stage with little to no platforms OR where the terrain is uneven, like Brinstar (Bowser takes a massive dump on PT there). Uneven terrain messes up Squirtle's shellshifting, which gives him one less mixup tool in approaching Bowser, which is REALLY important for Squirtle in this MU.

If you have a lead against Squirtle, especially a stock lead, DO NOT APPROACH. Squirtle has NO safe way to approach Bowser as long as you're aware of how his movements function.

:ivysaur:

Ivysaur's gonna be going for a lot of Bullet Seed here. Most PT mains say BS is overrated, and it totally is...with the exception of tremendously fat characters like Bowser. I don't remember the exact percents because this is a MU I don't pay attention to my percent in, but I think it's around 30-45% or so. Don't care. At low percents you should expect nair>BS. Nair's punishable by Fortress OoS, but be aware that it does shieldpoke.

Bair comes out really fast but it stupid weak. As in like a measly TWO PERCENT stale/fatigued. It has hardly any lag, though, so it can be shorthopped into other attacks pretty easily.

Dair/upair are both REALLY laggy. Expect upair when Ivysaur is on a platform above you. Ivysaur like to use dropdown upair just like Wario. However, unlike Wario, it not nearly as lagless. If you see it coming, you can punish the ending lag really easily. Dair can spike, but you'll most likely see Ivysaur go for a nair spike over a dair spike when tether edgeguarding because nair has a LOT less lag and makes it way easier for Ivysaur to regrab the ledge.

Fair's often done retreating and can be harder to punish when executed properly. It's one of the ways Ivysaur will KO.

Unlike Olimar, Ivysaur goes up a BIT following the tether, but it's not much. Ivysaur's not as lolivysauroffstage as you'd think, though. If you're grabbing the ledge and Ivysaur is facing you, he will either Razor Leaf you (which has random trajectory and may actually miss, therefore BONING Ivysaur's hopes and dreams FOREVER), nair you, or fair you. Ivysaur also like to use REVERSE Razor Leaf in order to bair you while you're on the ledge. If you see Ivysaur's back to you offstage, this is the ONLY thing he'll do. One more thing of note is if Ivysaur has no chance in hell of making it back, he'll still go for the Vine Whip. If he sweetspots YOU, you'll be sent flying downwards along with Ivysaur. It's deceptively strong, and a lot of people forget about it.

That said, you want Ivysaur offstage ASAP. This is a MU where I GR>dtilt even if it's not gonna KO just because it has the most knockback out of our GRs on Ivysaur and thus sends him closer to offstage. We can infinite Ivysaur via GR if he doesn't mash jump, which you'd be surprised how often you can pull off on PT players. Like Wario mains, they're used to NOT mashing jump to escape grabs because Squirtle gets additional GRs against some characters if he mashes out jump, ie Fox can GR>upsmash. I find that after like 4 regrabs or so, the Ivysaur will often mash jump as a means to try escaping. Most of the time I just go for GR>dtilt, though. If Ivysaur's around mid percents, one fair/nair/bair offstage will send him too far away to recover.

If you see Ivysaur throwing out Razor Leaf, don't worry. It's one of the easiest projectiles to PS in the entire game. A good Ivysaur, though, doesn't use RL to damage you. Like Samus using Missiles to bait a shield and get a grab, Ivysaur uses RL to bait shields. Some Ivysaur also like using runoff RL when you're knocked offstage just for extra damage before they grab the ledge and then proceed to bair/nair edgeguard you.

Ivysaur's fsmash can be angled and is deceptively strong and fast. If you can shield it, it's punishable. Dsmash is lol and won't EVER be used unless you're getting HARD trolled. Upsmash is stupid, stupid strong and will KO Bowser MUCH lower than we're used to, but it's craaaazy laggy. Most Ivysaur tend to upsmash in the opposite direction you think they'd upsmash. It's something typh told the PT boards a long time ago, and a lot of them I played still do this.

Ftilt can shieldpoke and is used to rack up damage. At low percents, expect bair>reverse ftilt. Dtilt is kinda like ICs' dtilt in that it comes out fast and can actually KO. If Ivysaur rolls behind you, expect a dtilt (or BS because PT mains can just go beat off right quick as Bowser gets BS'd). It's a trick Reflex told the PT boards to do against big characters like D3 and DK to get behind some of their long-reaching attacks like ftilt (moreso for D3 than DK in this example, of course).

Beware of Vine Whip as a KO move. People forget Ivysaur can do it onstage. Like Olimar's chain, it comes out diagonally. It has SUPER STUPID knockback when sweetspotted. If you're diagonally in the air away from Ivysaur and he's onstage, you're either gonna get Vine Whipped or he'll read your AD with upsmash or a grab/pivot grab.


:charizard:

Get ready for Rock Smash and grabs. This is a MU where you don't wanna be caught shield camping because RS can shield poke if your shield isn't full/almost full, and Charizard has the greatest grab range in the game (I forget if it's dash grab or standing grab range--I know D3 is one, and Charizard is the other. Regardless, watch your shield.).

Ftilt beats out RS with proper spacing and timing. Time it too late, and you'll take damage as well from the smaller bits of RS. Time it right, and the rock will drop straight down and do no damage or knockback. At low percents, Charizard will go for RS>upsmash. It does like 45% damage or so.

One good thing about RS is Charizards tend to use it waaaaay too much instead of trying to go for more creative approaches. When in doubt, they usually just Rock Smash. If you're used to its range, you can bait it.

Charizards also like doing falling Flamethrower on me. If I see them doing it more than once, I usually bait it and then Bowser Bomb Charizard. It works really, really well. I land more Bowser Bombs on Charizard than any other character in the game just by baiting Flamethrower and Rock Smash.

Nair is relatively lagless when SH'd. Charizard have been using this a lot the past year or so as part of their expanding his metagame. If Charizard nairs in front of you, he's baiting you into a grab. It's laggy when FH'd, though.

Bair is strong when sweetspotted and comes out fast. If you pressure Charizard up close, though, it's really weak. Note that it can spike when you're up close to Charizard's body. It's a very weak spike, but people rarely expect to get spiked by that move in the first place.

The big aerials to watch out for are dair and fair, most notably offstage. This MU's pretty even just by baiting Charizard and then punishing him as long as you don't get hit by dair or fair offstage. Both of them gimp at really early percents.


I go back and forth on which character we do best against. It's honestly player and stage dependent. They all have ways to beat Bowser, but it's nothing staggering. I'm 100% confident in my -1 rating and refuse to accept PT as a -2, which is what the PTs are pushing for for some reason. I've played this a MU a LOT against the BEST players, and while they definitely beat us, it's an easily winnable MU.

Oh, and if you ever play a PT, take his *** to Brinstar. Back in the day some dumb PT main posted that Brinstar was really good for PT, so some of them still like it, but the truth is PT is garbs there and Bowser is awesome there.
[/COLLAPSE]
[COLLAPSE="2012 response by T-Block"]Bowser is way too good on Brinstar. I do think it's a good stage for PT, but yeah... banning that against Bowser from now on >_>

Squirtle:

I have no problems calling this matchup even or a slight advantage to Squirtle, to be honest, if we assume neither side is playing with the express intent of running away (the advantage shifts to Squirtle in that situation imo). The long range on your tilts and up-b OoS actually give trouble to Squirtle trying to approach. On the flipside, Bowser has troubles approaching Squirtle as well, since Squirtle is much more mobile, and f-tilt will wall out a lot of Bowser's approaches.

However, Zigsta's summary of PT really makes me question how much he understands the character Against Bowser, my main approaches against a non-attacking Bowser will be shellshift f-tilts and rising full hop b-airs, both of which are going to be safe on shield. Short hop u-air does not have landing lag - in fact, it ends well before Squirtle hits the ground - but the reason it's not used here is because it gets beat by up-b OoS. Out of a successful f-tilt, we can jab, f-tilt again, f-air, grab, plus other options. If you're at low percents, they hydrograb > footstool is going to work regardless of whether you mash - just something to keep in mind. D-throw won't kill at 130% if you DI properly, even if Squirtle is fully rested... it's more like 150% against Bowser. Fatigued Squirtle is not THAT much worse than non-fatigued Squirtle. Following that, Squirtle is not guaranteed to rush you. In fact, that's a quick way to eat a lot of up-b's >_>

Anyways, I don't think any of you will contest that Bowser can compete with Squirtle. I'm curious as to whether any of you think you have the advantage over Squirtle, but overall it's not all that relevant because the other two will see more use.

Ivysaur:

More corrections to Zigsta's post:

D-air or even n-air offstage are too risky to be my edgeguarding choice against Bowser. I'd rather b-air repeatedly until I force you to recover onto the stage, at which point I can land a f-air, u-air or n-air, depending on your percents
Saying we're not going to mash jump as Ivysaur because we're not used to doing it as Squirtle is completely ridiculous. Count on us air releasing as often as any other character


Other than that, you did all right here, Zigsta =P

Ivysaur is a character that is basically built to counter characters like Bowser. There are two overarching facets to Ivysaur's play. One is walling the opponent out aiming to prevent them from reaching Ivysaur. The other is poking shields to deal damage - she has a very unique way of shield pressure in this sense. Bowser is particularly susceptible to both of these.

Yes, b-air is weak, but it's purpose is not to rack up damage, but rather to disrupt. It has stupid range and is pretty quick. Some characters can capitalize on a b-air happy Ivysaur, but Bowser does not really have the mobility to do so. It fulfills a similar role to Falco's lasers. The move disrupts Bowser's momentum and puts control over the flow of the match in Ivysaur's hands.

Bullet Seed is ridiculous in this matchup, and the videos show that well. Even with good SDI it's at least 30% on Bowser. A lot of moves can be punished by Bullet Seed (spotdodge > Bullet Seed will punish f-tilt, and GRAB ), including whiffed up-b's. With Bullet Seed, the risk is still there, but in this case the reward is so great that the move becomes amazing.

Grab release > d-tilt blows, but with proper DI Ivysaur is going to recover unless you get some hard read on our recovery. Death out of grab release isn't guaranteed to come to Ivysaur until high-mid percents, where the impact of a gimp isn't nearly as large.

Charizard:

Corrections to Zigsta's summary:

Charizard's grab range isn't the greatest (shorter than Dedede's by a decent amount), but it's complemented well by his high dash speed
Rock Smash > u-smash will do 61% max
Bad Charizards follow "when in doubt, Rock Smash"; for Bowser, it's "when in doubt, Flamethrower", and it's actually effective - more on this in a sec
Pretty sure I didn't get hit once by Bowser Bomb for using Flamethrower or Rock Smash
N-air has autocancel frames and is lagless on short hop
Brinstar is a good choice of stage precisely because it is really bad for Charizard


Okay - Flamethrower. It's so good in this matchup to the point where you can almost spam it and get away with it. As long as you don't hold it out for too long, there's nothing Bowser can do to punish it. If you try to jump over it, Charizard will be out of the animation long before you get there (not to mention you need to use your double jump to reach Charizard, and being above Charizard without a double jump is not a good place to be). Honestly, this move alone shuts down a lot of Bowser's options - it allows Charizard to dictate the pace of the match.

As for Rock Smash, it should be noted that Rock Smash is basically going to poke your shield unless it's full. If your shield isn't completely healthy, it's going to be hard to deal with unless you can hit us before the Rock Smash connects, which is admittedly possible, but difficult against a smart Charizard considering he doesn't have to use it. Once your shield is below full, Rock Smash basically gets a huge boost to the reward side of its risk-reward. Hell, 3:22 of Game 1 was probably a full shield and it still got poked.

Charizard also has a fantastic juggle game, and Bowser's Klaw is the only thing keeping this matchup from easily being +3 from this aspect alone. For a character like DK, running under a falling DK after a u-throw allows Charizard to cover virtually all options. Shield grab back to u-throw will be a common choice, as will u-smash. U-air is a solid mixup in these situations as it will hit earlier and condition for air dodges in the future. U-tilt and n-air have their uses as well. Bowser finds himself in a similar situation, except that his Klaw allows him to beat shield, so it's not nearly as bad. You can see the application at 0:40 of the first game, and Bowser escapes barely thanks to Smashville's platform.

Perhaps what is less obvious is the mobility advantage, which is showcased well in Game 3 that was uploaded. Charizard's dash speed allows him to bait more than Bowser could ever hope to do (see f-air baited at 0:48, up-b baited at 0:53).[/COLLAPSE]



KIRBY
[COLLAPSE="2010 summary by Zigsta"]
I haven't played too many Kirby players, but I've never found the MU to be too difficult.

Kirby doesn't have much range and is forced to get in close to deal damage to Bowser. Bowser has no problem just waiting and punishing Kirby's mistakes.

Kirby has his fthrow combo on Bowser, but with proper SDI, I've only been hit by one upair following the fthrow.

A good Kirby could definitely benefit from sucking up Bowser's Fire Breath. With our large body, it's more difficult for us to SDI out of the fire than it is for Kirby to SDI out of our fire.

Fortunately for Kirby, Bowser doesn't have many GR options on him. Bowser has a guaranteed fair out of air release on Kirby, and that's it. Now if the Kirby mashes out while being pummeled, we can regrab, Klaw, jab, and ftilt.

Kirby absolutely wrecks Bowser offstage, so Bowser will try his hardest to stay onstage as much as possible.

This MU really boils down to being a very patient MU for both sides.

60:40 in Kirby's favor...maybe 55:45.
[/COLLAPSE]




ZELDA

[COLLAPSE="2009 writeup by MrEh"]Finally got to writing a Bowser summary. Sorry about the delay.


+ He's Bowser, which means he's fat. He's one of the easiest characters in the game to Lightning Kick because of his size.
+ Bowser has a blind spot below him, which can be exploited if he's in the air.
+ For the most part, you outrange him with your smashes.
+ Din's forces Bowser to approach. Bowser is a pretty defensive character, so forcing his approach is usually a good thing.
+ It's Bowser for God's sake.
- Bowser weighs 50,000 pounds. While he can still be killed by Lightning Kicks, Uairs, and Utilts at fairly low percents, his weight helps him survive almost everything else. Don't expect to kill him easily with your smashes.
- Bowser has grab releases, which can lead into inescapable tilts, aerials, or Klaws. Be wary.
- Bowser's OoS game is just outrageous. Any attack that isn't spaced properly will be punished with an OoS Fortress.
- Zelda is light, and Bowser can kill with 90% of his moveset. Do the math.

Counterpick: Jungle Japes and maybe Final Destination
Ban: Norfair or maybe Battlefield


OVERVIEW

Fighting a competent Bowser can be a pain, especially if you're unfamiliar with the matchup. For the most part, Bowser is a defensive wall. He punishes with incredible ferocity, and his OoS game supplements this. As you probably know, he's big, he's heavy, and he's strong. What most people don't know is that he has surprising range, and that he's not as slow as he's made out to be. When you're fighting a Bowser, it's important that you space well. Victory will probably be determined by the player who spaces better and punishes better.


MOVES TO WATCH OUT FOR

THE FORTRESS

Fortress OoS has been used since the Melee days, and it's usefulness is still apparent in Brawl. The Fortress is just a flat out outrageous move when used OoS. It comes out on frame 1 and has invincibility frames from frame 1 to frame 5. The hitbox comes out on frame 6, making it a very potent punishing move. The Fortress is the main reason why you need to space well against Bowser. If you don't, you'll be eating up OoS Fortresses all day. If you don't want to get constantly slammed by Fortresses, space well and play defensive. Getting overly aggro on Bowser is like asking for ****. Don't do it.


GRAB

Bowser doesn't have a deadly Dthrow chaingrab, but he does have something else; grab releases. Grab releases are the reason why you should never allow yourself to be grabbed by Bowser. If you get grabbed, then Bowser can pummel you until you break out of his grab, and then hit you with an attack right afterward. As long as his timing is perfect, the attack is inescapable. A few notable attacks work on Zelda...

Ground release regrab
Ground release overb
Jump Release Fair

What this means is that if you break out of Bowser's grab, he can grab you again or Klaw you for lots of damage. If you jump out, then he can Fair you. Both situations are pretty bad, but jumping out of his grab at least helps you avoid being chaingrabbed. For the most part, Zelda doesn't suffer severely from grab releases. Bowser doesn't have a Dtilt grab release on her, so KO options out of a grab release are limited to the inferior Fair. Plus, his grab range sucks pretty bad, so it's sort of difficult for him to land a grab in the first place. As long as you stay defensive and space well, Bowser should have less opportunities to grab you. Always be careful though. Any mistake you make could lead into you getting grabbed, and that could lead into a 30% grab release. Watch out.


FSMASH

I know this sounds silly, but Bowser's Fsmash is good. Really good. Especially against Zelda. Most of you know that the Fsmash is laggy and seems to be useless. However, the Fsmash has a huge disjointed hitbox, and the range on it is enormous. When Bowser does his Fsmash, he draws his head back very far, and he can actually use his drawback animation to dodge attacks. For example, a perfectly spaced Zelda Fsmash can be dodged and punished with Bowser's Fsmash. To put it simply, Bowser's Fsmash screws with spacing and it's very difficult to punish it if the Bowser is using it correctly. Since you'll most likely be using your Fsmash as your primary form or spacing, Bowser will have plenty of opportunities to use his own Fsmash intelligently against you. Be wary of this, since taking 35% from a smash is not cool.


WHAT CAN ZELDA DO?
First and foremost, get Bowser into the air. Uthrow, Usmash, do whatever the hell it takes to get him into the air. Bowser fails in the air, and it should be one of your priorities getting him up there. Once your get him in the air, keep him there. Do all you can to keep him from reaching the ground. Rack up as much damage as possible.

On the ground, it's important that you space well. If not, you'll be eating up OoS Fortresses. As always, you can use Din's to force Bowser to aproach you, and then defend yourself accordingly. Your Fsmash is useful for spacing, as always. Take careful note to watch out for Bowser's Fsmash though. Remember that it has a big drawback animation, and you can be punished severely if you get predictable with your Fsmashes. Keeping your distance is always a good idea though, otherwise Bowser can get withing Jabbing and Grabbing range, and you don't want that. Play it safe, and punish Bowser when he lags. If you see an opportunity to kick him, do it.

The problem with this matchup is that it's bizarre. It's difficult for me to describe what the matchup is like, so the best way to learn about it is to experience it for yourself. Besides, it's Bowser. You shouldn't have a problem winning. ^^


STAGES

Take Bowser's fat butt to Jungle Japes and Final Destination.


-Jungle Japes: The high ceiling negates Bowser's ability to get vertical KO's. His Fortress and Utilt will hardly kill on this stage, which makes it pretty bad for him without hindering Zelda, since you can still KO him with Lightning Kicks. Also, Bowser gets camped pretty hard on this stage, and the water screws him over if he lands in it.

-Final Destination: Bowser loves platforms, and without them he's very easily juggled. FD allows you to easily get Bowser in the air, and keep him there.


MATCHUP RATIO

60:40 in Zelda's favor. [/COLLAPSE]




LUIGI

[COLLAPSE="SWF Matchup Chart v2.0 summary by MrEh"]Luigi is a pretty scary dude. He can easily combo Bowser at various percents due to Bowser's size, he has a couple high knockback moves that that can even worry the biggest of heavyweights, and he has a projectile. God, Bowser hates projectiles.

Luigi's fast high priority aerials will simply beat out Bowser in the air, so Bowser cannot rely on his standard Klaw tricks to help him approach. Not to mention that Fireballs put up a wall that Bowser cannot fight through if he's in the air. However, that just means that Bowser has to approach carefully from the ground. If Bowser approaches from the ground, this matchup becomes significantly easier. Unspaced aerials by Luigi will always be stopped by Fortess OoS, and Bowser's up angled Ftilt is always good at stopping aerials that are spaced. Luigi's poor air mobility makes it harder for him to save himself if he over-commits to his approach, so Bowser's anti-air options work quite well in this matchup. Once Bowser gets a hit in, he can start his offense and play a little more aggressively.

Luigi still has the upper hand in this matchup due to his extremely high damage output, easy kill setups and forcing Bowser to approach moreso than the other way around. However, Bowser's good defensive options are enough to keep this matchup from being highly in Luigi's favor. [/COLLAPSE]



IKE
[COLLAPSE="SWF Matchup Chart v2.0 summary by theeboredone"]A match up that surprisingly asks for patience from Ike despite Bowser lacking in any sort of strong camping game. To expand on this, the only true attack that Ike has that can safely reach Bowser is his f-air. Not to ever be used in an approaching manner, Ike can generally hit the tip of Bowser when he decides to attack and out-reach him with f-air. However, the downside to this is that...while effective at first, playing this way will make the move become really stale.

There is a high risk, high reward exchange for getting close to Bowser. Bowser mains will tend to do either OoS fortress (Up+B) the moment they are attacked in close range. Fortress gives them invincible frames on start up, rendering it useless for Ike to immediately go into jab. This move can also be used as a defensive mechanism as Bowser can retreat and practically reset the position. Bowser's second approach when Ike is close is to Klaw. Klaw can damage Ike heavily (about 19%), and leave Ike in the air, possibly defenseless to more attacks. A fresh Klaw can also be used as a killing move once Ike reaches about 140%.

The reward, though, is that if Ike is able to make the appropriate read (spot dodge Klaw or shield fortress), then Ike can jab Bowser endlessly. Depending on SDI, Ike can link up-tilt or b-air after the jab canceling. Ike can also follow up with a full jab combo that can equate about to 30 damage. The match up is big on momentum, and if Ike can get Bowser airborne, then Bowser's only quick option is to surprise Ike with a Klaw (which can be avoided with proper spacing or reads), while Ike may continue to punish with aerials and jabs.

Off stage, Ike shines more than Bowser. Bowser can utilize his fire breath near the edge of the stage when Ike is trying to Aether. While this will not rack up an insane amount of damage, this can disrupt Ike's recovery and open up to other options if Ike decides to land on stage and does not connect against Bowser. Another option is for Bowser to Bowser Bomb Ike's recovery. This can even be a kill move if Ike has enough damage on him. On the other hand, Bowser's recovery opens him up to walk off f-air first and foremost. Because of the deceptive range, Bowsers will tend to expect it as much. However, with that being said, options such as walk off d-air or foot stools are rarely viable due to their hitboxes and how close you have to be to Bowser. Another plausible way to punish Bowser's recovery is to grab the edge, and force him to Fortress over and onto the stage. Depending on how high he is, Ike can Aether spike him for a free kill. If Bowser is too high, Ike can jump off the edge and b-air/up-air him.

As far as killing goes, Bowser will most likely kill Ike with Klaw, d-tilt, or f-smash. F-smash's potential wind back to avoid Ike's f-air can lead to Ike getting hit if he gets careless with an approaching f-air. While Ike has the capability to gimp Bowser, Bowser makes up for it by being able to withstand more punishment than Ike. It is also harder in this match-up for Ike to land his regular kill moves on-stage such as up-smash and b-air.

Overall, this match-up is very heavy on momentum. Whoever can control the ground game will most likely win the stock/match. Both characters struggle against one another when forced airborne above the opponent. While Bowser deals more damage in single blows, Ike can definitely rack up just as much if he can get in close. While Ike has a slight advantage off stage, it does nothing momentous to alter the match up in anyone's favor.

0/0

Recommended stages for Ike: Delfino, FD, BF, RC

Recommended stages for Bowser: Lylat, SV, YI, Halberd, Brinstar, BF.

Note: Ike is at his best on platform stages, but Bowser can be effective as well. Arguably, whoever is better with platforms will win on BF. [/COLLAPSE]




LINK

[COLLAPSE="Link to 2010 discussion on the Link board"]
http://www.smashboards.com/showthread.php?t=231077&page=78[/COLLAPSE]



MARIO

[COLLAPSE="Link to 2009 discussion on our board"]http://www.smashboards.com/showthread.php?p=7287885&#post7287885[/COLLAPSE]




CAPTAIN FALCON

[COLLAPSE="Link to 2010 discussion on our board"]http://www.smashboards.com/showthread.php?t=211975&page=115
[/COLLAPSE]



LUCAS

[COLLAPSE="Link to 2010 discussion on the Lucas board"]http://www.smashboards.com/showthread.php?t=246877&page=118
[/COLLAPSE]




GANONDORF

[COLLAPSE="2012 summary by DLA"]
Bowser/Ganon is even. If you ask me, Ganon actually wins by a tiny bit, though some Ganons will disagree with me.

Lol @ Limit... you know all the boards say the same thing about your character when it's time to discuss the Bowser matchup right?



Basically Bowser aint got **** on Ganon except for side B. Bowser's side B is very strong against Ganon because Ganon doesn't have good OoS options, so he'll tend to stand around in his shield a lot, which makes it easy for Bowser to side B his shield instead of hitting it with an aerial.

Bowser's flamethrower actually isn't great against Ganon. In fact if Ganon gets caught in it, it is easy for him to sDI up to Bowser and Uair him, which will usually result in Bowser taking more damage than Ganon. This is 09 ****.

Other than that... Bowser's spacing against Ganon is nothing special. Ganon can space just as well. Not to mention Bowser has a hard time landing against Ganon. Expect to get Side B'd a lot on your landings if you're fighting a good Ganon. Wizkick is also good against Bowser if he's dumb enough to try to space with retreating Fair.


Onstage Bowser wins by a bit due solely to his side B (though fortress OoS also helps). However Ganon absolutely ****s on Bowser offstage. It is really really easy for Ganon to edgeguard Bowser with reverse Uair. If bowser gets hit by this once then he's dead. Hell it's even really easy for Ganon to Dair spike him. Can't say that about a lot of characters.


Some of you might disagree with me but I'm willing to bet I have more good Bowser exp than you have good Ganon exp. Feel free to disagree with me though, I want to hear what you guys have to say.
[/COLLAPSE]
[COLLAPSE="2012 summary by Vermanubis"]
When it comes to Bowser, I'd be comfortable saying Bowser has the slight advantage. KingKong is the undisputed best Bowser (or was, but no longer is only by virtue of retirement) and Limit's a close second, and I've played both. I've played both sides of the fence. I've played Bowsers who were talented, but not professional Bowser players (not gonna namedrop), and professional Bowsers like KK and Limit. Inexperience with the MU belies the reality of it, which, in my opinion, is marginally advantageous for Bowser.

That being said, on the offensive, Bowser loses. On the defense, however, Bowser can keep Ganon out and he does win. People like KK who know how to turtle (lol) as Bowser and keep a fortress (puns) up actually make it surprisingly hard for Ganon to get in. Like Ganon, Bowser has ways to become more agile, and I've seldom seen people maximize that potential, but when I did see it, he was both difficult to reach and difficult to punish.
[/COLLAPSE]




JIGGLYPUFF

[COLLAPSE="2011 summary by Limit"]
Yeah, I'm on the page with Zigsta on this one. I think this is definitely -2.

Bowser obviously excels on the ground in comparison to Jigglypuff, that's a given. Jigglypuff has the ability to juggle Bowser pretty decently I guess, but Bowser's FAir and NAir serve as a good "combo" breaker in between her attacks. That being said, getting Bowser in the air will probably be the most difficult thing you can try to do if you're not using pound.

Seriously. Use Pound, because it'll be much better pressure than any of your aerials, especially against a shield camping Bowser. Bowser can just swat her away with FTilt ordinarily, but with pound I think we trade at the worst or something like that. Pound also eats Bowser's shield up, and it always forces us to angle it at some stupid way so we don't get poked terribly.

I think FD is a contender for Bowser's best option because of the amount of room we have on that stage. First of all, there are no platforms, so we are at risk of removing one of Bowser's best abilities (command grab > all of Jigglypuff's options when you're above us on a platform).

Aside from that, the glaring problem is the grab releases, and you're not as difficult to grab as say...Wario, or something. Retreating aerials or Pound can do a bit of work, but a grounded Bowser is such a menace to Jigglypuff lmao. We kill you at like 60 flat with UAir, which isn't that difficult to set up or do. On a ground release, we have the basic jab and FTilt I believe.

For that issue with the Finnish Bowser, I have a feeling that Jigglypuff can just DI into Bowser when he jabs, and then use rest before he FTilts you, because FTilt isn't super fast..it just gets the job done really nicely imo. I could be wrong, I just feel like jab-cancelling is so heavily flawed out of a grab release unless RCO lag is involved or the Bowser player is reading your bad habits or something.

And a small note, if you get Bowser offstage, of course, take advantage of that and try to gimp him to the best of your ability. But, what happens if Bowser just stays put in the center of the stage? It takes a lot of work to get Bowser to the edge at that point, especially because Jigglypuff does like...nothing at lower percents. lol

From the way I see it, Jigglypuff just has to play a weaving game and rely on hard frametraps or occasional gimps to kill us or get us to kill percents. For Bowser, all we have to do is land 4 moves or 4 Klaws and just get you with a hard attack or GR => UAir, and it's over. :/

Stage wise, I personally would CP FD, because of what I listed earlier and the argument about being in the center of the stage. I don't know what I would counterpick as Jigglypuff, because BF would save you from the UAir release (maybe? I forget how far up Jigglypuff goes--if she goes above the top platform, then she's safe. Otherwise...), but the problem with CPing us to BF is that it's our best stage as well. I'm sure Jigglypuff has some nasty stuff on BF anyway lol

edit: Jay, no Jigglypuff should be getting away with a rollout lol, that's the easiest move to react to. And if your reaction time is bad, just shield and UpB on reaction, or Klawhop over it.

I did get ****ed by a frametrap before off of a rollout ;=;
[/COLLAPSE]
[COLLAPSE="2011 reply by Zigsta"]
Yeah, jab canceling out of GR is only used if the Bowser is punishing bad habits and/or is having trouble buffering ftilt out of GR. Jiggs players should note, though, that our most damaging option after a grab release is air release>Klaw.

Like Limit said, Bowser just plays in the middle of the stage. I've played this MU a lot on both sides, but I doubt I have any videos of me playing the MU seriously. XD All my recorded games are friendlies, and I generally don't play MUs where Bowser's best at just standing there properly in friendlies just because people tend to get upset. :/ You'll definitely see me nairing Jigglypuff as a GTFO move. Our airdodge is booty, so I usually just nair instead. It trades hits often, and a Jigglypuff trading hits with a Bowser is a losing Jigglypuff.

I'd definitely take Jiggs to FD. You have nowhere to run.

It's also notable that jab>grab is true on Jiggs. So if you're at 50% and get jabbed, expect to get GR upair'd.

As Jiggs, you need to play this very, very patiently. Don't ever dair Bowser onstage. Bowsers typically recover low--Fortress has more verical recovery than most people think. If Bowser mixes it up by recovering Hugh (a last ditch effort), bear in mind that if he lands before Fortress totally ends, he doesn't have much lag. It's similar to DK's landing but has a slight touch more lag. Just something to bear in mind.

Be careful Rollouting Bowser. You don't wanna get pivot grabbed. Those of you who do use Rollout, though, know how to use it safely.

Jigglypuff mains rarely sit in their shield, but it's even more important in this MU. It's just asking to get Klawed. Klaw fresh does a whopping 18% and 13% stale, which is still solid. Klaw damage really adds up and beats out literally all of your moves.

Don't spotdodge. I'll fsmash you.

That said, I've seen Sing do SUPER janky things to my fsmash. I've literally used fsmash on a Singing Jiggs only to go sliding completely across the stage and fall asleep. :0

Bear in mind also that upair is a frametrap. You AD the upair, we get fair/nair/bair for free.

That's everything I can think to add after Limit's post.

:phone:
[/COLLAPSE]


 

LinIsKorean

Smash Journeyman
Joined
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Messages
221
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Anaheim Hills, CA
ROB is annoying to play against for Bowser, since we can't really play defensive due to his projectiles.

I haven't played any ROB mains, so I can't contribute much here, sorry. ._.
 

MrEh

Smash Hero
Joined
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Messages
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Honolulu, HI
ROB is annoying to play against for Bowser, since we can't really play defensive due to his projectiles.

I haven't played any ROB mains, so I can't contribute much here, sorry. ._.
Yeah, the projectile spam was mentioned.

Go Norfair. The Projectile spam isn't as apparent (and never should be) on that stage. Really, that stage gives Bowser lots of opportunities to get below ROB. After that, just tilt and aerial to your heart's desire.
 

Sudai

Stuff here
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Messages
7,026
Location
Baton Rouge, Louisiana
from A Rob's Perspective.

advantages:

rob:
-camp Happy. Bowser Is A Big, Slowish Target.
-wins In The Air. (explained Later)
-bowser Has A Hard Time Punishing Rob's Blind Spot. (explained Later)
-super Recovery.
-dthrow Sets Up For Some Very Nice Punishing Up Till Mid Percents Due To Bowser's Downward Blind Spot And Heavy Weight.

rob:
-fortress (grounded And Aerial Explained Later)
-lives Forever With Proper Di.
-can Kill Us Fairly Easily Due To Large Strength.
-can't Gimp A Smart Bowser

approach Game
Rob Easily Makes Bowser Approach Due To Bowser's Lack Of Projectiles And Large Body. Bowser Doesn't Have Many Approach Options Versus Rob. Infinite Klaw Approaches Get Eaten Up By Gyros And Lasers. Bowser Should Simply Walk And Powershield. Once Within Range To Punish Projectiles, Robs Will Resort To Tilts. Rob's Ftilt Beats Any Kind Of Aerial Approach Bowser Can Make And Out Ranges Bowser's Own Ftit. There's Only Three "safe" Options. Shad. Dtilt. Fire Breath. Shad Works By Baiting The Rob To Ftilt, Expecting A Fair. Dtilt I'm Unsure Of But I Think It Has Enough Range And Shield To Be Safe On Block, Can Someone Help Me On This One? Fire Breath Is Kind Of Safe But It Won't Actually Allow You To Approach. It's Not Hard To See The Fire Breath And Rob Has Plenty Of Time To Jump Back And Laser. Distance From The Edge Isn't An Issue For Rob With This So Being "trapped" At The Ledge Doesn't Really Work Like It Would Againt A Character Like Zelda.

ground Combat
Rob's Ftilt Out Ranges Everything Bowser Can Do Except -maybe- Dtilt (i'm Not 100% On This). It's Not Too Too Difficult For Bowser To Get In, But Once He Does, Rob's Fast Jab And Dtilt Are Usually Enough To Push Him Out. Robs, Don't Spotdodge, You Will Eat A Fortress. In Theory This Area Almost Seems Impossible For Bowser, But That's Just Theory.

air Game
Rob Beats Bowser Here. Rob's Fair Out Ranges Bowser's Fair And Outspeeds His Bair...and Is Disjointed. The Same Can Be Said About Rob's Bair As Well. Bowser's Slow Uair Is Bad At Punishing Rob's Blind Spot But It Is Still Possible To Be Hit By One. Rob's Uair Beats Out Bowser's Dair When Perfectly Spaced Due To Being Slightly Disjointed, But Spacing It Poorly Will Get You Hit For Days. I Don't See Bowsers Use The Dair Often Anyway. I Really Think Bowser Should Be Playing A Ground Game Because, Again, In Theory Rob Beats Him In The Air But I Also Think It's A Much Worse Beating In The Air Than On The Ground. I Personally Think Bowser Should Head Off Stage In An Aerial Situation And Attempt To Get The Ledge With Either A Fortress Or A Bowser Bomb As Getting There Is A Lot Safer For Him Than Attempting To Get Through Rob's Great Air Game.

recovery
Don't Be Surprised If Bowser Jumps Out To Edge Guard You Due To His Large Horizontal Recovery, But It Shouldn't Be Too Common Since Rob's Fair Is Enough To Cover Any Attack Bowser Would Do Out There To Edge Guard Us. Be Wary Of The Edgehog > Get-up Attack When Bowser Is <100% Because It Will Knock You Back Off Stage And Is -very- Quick And It's Hard To Beat With Bair. This Combined With A Mix-up Of Fire Breath Can Knock Out A Lot Of Rob's Fuel, So Be Careful. I Tend To Just Go Under The Stage (if Possible) Against Bowsers Due To This. When Edge Guarding Bowser, Don't Bother With Fair Gimps, A Well Timed Fortress Will Go Through A Fair. Bairs Are Very Effective Due To The Lasting Hitbox And High Priority. Even Bairs Aren't Too Good Though As Bowser Can Simply Wait To Up-b If He Expects It And Has His Double Jump Left. Don't Expect Too Many Gimps On A Smart Bowser/

the Hard Part, Killing
Not Really That Hard For Bowser, But For Rob. :p Bowser Being Heavy Means Rob Has To Get Him Rather High Before Any Of His Kill Moves Are Effective, However Reverse Nairs Eat Bowser's Face. Its Fast Enough And Disjointed Enough To Beat Out Bowser's Fair In The Air. If The Bowser Stays Grounded, However, Things Get A Lot Harder. I'm Really Not Too Sure On The Best Killing Options In This Situation, However If You Can Force Bowser Off Stage With A Fully Charged Laser Or Gyro, Spacing The Nair Isn't Too Terribly Difficult Against The Fortress.

little Tricks For This Match-up
bowser's Grab Release
-bowser Can Grab Release Rob Into A Tilt. (i Think The Dtilt, Someone Please Correct Me If I'm Wrong) Overall It's Not Too Scary, A Nice Damage Builder, But It Is Guaranteed. Do -not- Try To Spot-dodge It Because If The Bowser Notices You Doing This They Can Grab Release > Fire Breath For Even More Damage. I Tend To Spam Roll Away As This Will Get You Out Of Range Of Everything If Bowser Tries Anything Other Than His Guaranteed Hit.
-i Went Look At The Bowser Grab Release Thread...bowser Can Do Some Stupid Things To Rob. We Want To Air Break Because Ground Breaking Will Spell Death For Us. Fotate Joystick (as Per Usual) And Mash Y Or X To Air Break. He'll Get A Fair But The Grab Release Thread Claims Bowser Can Regrab, Ftilt, Dtilt, Jab, Klaw, Or Down B Us If We Ground Break. Ghey. His Small Grab Range Combined With Out Fast Dtilt, Jab, And Dsmash Should Save Us From Getting Caught By His Grab Too Often, But Just Know If You Do Get Grabbed You Want To Force An Air Break.
bowsercide
-hold Towards The Stage When Bowser Does This As It's Your Only Chance At Survival. If You Get Caught By It And You're At A Higher Percent Than Bowser, You're Screwed. Shouldn't Be Too Hard To Avoid It Though Due To Its Small Range Compared To Ftilt And Fair (both Being Disjointed)

I Think I'm Done? Platforms Are -bad- For Rob In This Match-up So Go To Places Like Fd. I Tend To Cp Bowsers To Frigate Orpheon And Ban Japes. Too Many Up-b Tricks On Japes.

I'm Gonna Go Ahead And Say This Is About 40:60, Rob's Advantage After Thinking About It. Once I Find Out How Well Dtilt Works Against Rob, I May Change My Opinion To 45:55 In Rob's Favor, But I Don't Think The Dtilt's Enough To Push This Match-up To Neutral Or Bowser Advantage.
. .
 

MrEh

Smash Hero
Joined
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Messages
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Honolulu, HI
Ooh goody! Sudai posted!

ROB's blind spot is a bit easier for Bowser to take advantage of then most people think, especially on a stage with platforms. The Uair has been mentioned, but Bowser's Utilt is total **** as well. It comes out fast, it's strong, and it has this bizarre hitbox. It's huge and disjointed for some reason. Watch out.

Bowser should be focusing on getting ROB off the stage and then try to edgeguard him as much as possible. Bowser can use his Ftilt, Dtilt, or even a reverse Utilt to try to edgeguard ROB, and he can use the Fortress OoS to try to stop a possible counterattack. His Fire Breath can also be used to create a very annoying wall, especially if you're recovering from below the ledge. (DI out of that as fast as possible.) And of course, even though ROBs aerials usually beat out Bowsers, his aerials can still be used in this matchup. Fair and Bair come out fairly quick, and have decent killing ability.
 

Bowser King

Have It Your Way
Joined
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Messages
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Ontario, Canada
This is...*counts*

I think the 6th thread :p

I'm pretty sure were the only boards to not have completely discussed ever matchup at least once. A lot of them are close to finishing there 2nd time through :p.


-:bowser:Bowser King
 

Sudai

Stuff here
Joined
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Messages
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Baton Rouge, Louisiana
ROB boards are only on our 9th or 10th character, first time through. :x

Our second thread but the first died after 5-6 characters. haha
 

Nitros14

Smash Journeyman
Joined
Jun 17, 2008
Messages
200
Location
B.C. Canada
This is...*counts*

I think the 6th thread :p

I'm pretty sure were the only boards to not have completely discussed ever matchup at least once. A lot of them are close to finishing there 2nd time through :p.


-:bowser:Bowser King
The people keeping the discussions alive here have a tendency to disappear for long periods of time.
 

MrEh

Smash Hero
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Messages
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Honolulu, HI
Who's the next character MrEh?
I assume that we all agree that the matchup is 40-60 then?

We'll probably get back into this discussion once the ROB boards get to Bowser, which should be in a couple of years. :p
 

Nitros14

Smash Journeyman
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Messages
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B.C. Canada
Marth is irritating. His ftilt outranges yours, he destroys you in the air, pretty much all of his approaches are safe on block. He's pretty weak offstage but getting him there is problematic and he can gimp you pretty badly with counter/fair/dolphin. You need to bait him into being too aggressive because if he's careful he kills you. It's really about outspacing him and getting tilts/klaw in. He can counter in flame breath and he can dolphin through it too, or just DI through it and make you eat a dancing blade.

I think this is a pretty rough one 35-65 Marth.
 

Nitros14

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^ It isn't that bad, we have it listed as 60/40 .
I don't know Bowser can't get much going against a careful Marth who spaces well in my experience. Bowser can beat Marth if he gets too aggressive and tries to follow up too much.
 

MrEh

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In my opinion, Bowser doesn't do that badly against Marth. In fact, I believe that Marth is his better matchups. That's not saying much though, since all of Bowser's matchups are usually not in his favor.


First of all, we all know that Bowser is a defensive wall. He is not a character that has a need to approach anyone, he's a character that reacts to what his opponent does and punishes their mistakes. Since Marth lacks a projectile, he is forced to approach, and that's when Bower's defensive game goes into full swing. If Marth's overly aggressive and are unfamiliar with the matchup, he will lose, simply because Bowser ***** anyone who's overly aggressive.

If Marth doesn't space his attacks properly, he'll be hit by a Fortress OoS, and that totally *****. If he spaces even more badly, he'll be met with a grab. As we all know, Bowser can do all sorts of stuff to Marth out of a grab. If Marth gets a ground release, you can grab him again or Klaw him, which is probably your best choice due to its large damage output. You can even Bowser Bomb him out of a grab release, which is even more deadly. Death at 85% is definately not cool for Marth. If he gets a jump release, then that's a free Fair for you.

Obviously, Bowser should spend as much time grounded as possible. You'll get ***** in the air.

Also, I like using the Fsmash as an edgeguard. It seems silly, but a lot of Marth users try to Fair through this. Even more so if they're planking. It's actually possible to hit a Marth who's grabbing the ledge with the Fsmash while outside of his Dolphin Slash range. It's awesome. :p (never going to happen, but I love it)
 

~ Gheb ~

Life is just a party
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I think it's about 45/55 Marths favour....Try to get Marth in the air - he has a blindspot below him. Juggle him with Uthrow/Utilt, Force an airdodge with uair and then punish it with utilt/usmash.
Marth has a hard time to KO Bowser and he can't safely hit your shield, 'cuz Fortress will punish it all the time.
 

Nitros14

Smash Journeyman
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Messages
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Yeah the problem I see is counting on Marth to screw up spacing and not know the matchup can only take you so far, Bowser has big problems with range and priority in this matchup if Marth knows what he's doing. Tippered forward smash kills Bowser at like 100% too, or at least I recall dying around there last time I played a good Marth.

I do agree that getting Marth above you or better offstage makes him vulnerable but it can be difficult to get him there if he knows what he's doing. I still think it's 35-65.
 

Hyrus

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Can't test the waters very well with F-Tilt against Marth. F-Tilt's range + disjointed enemy attack = Bowser's hurtbox being twice as wide.
 

LinIsKorean

Smash Journeyman
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Messages
221
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Marth is annoying to play against. With good spacing, a Marth can keep Bowser on his toes. However, since relatively few Marths have perfect spacing, we can usually OoS Up+B for damage. In fact, I think this is a core part of the matchup. Trying to approach Marth with Bowser is a bad idea, let him come to you and use the OoS game to its advantage. Regrabs are great and all, but it's really easy to mess up the timing. BTW MrEh, Grab Release to Down+B doesn't work as a guaranteed hit, though it can get a surprise KO if they aren't paying attention. Bowser's flame is a bad choice of moves in this matchup, Marth can simply DI towards you and Dolphin Slash your face. Marth has more range than Bowser, so playing defensive is the only way to go. His aerials **** ours, so don't try to chase him in the air unless you're below him, and even then beware of spikes.

I think this is 60:40 Marth.
 

itsthebigfoot

Smash Lord
Joined
Feb 8, 2008
Messages
1,949
Location
ventura county CA
but it is some evidence, given, ninjalink ***** in general, but its still evidence

not sure on the matchup myself, if i can get out of my house this weekend i'll try to play mikehaze a few times
 

MrEh

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BTW MrEh, Grab Release to Down+B doesn't work as a guaranteed hit, though it can get a surprise KO if they aren't paying attention
I know it's not guaranteed, but it's a lot easier to land this then most people think. If time it perfectly, Marth will only have 1 free frame, meaning all he can do is Dolphin Slash out. If you like using this, you can use it to your advantage. All you do is grab Marth, let him go, and put up your shield. If he predicts a grab release, he'll Dolphin Slash out. THen you can get a free Usmash. :p


By the way, Bowser's Ftilt once clashed with Marth's Fsmash. No idea why. ><
 

Steel

Where's my Jameson?
BRoomer
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Los Angeles, CA
It's not good evidence since that was apparently the only friendly NL won vs NEO with bowser. NEO won all the other ones and beat him in tourny that day. Let's leave vids out of this.
 

Veril

Frame Savant
Joined
Jun 20, 2008
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Kent Lakes, New York
I know it's not guaranteed, but it's a lot easier to land this then most people think. If time it perfectly, Marth will only have 1 free frame, meaning all he can do is Dolphin Slash out. If you like using this, you can use it to your advantage. All you do is grab Marth, let him go, and put up your shield. If he predicts a grab release, he'll Dolphin Slash out. THen you can get a free Usmash. :p


By the way, Bowser's Ftilt once clashed with Marth's Fsmash. No idea why. ><
YOU!

I've tracked you back to your cave!


Its worth checking if you can fortress out of dancing blade consistently. I did it in friendlies.
 

NinjaLink

Smash Master
Joined
Aug 6, 2005
Messages
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Brooklyn, NY
NNID
NinjaLink
lols.

just trying to point out friendlies dont mean ****
If thats the case, no point in sayin NEO beat me that day. It also says u practicing the matchup with a crewmate means nothing either and ANY friendly for that matter.
 
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