Topic ressurected because I'd like to add some input on Bowser's ledge game that I do not recall seeing posted anywhere else but feel free to let me know if there's a better place to put this.
Anyway, i'm sure most of the vets already know most of this stuff but I imagine anyone who is brand new or around my play level will find the information quite useful. I should also note that I do not have any fancy programs like frame advance, so my data might be a little off, all I have to verify anything is the dummy in training mode so if anyone wants to go in and doublecheck or triplecheck then that would be great.
Now first off I want to point out that I haven't seen a lot of information on bowser's <100% and >100% ledge options and it's my understanding that many players avoid the >100% options like the plauge but after playing around in training mode, I may have found a legitimate use for them. I got the idea when I read that back in melee, players used to edgeguard by simply rolling onto the stage which would cause the ledge to be occupied through the entire animation even after they released the ledge, then when brawl dropped this method became ineffective because now the ledge is vacated the moment it is released correct? Now, two things about >100% tech is that they generally A.) Take longer for the character to release the ledge. B.) Swathe the character with invincible frames. So after doing a little bit of testing found out a few things which I think deserve some further exploration. By the way, while the general idea here applies to all characters, I'm only going to cover the points that apply specifically to bowser.
1. The standard ledge get-up. (Simply pressing forward to climb up off the ledge.) is 100% identical regardless of damage.
Because this option, for bowser at least, always takes a good deal of time to release the ledge, it can always be used as a good option for gimping recoveries, furthermore I found out that if you use this option when fox tries to recover vertically directly to the ledge, if he overshot it, then your options vary from fsmash to fortress hogging depending on how high he went.
2. The ledge attack is slightly longer than the standard get up.
Also, you can use this option when they avoid the ledge entirely and recover onto the stage to remain invulerable through the recovery attack and hit them right after, possibly knocking them back out off the stage to reset the situation, you could also use the standard option here to possibly get a free grab.
3. The roll seems to take the longest to actually give up the ledge as expected but may not always be the best option to use.
Because the roll takes a while even after you're on the stage and places you pretty far in, there may be fewer follow-up options afterwards but I haven't looked into that yet.
4. Jumping appears to be the fastest option.
And thus the worst one to use for this purpose but it's still great to get extra height to do a psuedo wall of pain regardless of damage.
Timing is important, and if you can get the invincibility as late as possible then that's good because then these options just extend your invincibility further as long as you time the tech-in the right way, note that ledge invincibility frames are easy to time to because of the way it flickers, it'll flicker slow then pause then flicker quickly before dropping, during the quick flicker is when you'd tech-in to avoid having breaks in the frames that could be punished.
Also, I noticed that the < 100% ledge attack can be used as an edgeguarding tool as well because it seems to hit out behind him a little bit when he's in the process of climbing up so it could be good against characters frame-trapping recoveries that require the characters to overlap each other such as fortress, pk thunder, firebird, ect. Of course this assumes you had invincibility frames to begin with so again, timing is key.
If anyone has input to offer, I'd be most appreciative.