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bowser's neutral game help

KaseTaube

Smash Rookie
Joined
Oct 5, 2015
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2
I've been playing bowser as a secondary for quite a while, but almost every game i get wrecked in the neutral. right now in the neutral I mostly just dash around in my shield and try to bait out attacks before engaging with an-air, f-air or grab. Is their an optimal way to play the neutral? any advice for playing the neutral?
 

bushaheen

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ive been playing bowser ever since i started playing the game (1 year ago) so here is some advice from an experienced bowser player:

1-play neutral depending on the MU if you vs a rushdown character like falcon mainly focus in disrupting his dash grab with tilts and jabs to force him into playing more defensively then you can go aggro from time to time (dont be defensive 100% of the time go aggro if you have to) if your playing vs another heavy try to bait and punish basicly dont approach them but make them approach you by baiting (still go aggro when you have to and ofc dont get baited by them) if your playing vs camper try to sheild their projectiles and slowly approach and when you get near them they usually do something so just bait them when you get close and punish (if they overuse their projectiles dont be afraid to aggro bowser is fast enough to do so)

2-jumping forward then doing fair and retreating is a really good way to hit the enemy shield without getting punished and is generraly the thing i do the most in neutral to make them expect it more (and punish them for expecting it)

3-pivot grabs have so much range and control the ground quite well (for example if you expect a falcon to either run and grab or run+sheild then grab just pivot grab to counter both options)

4- play depending on how your opponent character AND player himself play if they play grounded then counter their ground game by your amazing ground options (tilts.jabs.fire breath.and the most effective options which is shield) (again dont play too defensive go aggro from time to time but not too much try to find a balance between aggro play and defensive play) if your opponent likes to jump around alot then go with them into the air and hit them with your fair's and uair's also up smash is a great anti air and the most effective option which ofc is shield (because bower has up b and long grab range which makes his shield better than other characters)

5- be patient in learning bowser he is not an easy character to play and can be stressful to learn (you will get that stupid feeling that says to you "the opponent is wining because he is using a top tier" and that feeling may make it hard to learn bowser but if you get over it and keep playing him it will be worth it :D )

all in all bowser is a bait and punish character and you do that by baiting them both physically (attack with a move then attack again as they try to punish) and mentally (condition your opponent into going to the air at tight situations then suddenly punish them for doing that and get that kill)
 

Scootch

The coolest Yoshi of them all
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Also, now we have the Koo Pa combo, which imo makes him a lot better.
 

Big-Cat

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You don't "approach" with Bowser like you would with rushdown. You corner them.
 

Zapp Branniglenn

Smash Lord
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Apr 13, 2014
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We're not into the whole "jumping" thing. When your aerials have 20-40 landing lag, you can't afford to land with them unless you're certain your opponent is incapable of dodging or shielding the attack, which is almost never. Add to that our jumpsquat is 8 frames and landing lag for an empty hop is 6 (that's record high for both counts on Bowser), we fight best on the ground. There's some merit to our autocanceled Fair and Bair because they're so difficult to punish, but those aforementioned stats help to make the already slow moves slower. On the ground, our moves have more damage, range, and priority than the average rushdown. And with our longer startup, the attacks all pretty much feel like countering the opponent's options rather than dictating the neutral.

Bowser should be expected to know intricate details of each matchup. He should be able to perform instant pivot grabs on command (seriously, practice this). He should have a strong control over his shield and know when it's best to walk, rather than run into the threat of projectiles. And jab. Jab anything that's running toward you. Everybody wants to run in and grab Bowser, Jab is the least commital defense against this when there isn't enough time to wind up Fire Breath instead. You should also know about your jab followups. Jab 1 connects into dash grab and dash Side B more consistently than anything else due to getting past shield, but Jab 1 + 2 is also a good way of setting up an edgeguard for early stocks. You should also give Jab into Down B and Jab into Dtilt a shot, see how they feel.

Successfully beat your opponent's approaches to get them on the defensive. Corner them with aggressive options that shield can't beat, like grabs and running Side B. Punish their laggy options by using Down B and Down tilt. Get a stock lead, Bowsercide for their second stock for a quick victory.
 

S_B

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I improved my neutral game (though not by a huge amount, admittedly) by watching LeTroof in neutral to see what he does:

Note how at one point he runs quickly back and forth to bait out an aerial from ZD to pivot grab him and end the game. Also LOTS of powershielding...
 

Jerodak

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It helps to understand what his all of his moves are for. Here's a rough breakdown.

Jab: Basic poke, use it to control space on the ground. The first jab is what you want to use the most, the second jab should be treated like a seperate attack. The full jab combo can lead into tech chase situations at low-mid percents, starting from maybe 11-15 ish percent or so.

Now, you want to avoid using both hits blindly, if you ever want the full combo, it's better to just hold the a button. This way you save frames if the first hit misses.

F-tilt: this is your short hop anti-air, and mid-range zoning tool. It's also a good option for edge guarding and whiff punishing.

When your opponent is short hopping a lot, space this move while angling it up. It's a solid anti-air option vs short hop aerials that use limbs or against the lesser ranged sword users.

Angling it down at the ledge is a good way to punish ledge snapping when dtilt will not K.O, this is good for setting up gimps or just forcing the opponent to take extra damage.

The start up of ftilt leans bowser back, which makes it great for creating whiffs in mid-close range and punishing them. If used in this way, ftilt can technically "outrange" moves which have more actual reach than it does, and it can even beat moves which are faster and should have hit you first, but this isn't a tactic to rely on long term, use it wisely.

Up tilt: This is your full hop anti-air. It's useful against characters like fox that love to abuse full jump and double jump baits. It's also a good landing punisher and a good way to cover multiple options thanks to the large hitbox.

D-tilt: This tilt is a bit more tricky to use well because of the big commitment and the fact that it only covers grounded options. It's pretty useful for catching spot dodges, and in tech chase situations, especially if the opponent rolls into you while getting up. It can also punish ledge snap attempts just like ftilt but is marginally harder to time in exchange for stronger knockback at late percents. Generally, you wont use this one in neutral unless you are trying to catch a spotdodge or wanting to damage or break a shield.

F-air: This is basically an aerial up tilt in that it puts out a big hitbox that can cover multiple options. Most characters can't make it over a short hop forward air without spending a double jump, so it can service well as a full jump anti-air if short hopped and as a solid short hopped air to air if you space it well. Of course, it also hits grounded options unless that option puts your opponent on a low enough profile to get under it. If you hit with it, it can be comboed off of under certain conditons and can set up tech chase opportunities.

B-air: You can use this to hop over projectiles a little easier, you can also toss it out as a retreating poke in situations where you need to give up space. In neutral, I find it excells when used for trades, it wins in most situations and Bowser has the staying power to afford going for a few trades here and there. Note that his legs tuck in before kicking, which can be used much like f-tilt, as mentioned before. It's also a servicable out of shield option if your opponent is behind you, but you may want to use it only on the laggier options or as an occasional mix-up.

Up smash: This is an overall anti-air and an alright out of shield option. The shell invincibility can be used to break shield pressure or for stuffing any aerials coming from directly above you. The second hit can catch people who airdodge the first succesfully, but is weak and not 100% reliable as they can easily land outside of it. Being a smash attack, it's not hard to punish, so don't spam it.

Neutral air: In neutral, it could occasionally be used as a mix-up on shield or surprise shield breaker or shield stab if the shield is low enough on HP. Otherwise, this shouldn't be used often in neutral.

Down b: punish tool, plain and simple, it's a good idean not to try getting too fancy with this, though it does have a few other uses outside of neutral.

Side b: punish and mix up option, plain and simple. From the air it becomes a workable option cover vs standard defensive options like shield, roll, and spotdodge. Try to always land as close to the edge you are facing as possible, but beware accidental SDs. Otherwise, if there are platforms, and it will K.O, land on the higest platform instead.

There's plenty more, but that's a rough look at the basics, experiment with each moves to find what works best for you.

Hope this helps!
 

Xandercosm

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I improved my neutral game (though not by a huge amount, admittedly) by watching LeTroof in neutral to see what he does:

Note how at one point he runs quickly back and forth to bait out an aerial from ZD to pivot grab him and end the game. Also LOTS of powershielding...
That was incredibly enjoyable to watch. Are there any other videos of LeTroof you could link?
 

S_B

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Thanks. He sure is an inspiring Bowser main.
Yeah, like I said, watching him has definitely helped my Bowser game.

I NEED to do more pivot grabs and generally run back and forth a great deal more. Baits people into throwing out an aerial that can be pivot grabbed. :)
 
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