I want to reply regarding the whole Bowser nonsense, but I am at a complete loss of words with what's already been "discussed"... I feel like I'm walking on eggshells in regards to this (
so apologies in advance for the huge wall of incoming text), but I do feel we are perhaps, making him out to be stronger than he is (which, lets be real, given the pervious topic of this thread, doesn't surprise me one bit).
It's funny, because only last night, I was playing with one of my friends, and he decided to use Bowser for a few matches.
I won't lie - Bowser just isn't fun to play against. I was using a bit of Mario at the time, and it really isn't fun trying to initiate combos, or even get close to Bowser, only to get grabbed when at close range and dying at 90% just for trying to play Mario's game, or even for mis-spacing a tipper and landing a sourspot as Marth for example.
I can totally agree that giving a character with huge intangible limbs and the best grab range in the game a combo throw THAT ALSO acts as a throw kill confirm isn't the best way to "balance" a character. I often wonder why they couldn't have just given him a merely decent combo throw (so no kill confirm), and fixed a few of his other issues (some mentioned below). It would have made for a much more interesting character in general.
However, while I can accept it's perfectly OK to complain about this dumb design choice, I feel we are forgetting Bowser's weaknesses, or playing them down a fair bit.
Perhaps Bowser being floaty is a nice advantage for him in regards to escaping the odd combo, but are we forgetting Bowser's ability to land is borderline one of the worst in the game? As with anything I usually post, I'm not saying my experiences are indicative to MU's as a whole, or top level play etc, but I switched to Rosalina for a few games. Yes, I did die to Up Throw Up Air at 80% once during the 3 stock game (yay Europe rules), but I can report that I took Bowser, consistently - every stock, from around 15% up to 80%+ just by merely juggling him in the air with Rosalina. Perhaps you can argue that this is just Rosalina things, but it's entirely possible with most characters, especially if they have a disjointed Up Air; I was able to keep Bowser from landing with Marth, through combinations of mixing Up Airs with Up Tilts, and the occasional Dancing Blade UP to catch landing airdodges.
Bowser has no aerials that can realistically/safely aid his landing, he's huge, heavy, and has one of the (if not
the, I can't quite remember who's frames are worse) worst air dodges in the game. All of these give you a character who theoretically, cannot land safely at all.
He also has no real projectile, or safe approach option, which limits his options in neutral. If you get the lead, even if Bowser has rage to exploit, it's a perfectly normal strategy to sit back and force him to come to you, which you can almost always punish. It's for these two reasons why I feel Rosalina cleanly wins in this MU (she can easily juggle Bowser, and camp/sit back/punish Bowser very easily with a lead).
Looking at it like this, I can perhaps understand why
@FeelMeUp has been "complaining" about Bowser as a Sheik player. Sheik doesn't really have the best juggling aerials in the game; Sheik's Up Air for example is quite laggy, doesn't have huge range, and isn't disjointed - which is notable on the occasion Bowser decides to use Down Air or Down B to trade (I don't play Sheik however, so feel free to elaborate/correct me on anything FeelMeUp). Tie this into the fact that Bowser only has to out-neutral Sheik around 3 times because of his design, and it makes for a troublesome, or even just very obnoxious/annoying time. Things like this (like anything in this game) are going to be viewed differently on a MU by MU basis. It's not to say Bowser needs nerfing; perhaps he does, perhaps he doesn't, but the character does indeed have noticeable weaknesses that can be more than exploited by nearly all the cast.
I also don't like the arguments of "don't get grabbed" or "play around his shield", because that's a pretty ambiguous solution for a game with a cast of 50+ characters who all play differently. Not every character can do the same thing.
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In a slightly related topic, I used to use Bowser way back when, and I actually very much dislike playing him now more than I ever did. Bowser really is the epitome of "grab to win", and by that I mean, if you aren't grabbing with Bowser, you aren't playing right; it's like me playing Marth and refusing to land tippers, or playing as Cloud and refusing to abuse Limit. His whole game revolves around getting that grab. He has no real aerial game, no real spacing game, no real off stage game, no real juggle game etc. He is just in general, a very one dimensional character, and that really turns me off.
I enjoy spacing, playing defensively, playing neutral exchanges, juggling people, going deep/wide off stage etc. Bowser doesn't really excel in any of these areas to a degree, and rather than help fix some of these issues to make for a more interesting, fleshed out character, the balance team gave him one oppressive option that arguably balances out all of these issues. Perhaps it saves time, perhaps it balances issues out, but it's certainly not the way to balance characters out, or make for fun, interesting characters.
It's part of the reason why I don't mind DK. Ding Dong is still kind of dumb, but from a character perspective, I enjoy playing DK more than Bowser for multiple reasons; I have a relatively strong aerial game with Bair, I have a strong set of tilts that provide different uses, and these two combined allow me to decently play a spacing game, and pressure shields. DK is still a better thought out, or a less bad-in-specific-areas character than Bowser.
Again, just my views. Don't take everything I say as fact. My opinion is as subjective as yours.