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I've noticed from watching vs Ally and vs Holy that you seem to have a habit of doing a run back and forth from and to the ledge when you get your opponents offstage.
I'm not sure why you're doing it, but it's costing you a lot of pressure when your opponent is recovering. Especially in game one vs Holy at around 1:00 where he's sent offstage, and you have the Gyro.
That was a very powerful position to be in, especially with Rob recovering low. However, you gave up any opportunity to capitalize by running away from the ledge. Then by the time he ledge grabbed you're up in the air tossing the gyro up, at which point you get ledge jump forward aired. This led to you losing the gyro and gave Rob all of the momentum which led to the first stock you lost.
You went from being in a prime position to gimp Rob to losing all your momentum, and eventually your first stock, just like that. Sometimes I noticed you would walk away from the ledge instead. That's much better, but you still weren't really applying much pressure on Rob's recovery or ledge options.
I also noticed that you were a little too eager to throw the gyro a few times. Sometimes it's better to hold it, since you can create pressure simply by hanging onto it. It can also help you get in on rob a little easier, which is ultimately the goal of neutral in this match-up.
Now, I'm going to go on a bit of a tangent here, but it's somewhat relevant and might be useful to newer players.
Bowser's strongest areas, in my experience, are, in no particular order, when the opponent is "in the corner", when your opponent is on a platform with you under them especially if knocked prone, when he's covering an opponent's landing, when the opponent is coming back to the stage especially during low recovery, and when the opponent is in the process of grabbing the ledge, or has already grabbed it and is attempting to get up.
These are the areas where Bowser can exert the most dominance, he can apply a lot of pressure and really make the other player feel his presence.
Getting back to the point, for the ledge specifically; when your opponent snaps to the ledge, just between ledge trumping and fortress, you have a workable 50/50 on basically everyone. You can also substitute up smash or down smash in place of fortress and have a k.o mix up. You could also possibly try a retreating n-air for a safer option than fortress just in case, it should work as long as you get the launch, and 20 frames is not easy for most characters to punish from the ledge.
During non-tether snaps, there's a 20 frame window where you have to wait on the ledge before you can do anything, timing a variable burst of firebreath (it starts up on frame 23) with the opponent's ledge snap can be used as a safe way to cover multiple options. Also, because firebreath is a decent cornering option, you may get your opponent back offstage in the drop zone.
You can also time jab 1 with a ledge snap (because it takes 21 frames to complete) and use it to time an attack against their ledge options. This tactic is most effective if they like to get off the ledge right away. So it's a possible method to condition your opponent into waiting, where ledge trumping becomes more effective.
Hopefully none of this was too basic or boring for you, but I felt like giving you a few simple ideas for set-ups at the ledge might help you to pick up at least a few more edge guards.
Keep up the great work, looking forward to seeing you take first place.