they aren't, just drumming up some extra ideas.
maybe good to be flashy with.
Although....
Dthrow and it's options:
Getupattack - Shieldgrab, Up-B OoS
Getup - Jab, Pivot grab (if you were running to grab them, you can turn around and grab if they get up in the middle of your run)
Do nothing - Dsmash, Up-B
Roll away - Dash grab
Roll behind - Fsmash
At higher percents they can airdodge before the tech, and they probably can at lower percents.
But still, if they airdodge or attack, you can go from there with shield options and such.
With Uthrow, many times I am placed right in front of a platform (where they land during the throw) so it gives better options. I hardly think people punish tech rolls and failed techs on platforms enough.
There is actually not much they can do on a platform.
You have a couple very quick punishment options (for reacting to what they do on the spot)
and some slow punishment options (for reading them/ making an educated guess as to what they will do before it happens)
Slow punishment is good becuase many people make the same choice before you even do anything, even when you are already doing it. This is a bad habit, and they should get punished very very badly for it.
Okay, so the situation is in or near the middle of Battlefield.
Bowser has his opponent in a grab.
He Uthrows, and they DI far (usually what they do the first time out of an uthrow, either DI away or don't DI)
They land on the platform without teching (here you can jump and Fair, I like to see what they will do first)
and roll either left or right.
Roll left (away) - Fair/Klaw
Roll right (towards) - Bair
Both great options, and both send your opponent offstage for more pressure.
The slow options are Uair, Usmash, and Down B.
If they roll towards, then you start your Uair early and it connects right as they get out of their roll.
If they roll away you can keep running and charge a Usmash. Down B kinda catches both if you space it right.
These are good b/c of increased damage/knockback, and they could all most likely result in a stock as they are very strong.
A good thing about this is if you run after them you can watch what they do and probably still get punishment.
Ex. You are running and run past them. They thought you were going to Usmash so they roll away or get up. BAM! You jump out of your run and hit them with a Bair. If you react fast enough they won't have any time to shield from their getup. Another thing they will do is expect the Usmash and roll away. You can just keep running and Usmash anyway.
Is good. Really good. You can play with their head like this the whole match (provided you can keep putting them in these situations).