Blistering Speed
Smash Champion
Bowser wants YOUR contribution!
This is a community walkthrough. This means I am not the sole creator of this guide, I write the summaries and form the guide itself. The actual information is contributed from anyone and everyone who posts in this thread. The structure of it is, I give a topic to discuss, posters contribute their thoughts on it and I write up a summary, giving important details and the posts discussing the topic. This gets everyone's view point and creates a more detailed, more balanced guide.
When the whole moveset is done we will move onto styles of play or whatever else you feel is important for discussion.
For frame data on any move, check 3GOD's sticky.
For grab release information, see Vex Kasrani's sticky.
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A, Klaw Clip
Jab is very useful to Bowser's overall game, primarily because of it's speed. Jab comes out frame 6, tied for Fortress for his fastest ground move. While this isn't fast for a jab, the jab makes up for it in it's range (second hit slightly bigger then the first) and power (5% per swipe). This move should be seen as Bowser's go-to GTFO move and primary ground spacing tool when you need the middleground of something faster then a tilt. Another use is it's ability to cancel certain projectiles e.g. Samus' missiles, making it a quick and efficient counter to some character's camping.
Jab cancel is FULL of mindgame funzies, Bowser has a response to anything the opponent does afterwards, commonly cancelled to Side B or Fortress, and it's also great for getting those desirable grabs.
Jab is also the universal response from ground release (see Vex's thread) thanks to it's speed and range, whether you go for the simple 10% or try your luck at something more risque.
Discussion Post #4 - #18
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F Tilt, Big Fist
F Tilt is the perfect ground alternative for the jab, they go hand in hand. Jab is there when you need the speed, F Tilt is there for everything else. F Tilt is just a slower, more powerful, more ranged jab. That's not to say it's slow, frame 10 with Bowser is decent and thanks to this move's epic range you should be able to space it well enough for the speed to be inconsequential. The range of this move make's it a primary spacing tool and a cornerstone in Bowsers defensive game, it can be angled upwards to stop SH approaches, straight for a grounded approach and lowered to hit people on the ledge. The low cooldown of this move almost make's it 'spammable' when spaced properly.
Doing 11% and having good knockback, if you haven't been abusing this move it also becomes the perfect setup for edgeguard at high percentages. F Tilt also serves as your second bane of projectiles (seriously, Bowser's too manly to powershield), clanking with similar projectiles to jab i.e. Thunder Jolt, Aura Sphere, L/TL's boomerang. It's also easier to do this with F Tilt rather then jab because it's hitbox is out as long as the fist is out and it doesn't move you backwards on contact.
Discussion Post #19 - #32
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D Tilt, Double Sweep
D Tilt should be a sparingly used alternative to Jab and F Tilt. It first hit's on frame 11, making it the slightly slower option and it also has less range, however it hit's for 14% first hit, making it the more damaging. However this move's main purpose should be for when your opponent is on the defensive. Not only does this move wreck shields (a double hit taking down 1/2 to 3/4's of the shield) it also ***** spotdodgers, leaving your opponent few options other then a punishable roll. The second hit usefully has more knockback, so at KO percentages where your opponent will playing more cautious and defensive, the second hit is the more likely to hit and will set up well for an edgeguard or can even kill. It's not one of Bowser's main KO tools, but it'll usually be fresh because it's telegraphed and predictable if used often. This move also hits certain characters on the ledge.
This move also has a few little gimmicks to it which make it situationally better, it hit's character's under 10% with the double hit (14% first hit, 11% second hit) dealing a beastly 25% damage (see post #35). Both hits on this move also trip but it's obviously not something to rely on.
Discussion Post #33 - #48 (+ #51)
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U Tilt, Overhead Swipe
U Tilt is an all around great move. Dependant on how you use it, it's a good juggler or a good killer, but it obviously can't be both thanks to stale moves. It fills both roles well because it has a huge hitbox all above Bowser and behind him (total BS), hit's for 13% damage fresh (good for it's speed), hits on frame 8 - 13 atleast and has a lot of priority. This move can also be used as an aerial deterrent for directly above which set's up well for the juggle on heavies and fastfallers at low to middle percentages (either on it's own or with an aerial followup), F Tilt is however the best option against ground approaches typically. U Tilt kills at low percentages for it's speed (number pending).This priority and hitbox above makes it a great approach stopper against people who abuse D Air e.g. Samus. U Tilt can also gladly hit people through telegraphed aerials like Snake's N Air.
U Tilt's other use is for platform pressure, it's part of what makes platformed stages like Norfair good Bowser stages. It's BS hitbox means it'll hit people near anywhere on the platform. It also fit's into Bowser's already pressuring ledge game, where fear of F Tilt's and D Tilt's lead a jump from the edge, which is what U Tilt's there for.
This move's only downside is it's punishable afterlag, which means it's never as spammable as the likes of Jab and F Tilt, but it's speed means it's easy to be unpredictable with.
Discussion Post #55 - #60 (+ #49 and #51)
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N Air, Spinning Shell
Definitely one of Bowser’s lesser options, primarily because he almost always has a better option. It does however have a few significant characteristics which make it useful in situations. N Air has a long lasting hit box with a ‘sex kick’ style effect, doing 13% at startup and 9% at the end. It’s also Bowser’s joint fastest aerial, coming out on frame 8. Therefore the few situation’s where it’s a good option are:
1) If your opponent is inside of you in the air, the fast and all around hitbox work well.
2) Going through Snake’s U Smash and Side B
3) As a mix up in situation’s like edgeguard (the long lasting hitbox can throw people off) and generally when your opponent doesn’t expect it e.g. platform pressure, from a Koopahop (see Post #65 for further details).
However the reason you use N Air as a mixup is because you shouldn’t be using it often, so when you do it’s a surprise. It’s not that N Air is particularly bad, it’s just Bowser almost always has better options.Yes, his N Air looks like double jump, but that’s too cheap to mindgame with.
Discussion Post #61 - #75
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F Air, Air Slash
F Air is THE bowser aerial. It has good knockback, however it doubtless won't be fresh enough to be a good kill move (you should be using it too much), it does good damage (13% undecayed) and it has nice frontal range (The hitbox goes from the top of his head to his stomach, covering him well), making it your primary spacing tool in the air (it's the aerial F Tilt), not only this, it's also Bowser's fastest aerial (first hitting frame 8). One of the most important aspect's of this move is it's Bowser's only aerial which autocancel's from SH. Not only does this mean it can be used defensively well (e.g. backwards SH F Air to F Tilt), it's lack of lag makes it a good approach (either from the SH or from Klawhopping). Upon landing, common instant followup's are Bowser's Jab (or Jab cancel into whatever) or Fortress, or if your opponent keeps shielding, Side B. These mixup's give Bowser very adaptable approach prospects.
Any situation where Bowser should use an aerial, this aerial often applies and indeed, is often the best option. Meeting someone in the air for edgeguard, platform pressure, F Air performs all of these well. F Air's combination of all good qualities make it easily applicable in comparison to the rest of Bowser's aerials, which are all situational.
Discussion Post #76 - #86
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D Air, Topsy-Turvy Turtle
D Air is never going to be anything be anything but a situational mixup, thanks to it's horrible landing lag and long duration (meaning cancelling said lag is hard). D Air isn't a good move, but of it's got situational use. It's main use should be (hard to believe) shield pressure. If you shield one of the hit's on D Air, you have to shield them all and upon landing it'll likely shield stab, leaving a weakened shield and a little damage for free. This move also has a small wind effect upon landing during it often pushing your opponent far enough away to mitigate the landing lag. Either you shield stab or you go unpunished if you D Air their shield. Everything else I think Bowser has a better option for, though it should be noted D Air's final hit is a spike, making it a possible edgeguard, but only I recommend against the very linear or bad recoveries such as Ganondorf or Link, otherwise an F Air kills before and is generally better in every way. All hit's together are 20% damage, Bowser's most damaging aerial, but good luck hitting with them.
Discussion Post #87 - #99
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U Air, Vertical Lunge
In a game of good recoveries, vertical KO’s have become all the more important. Let’s get this out of the way first, Bowser’s U Air is strong. Really, really strong. This is merely amplified by the fact it’s going to be fresh for kills (this is not a move to used for damage racking, you have better options), most character’s wont last past 80% from a full jump U Air. Of course for this kind of power you need startup, and Bowser’s U Air is his slowest (first coming out frame 16-19 at least), so if you’re going to hit it’s going to require prediction and mindgames. Luckily, this is Barwl and people will air dodge if a Bowser jumps up at them, predict it and punish with U Air on lag. However, this is a move to be used sparingly, it is punishable in startup, ending and landing lag. It’s rarely if ever your best option for anything but the vertical KO, but the slow startup can catch people off guard when they’re expecting something quicker, making it a decent aerial mixup.
The only character you can grab release into this move happens to be the lightest character in the game. So awesome.
Discussion Post #100 - #110
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B Air, Shell Spike
Whilst renowned for its horrible landing lag, don't let that put you off B Air. Granted because of this trait, it should never be SH'd, make sure to either full jump it, koopahop mixup or use it off the edge to avoid it. Everything else except that is great though, especially knockback. B Air's knockback is completely horizontal, except for under unknown circumstances where it's known to semi-spike. Said knockback is also very strong, killing usually in the range of 100%-120% onstage. This added with a deceptively large hitbox covering the whole of Bowser's back and a fair distance outwards equate to this move being really good at edgeguarding. A simple RAR'd B Air offstage will kill at around 80% or often render the character unrecoverable (it can also stagespike). Hitting on frame 9, this move is also relatively quick, making it an often well replaced killer for the slower U Air at higher percentages.
Discussion Post #111 - #123
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D Smash, Smash Fortress
D Smash is a situational punisher, it's one of Bowser's worst moves. It's worst flaw is it's awful hitboxes, not only giving horrible range but also giving your opponent the ability to sometimes just 'fall out' of the move, ready to punish the afterlag. Even if you hit with the right hitbox, the move is still possible to SDI out of before the final hit (though this is admittedly a lot more difficult then something like Pikachu's D Smash) with quarter circle upwards SDI.That said, the D Smash does have a few pro's. It's suck-in ability can help to get all hits in, which add up to a meaty 21%. Also, that elusive last hit has strong knockback, it can kill, especially considering this move should be fresh. Coming out on frame 14, it's speed is fairly average for it's strength.
The only time where you should really use this move is on prediction of a roll or airdodge into you. Otherwise this should be a move you don't use, there is always a better option. Apalling hitbox, never guaranteed hits and bad afterlag, it is the very definition of punishable.
Discussion Post #124 - #139
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F Smash, GIMPAY F15H CO0mB01!
This move is much better then popular perception, non Bowser mains know of this as a novelty. However, in a game of airdodge spammers and spacing prediction, F Smash becomes a situational punisher. There's no denying its god awful speed, first hitting at frame 26, second hit at frame 28. However, what it lacks in speed it makes up for in everything else. This move is hugely powerful, doing 33% for both hits uncharged and with knockback that'll kill most of the cast around 80%. Yes, the move does have two hits (1st hit 10%, 2nd hit 23%) but they link into each other very easily with appropriate spacing. There are also some unique facets to the F Smash. One is it's huge range, with a very large disjoint past the head capable of hitting people on the ledge. The other is the infamous drawback, allowing you to dodge attacks WITH it and then punish the afterlag. Popular situations are ledge pressure, roll punishment and the aforementioned drawback punishment.
<3
it's still the most damaging spotdodge in the game ;P
Discussion Post #139 - #159 (most discussed move so far lol)
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U Smash, Shell Pop
U Smash is what you come to expect from one of Bowser's smashs with a few unique tweaks. It's startup time is 16 frames, making it relatively fast for something of its power, though of course shieldable on reaction. It does the expected chunk of 20% damage with high knockback (even for Bowser), killing around 100% on the mid weights. What makes this move shine however is it's hitbox, which is all encompassing Bowser and then some vertically from the 'hop' he does. This reveals it's opportune use, hitting people off platforms, making it a viable asset on stages such as Battlefield, where you're commonly under them. Charging mindgames also work in this situation well and the crouch can actually leave you unsusceptible to certain platform drop moves. It can also be used in the typical 'bait airdodge' style hit that Bowser so often uses to land attack to land U Air, but this is of course not something to be thrown out in the hope of a kill, it has punishable afterlag, though this is still lessened by a gimmicky landing hit Bowser executes, hitting frame 31 and doing around 10% damage.
Discussion Post #160 - #171, (#172-182 is spam)
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Neutral B, T3h Ph13r!!?11
Firebreath is much improved from Melee, so drop any prior misconceptions, it is however very matchup dependant, in some it wrecks recoveries and is a virtually unpunishable damage racker, in others it's simply thrown out rarely to break the norm. The addition of aiming it to follow DI, it's quicker startup and afterlag and Brawl's physics all make this a much more valid option. First coming out frame 23, it's of course a move to be spaced and planned, not simply thrown out. However once the flame is out and your opponent is caught in it, they can:
1) Shield and watch it get EATEN. It also of course, outlasts spotdodges.
2) SDI away, they've taken damage and you're back to neutral.
3) They SDI through the fire to you. This is the reason this attack becomes situational in some matchups, because the character can SDI through and punish your afterlag. This can be countered by ending it quickly and following with a quick Klaw, Jab or Fortress, though this isn't a reliable solution. Some characters simply cannot SDI through however, in which case the Fire becomes very important in the matchup.
Some characters also, because of the fire's disjointed priority, find this an effective edgeguard e.g. Ike's Quickdraw and Aether are both beaten by it and Ike can't SDI through, so with clever aiming it WRECKS Ike off the edge.
The move can be SH'd for either offensive or defensive purposes. When used smartly, Fire becomes a real asset and it can really put the fear of God into your opponent.
Discussion Post #183 - #217 (A relatively large percent of this is unrelated)
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Side B, KLAW
I figured I'd just quote this post and then add to what Sliq didn't mention. Coming out at frame 9, whilst maybe it's not the fastest option, the fact that it does 18% (!!) more then compensates for the speed. Use it to damage rack, use it to KO (actually at an applicable damage too, and it's KO power is only amplified if you, for example, go from the bottom of Battlefield to the top platform) and there's of course the famous SD capabilities, explained in Sliq's post. It's virtually unpunishable on landing (not to mention, it's hitbox in the air is RIDICULOUS, very disjointed in places it shouldn't be, on the ground it's only mediocre however) and the fact the Klawhopping (will be discussed in the AT section) gives Bowser a manouverable and lagless aerial approach can only increase it's utility. At lower percentages, when used for damage racking, it also puts you in a great positional advantage for a followup, your best IMO actually being Side B, so if you follow DI well you can actually chain Side B's.The Klaw is probably Bowser's best move, even better than fortress. I just checked the frame data guide, and I have a bunch of interesting ideas for using Bowser. I'm going to make a thread about my musings which you can look for, but I'll talk about side be in here.
Side B has 3 frames of landing lag. That is a negligible amount, seeing as a Fox nair L-CANCELED has more landing lag than this. What I am proposing:
Short hop in with side b, and upon landing, side b.
What this means. You go into approach. You jump in with a FF Klaw. If your opponent rolls or spot dodges, depending on the timing, you will be at the fram advantage. If they spot dodge, you can pretty much DO WHATEVER YOU WANT. For example, you sh in, ff klaw, they spot dodge, and you down b, hitting them as they come out of their spot dodge KO'ing them. Hell, you could Klaw again upon landing if you wanted.
I have no idea why I have not thought of this before or why no one else does this, but this is BROKE AS **** (on paper).
My new approach game is now larger because now I have AC fair, shielding, shield dashing away, grab, and now Klaw.
You can't shield the Klaw, so your ONLY reliable option to counter it is to dodge, which gives you the advantage, or intercepting with an aerial, and if you mix in all of your options, they will end up eating more AC fairs or mispacing a dash in shield, leading to DINO ****.
Furthermore, it does awesome damage, AND can be suicided for the win. The only hitch in the plan I see is that your opponent controls where you go, but this is a minor nuisance. If you are winning in percent then you control it, and if you are a stock down, you should be winning in percent anyways.
Any thoughts on my new **** idea?
Discussion Post #218 - #231
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Down B, Ground Pound
Down B is....miscellaneous. It's a move of extremes, on the one hand it does large damage (even by Bowser standards) and has large knockback, but because of the mechanics of the move it's held back. Grounded Bowser Bomb has two distinct hits, one on the rise (frame 11, pretty quick considering) and then the "Bomb" itself, which hits frame 32. Unfortunately, between the first and second hit it's possible to DI out and also airdodge, making this an unreliable move, especially considering the "Bomb's" afterlag, which can be punished with virtually anything. However because of it's unique properties, Down B still has uses. One Jab + both hit's of a Bowser Bomb breaks every shield. Wow, I know. However, because of shield mechanics, your opponent should usually be able to react accordingly between the first and second hit and punish you OOS, but it's sheer power is still a scary and (to your opponent) ever present prospect.
Aerial Bowser Bomb's use is centered around the rapid fall upon execution. This rapid fall with high knockback means Bowser can escape certain juggles or persuers if given enough time and drop like a stone on their head. This is never a reliable option however, it's slow and it has poor priority, use it only to the ledge or as a very occasional surprise. An aerial Bowser Bomb will autograb the ledge, making it a great option to escape possible juggles and get to safe location. Only do this if you're at an unpunishable location relative to your opponent however, as the "Bomb" has weak priority and can be easily interrupted, not to mention it comes out frame 32. Once on the ledge, If you immediately ledge drop to Down B, the small initial rise causes Bowser to regrab the ledge, granting him a pseudo ledge stall to add to Bowser's already great ledge game.
Discussion Post #232 - #246
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Up B, Fortress
Discuss...