Bowser still punishes, and gets punished, just as hard.
Sorry, but no. I mean, yeah, he gets punished just as hard as before - as a matter of fact he gets punished even harder, because the 6% size reduction hardly makes a difference at all, whereas there are tons and tons of edge cases where nair would have saved you in 3.5 and it doesn't in 3.6 due to coming out two frames later and being lowered a class (Falcon uair knee anyone?)
The crux of the assertion that "Bowser's punishes are sometimes better in 3.6 than in 3.5" is based on the perceived notion that he has received meaningful buffs to several of his moves, namely:
SideB
FTilt
Usmash
But... I honestly believe that anyone who believes that those moves are better for punishing now, than they were in the past, honestly has not done enough research. His greatest struggle now is that he loses severely to neutral DI or proper DI at 0%-20%.
Dash attack is a move that comes out on frame 10, so if you use cstick dash attack you can go from crouching to delivering an armored hitbox in 11 frames, or 183.3 ms which is less than the reaction time of 99.9% of the human population and thus cannot be shielded on reaction by players of non-superhuman ability(and probably 99.999% of people who haven't rebound shield to a non-shoulder button or removed the springs, lol). This is a bit of a side note, but I never understood why so many Bowser players were convinced that dashattack cannot be used as an approach. It's unreactable, it's a hitbox, it beats spacing hitboxes thanks to armor... looks like an approach to me. It's unsafe on shield, yeah, but not all approaches are safe on shield. Even the new ftilt isn't safe on shield, jab2 isn't safe on shield, etc etc etc. Really the only moves that Bowser can land on shield with any degree of safety are fully spaced jab or dtilt, and fully spaced fair or landing uair, or the grounded upB ONLY IF you can get to a ledge before they smack you with an oos option. So, compared to Bowser's relatively sparse approach options, dash attack is by no means awful. Not only that but you can combo into it with uthrow and klaw fthrow against fastfallers (even in 3.6 with the ****ty klaw) Sorry for that wall of text about just dash attack
Let's say you land a dash attack in 3.5, against Fox, at 0. If you're on FD, he can either choose to DI out in the hopes of eventually reaching the edge of the stage, and he'll just keep getting hit by dashattack until that point. Then he gets hit with a tipper fair, is sent pretty deep offstage and he's at 38% - 58% depending on how many dash attacks he took until he got to that point. If at any point he decides NOT to DI, then he is deciding to get hit by utilt, klaw, regrab instead, all of which have their own ugly flowcharts.
It wasn't quite as easy for Bowser on stages with platforms but you could always go to either FoD Yoshi's Wario FD or GHZ because your opponent just cannot ban all of Bowser's good stages and (3.5) Bowser has like six good stages against fastfallers. I even liked going to PS2 because putting them onto a platform means you secure guaranteed followups from utilt tech chasing (removed in 3.6 because the utilt has a flub hitbox that has an unusable knockback angle, and it's impossible to hit enemies above you with the strong hitbox. yay.) the Fox player (or Falco, or Wolf, or Falcon) could choose where he wanted to be sent, but he really had to struggle to get out of the punishes, because there were lots and lots of situations where every DI option led to additional followups. I can say that in a game vs a fastfaller, landing a dash attack, sideB, or grab/jab>grab at 0% usually gave me a punish from %40-70 regardless of what my opponent did unless I PERSONALLY ****ed up and dropped the punish.
These punishes were NOT totally uninteractive (unless they were on FD but FD isn't a great stage for Bowser anyway.) because the enemy could choose which punish he gets hit by which means he can angle for whatever he thinks the least optimal punish is by Bowser if he knows the matchup. What was good about them was the fact that,
even with good DI by the enemy fastfaller, these punishes were still potent. That's the definition of a good punish:
not dependent on the enemy ****ing up. Reliable. Consistent.
but now, try landing a dash attack against Fox at 0%. You will find that if they have good DI,
or even no DI at all, you can't land any followup whatsoever. If they DI in, you can then land one jab. And that's all. So now, instead of a move that leads to at least 40% and an edgeguard with
GOOD DI, we have a move that leads to, at best, a jab with the worst possible DI. That's 19% and then a 50/50 situation instead of an edgeguard. That is a massive nerf. That is a hugeass ****ing giga nerf, and I can't believe people can look at that and go "Eh, it's just a little worse I guess."
Let's look at sideB. In 3.5, against perfect DI from fastfallers, it could still lead into a dash attack, which would then lead into the aforementioned 40+% and edgeguard situation. As of 3.6, with perfect DI, it leads into literally nothing. Fox techs before you can dash attack him. If he has empty DI, you can get the dash attack. If he has empty DI or DI out, he gets away. If he DI's that dash attack in, you can then get another dash attack, but you only get the flub hitbox, and he gets away after that... in fact, if he's quick on his feet he might be able to tech in place and punish you. If he DI's IN, you can regrab. But then he's definitely going to have time to DI out your uthrow perfectly, so enjoy your dash attack... so, on FD
3.5: SideB gets
at least 45% and an edgeguard / techchase situation.
3.6: 15% only with good DI, 27% with no DI whatsoever, 41% and a reset to neutral if he DI's as poorly as he possibly can
A note about sideB fthrow: The amount it takes for the opponent to be thrown (and thus, the amount of time that your opponent has to choose proper DI) is 26 frames, or at least 466 ms+ 16 ms for every frame you miss on the sped-up throw input. Roughly half a second. That's within the reaction time of 95% of the population, and if I had to guess, probably 99% of the people who play this game. That means that, while it is indeed more difficult to react to, it is still not unreactable, and attentive opponents who know the matchup will still be able to respond appropriately most of the time, on reaction.
Another note about sideB is the reduced damage (hence reduced hitstun) and later IASA frames. basically, the opponent will be in hitstun for 3 or 4 fewer frames, and Bowser is not able to act until 5 frames later, which means 8 frames worth of punishes that used to be obtainable that no longer are.
basically, the only reliable KO setup we have against fastfallers (by which I mean, a setup which will connect regardless of DI) is uthrow > fair, since they can't DI away from the fair in time. unfortunately fair was hit with the nerf bat - against Fox, uthrow fair does less knockback in 3.6 than in 3.5 if performed at any % higher than 20%. so, if you're trying to kill Fox with uthrow > fair at 10%, you're in luck - it got buffed! otherwise, enjoy the nerf and enjoy Fox living longer. we also have utilt > uair. good ****ing luck landing strong hit of utilt, if you whiff you die and comboing into it is much more difficult now thanks to the nerfed late hit.
other notes on top of all that ****:
-uair is worse at killing fox at % lower than 95%, at which point the old uair would kill anyway unless he was standing onstage with a higher ceiling than FD. this only describes a very small portion of uair kills, as most of them will not only take place in midair, but will also occur on stages with ceilings around that of FD. unless you counterpick fox to DL64 I guess. Long story short is: uair is worse at killing Fox in most situations, worse at killing everyone else in basically every situation
-we lost 8 frames of advantage against Fox on dthrow since it isn't weight dependent any more lol, so it's actually more difficult to dthrow > tech chase > dsmash against fox than it was previously... but hey, it's 2 frames faster against cfalc. lol
-neither utilt nor usmash can cover platform techs on ps2 since we're smaller and the hitboxes on usmash got spread lower. you are forced to make a read now.
- dsmash is much worse against fastfallers, it does 4% less, never sets up for bowser bomb > jc > combos, and furthermore if they know how to SDI they can always choose which direction they get set in. my practice partner is already 95% consistent with invalidating my dsmash edgeguards by falling into them, DI'ing down, and SDI'ing such that he gets sent across stage to the other ledge. Also it never kills. Cfalc can live the dsmash at 150% on FD, that's pretty sad.
-upB is no longer as safe at low% since its base knockback was reduced. this also makes it worse at killing Fox. 3.5 upB kills Fox at 125% on FD with neutral DI. 3.6 upB kills him at 135%, so it's probably a similar situation with all the other characters since most die to upB earlier than Fox. maybe not Falcon though, due to his weight
-enjoy dying to uair > knee, shine > shine > upB, and Fox uthrow > bair. nair will never save you from those moves at kill% nowadays. they are all now just as disgustingly free as they were in Melee.
these matchups are ****kkkkkkedddddddddd. i see absolutely no upside to the Falcon matchup now, it's got to be like 80:20 or something stupid like that. he can just permanently spam aerials at you and if he stays out of upB oos range you are done for, and he barely gets punished for slipping up. flame cancel sucks against Falcon because it requires you to jump into the air and be a helpless palooka for at least 20 frames, enjoy your nair>grab to the face.
Odds, I know you want the new dsmash to be good. But it's not, it's lame and bad and unless you charge it up it even has less armor than before. I know you want the new klaw to be good but the IASA nerf is absolutely killer and reduces the utility of the fthrow dramatically. It removes 0% punishes from fastfaller matchups. You can say something like "Well, Bowser isn't *worse* now, he just has to focus more on tech chasing now." But the fact is that a Bowser tech chase is WORSE THAN THE COMBOS FROM 3.5. Those were good, and Bowser techchase is just 'meh' unless you have them up against a ledge and can dsmash them.... actually I take that back because in 3.6 dsmash even is just meh.
Please god revert the changes to this character, especially the dash attack, sideB angle and IASA, utilt, nair, and the character's size. I can live with the heavy nerfs to the uair. I can live with the heavy nerfs to fair, maybe they both killed to early. I can live with the dair nerf.
I know there are buffs that I haven't addressed here. You can take the ftilt buffs back, I don't really want it. That move is sort of a like a slightly worse fair or awful jab anyway. Dsmash starts up faster, so does usmash. But can you honestly say that you use those moves in neutral very often, with no setup whatsoever? I've never felt the 3 or 4 frames make a difference there. The dash speed buff is kinda nice, but I don't need it. Dashdancing to avoid an attack was almost always a bad idea in 3.5, and it remains a bad idea in almost all situations in 3.6 because 1.3 is still slow as hell and Bowser is still a fatass who needs to move twice as far as, say, Fox or Falcon does in order to actually avoid a sweeping hitbox. Flame cancel buff is nice but god knows it doesn't significantly change neutral against people who are fast enough to hop over it or punish the aerial 'startup'.
This is a radically different matchup in 3.6 and it's radically worse. The few corner cases in which you manage to dashdance out of the way of a drill or stuff an approach with your faster-by-two-whole-frames ftilt or tech chase someone with a dsmash for a whopping 16% and reset to neutral
DO NOT make up for these sweeping across-the-board nerfs to his punish game, not even close. The size reduction is also a significant nerf - the only thing it aids Bowser with is being caught in combos and strings, but it's not like he's Rob or Samus now. He's just exactly the same as Melee Bowser, the laughingstock of Melee who everyone used as a punching bag when they were bored because he was hilariously easy to combo. Give me my reach back, please, I liked being able to space jabs from outside of Falcon's oos range but now I can't.
I know that this post has become a massive pain in the ass to read because of how long it is, but I just couldn't stop writing it. I would have rather made like a ten minute video detailing the implications of each change but unfortunately I lack the technical know-how to do so.
Please, for the love of God, change him back. I can't stand playing this character any more.
EDIT: Also who the hell had the bright idea of changing his fsmash to be identical to Melee? That sucks.