DK obviously has a better recovery than Bowser, but Bowser has suicide options that make his overall off-stage game interesting. If he lands a Flying Slam off-stage, odds are he can force the suicide kill (fun fact: on certain stages at certain times, Bowser can survive the "suicide"). Bowser also has Bowser Bomb which ledge-cancels and is generally a great option to have for high recoveries and escaping juggles. Regardless, I don't expect either character to be playing seriously deep off-stage games. When hit off-stage, both characters need to favor DI up in order to guarantee they are actually able to recover, and they have to pull "no nonsense" recoveries that are direct and to the point (anything else tends to be a suicide tactic, somewhat viable for Bowser but still very risky). They are fairly likely to get swatted a bit as they make it back, but neither has huge issues actually getting gimped outright (except against someone like Meta Knight who is legitimately really good at gimping). Their massive weight kinda off-sets this since it's hard to launch either deep off-stage in the first place, and they can more afford to get swatted a bit as they recover than other characters.
Think about what is bad about Bowser. Bowser has relatively few safe moves, Bowser has a mediocre recovery, Bowser has huge hurtboxes, and Bowser generally struggles in the projectile navigation department. That might sound bad, but then look at his strengths. Bowser is great at dealing damage, Bowser is great at scoring kills, Bowser is great OoS, and Bowser is the single heaviest character. In terms of range/disjointedness Bowser is probably just barely in the top half of the pack, not really a bad place to be. I think it's important to always look at weaknesses in light of strengths, and it's hard to deny that the sort of strengths Bowser has in Balanced Brawl are very solid and reliable kinds of strengths while some of his weaknesses are rather flimsy (sure he may have some projectile issues, but how much do personal issues tend to get mixed into that?). I mean, just think of the questions from both sides here:
Q. How do I get around Bowser's weakness of not being very safe (probably his biggest weakness)?
A. Rely on his excellent command grab and what safe pokes you have, use deception (combine with klawhopping to make your mobility a problem for the enemy), bait and punish, exploit the high shield damage of your moves in combination with the excellent shieldstabbing of dair, and feel free to sit on leads in some matchups and rely a lot on Whirling Fortress OoS.
That sounds like a pretty reasonable gameplan if you feel like you need to improve your management of safety issues. Of course, you can always work to define the game on other terms, but if you can't avoid safety being one of the big factors in the game, you are not short on options.
Q. How do I get around the fact that Bowser's moves just do so much damage and knockback compared to mine?
A. Don't get hit.
Of course, as any smasher knows, that's the best plan ever, but good luck with it.
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As per Ganondorf, let me try putting things this way. There is a theory being laid out here about how Ganondorf is unable to succeed. This suggests that, when competent players play, it should generally be a blowout if one side is Ganondorf and the other side is not. The problem is that it's months after the release, and I'm not seeing these blowouts. Among Thinkaman's crew, Ganondorf is a very popular character. Both Thinkaman and Twilight Prince play Bbrawl and use Ganondorf a ton and do legitimately well. When I play Bbrawl in Kansas City, I sometimes use Ganondorf myself. I usually don't do well, but unless I'm playing Fino who uses Olimar and Ice Climbers who are really gimmicky and require some really special matchup knowledge to efficiently fight that I really only have with Mr. Game & Watch, it isn't a blow-out. I usually lose on last stock with Ganon. WiFi doesn't mean too much, but I have played multiple different Ganons on it from different regions with good connections. I generally won more than I lost using Mr. Game & Watch, but the matches were not even close to blowouts and I was consistently scared of the stuff Ganon could do and was landing.
Here is the question. Where are the blowouts? When I play either side of Ganondorf's matchups against assorted opponets, blowouts are rare. When Thinkaman does likewise, it's the same. I watched a little bit of play involving Ganon that didn't involve either of us (steeler's PT versus TP's Ganon), and it was decently close. I haven't seen these blowout matches happening otherwise; even when Ganon loses, everything I've seen suggests to me that he loses by fairly small margins (usually on last stock) like everyone else.
This is classic science. A hypothesis is proposed. We look at the evidence. The evidence directly contradicts it. You don't even have to buy into my theoretical explanations for why Ganondorf is a capable character. You can only look at the fact that the evidence is very clear that no matter how Ganon actually is (including the possibility of him being the worst character), he can generally land quite a large number of hits during a match. Somehow the theory has to account for that fact, and the theory presented that concludes Ganon needs more safe options does not account for it which is why I simply don't trust it at all.
I also want to say something about grabs. Watch literally any high level match, matchup doesn't matter. Count the grabs. You will be very hard pressed to find any in which either side has a "zero" total. Grabs are very practical for every character to land on every other character. Just watching games makes it obvious; everyone gets grabbed (which is why Ice Climbers don't have any unwinnable matchups in standard Brawl!). Ganon could trade his grab with Zelda or Zero Suit Samus, and he'd still be able to land it. Obviously characters with excellent grabs land them more, but no one in this game has grabs so bad that they can't be landed. That's just not how the game works, and just looking at it being played makes it very clear.
I've gotten into it many times, but here's my very simple explanation of how Ganon works. At any moment, if you predict Ganon correctly, Ganon will get punished. If Ganon wins the prediction war and predicts you, he has opportunity to hit you. Ganon's overall reward for hitting is the highest of the cast by a decent margin. Ganon has a path to victory. What you say about avoiding Ganon's stuff being avoidable on reaction would, if true, indeed shut down my theory. However, it would also mean that Ganon should generally lose horribly on a fairly consistent basis, and it just doesn't happen. Something is wrong here, and given that human reaction is if nothing else easily agreeable as roughly constant across players of all skill levels, I think it's safe to say that sitting there and just avoiding everything Ganon does on reaction doesn't work. If it did, the matches that happen involving Ganon just wouldn't go the way they do at all.
You do have the avenue of suggesting that one or both players in all matches that have occurred involving Ganon suck so horribly that they don't even consider trying to avoid Ganon's moves on reaction (arguing that weak players aren't capable goes against basic biology; I'll give the benefit of the doubt and assume you wouldn't suggest that). I can say personally I did try just hanging back and responding to what he did. I know a lot of these other players, and they all have the simple sense to try reactive camping against Ganondorf. Regardless of how effective it is, it is really an obvious thing to try. I don't think it's reasonable to suggest the people in these matches didn't try this sort of thing. I can give you the extra info that just staying put and blocking or spotdodging all his stuff on reaction doesn't work very well because the risk-reward on what ultimately requires some prediction is not very good for the defender, and that the best strategy against Ganondorf for most of the cast seems to be a more DMG-styled run-away while mixing in lots of projectiles and keep-away tactics for the characters that have them, really focusing on exploiting Ganon's low mobility to prevent him from getting near you moreso than punishing the safety of his attacks (which was actually what we expected when designing him, just FYI). The very few blowouts I've seen involving Ganon (all of them being Ganon vs Olimar) were not cases of Ganon failing to attack safely; they were cases of Ganon never being able to get "in". That's pretty rare though; usually Ganon catches people often enough and then gets Ganon-sized rewards to keep things interesting. It doesn't really seem degenerate or skewed to me.
Thus the question for people who want to discuss Ganon further is this. If Ganon's inability to attack safely is hopelessly crippling, why are most games involving Ganon close? How does Ganon land so many hits? Do you have competing evidence that shows flaws in the current evidence (that meaning, do you have local play involving quality Ganon players playing Bbrawl [playing standard Brawl and extrapolating does not count] that is demonstrative of competing styles that you wish to argue are somehow superior)? In terms of what Ganon "needs to succeed", I know I've seen him succeed before so somehow that has to be explained away if we are to start from a presumption of him not having the core of what he needs already.