Jerodak
Smash Lord
(For anyone looking at this thread now, it's contents are based entirely off of what information we had about Smash WiiU and 3ds Prior to the game's 3ds release in Japan. There is a good chance that much of this information could be irrelevant due to moveset properties possibly changing between the pre-release and post-release builds.)
We're gonna compile Bowser gameplay footage here and discuss confirmed changes to the moveset and perhaps formulate a few reasonable theories, nothing too out there please.
I forgot to label my findings as I posted them but since i'm pretty sure all but maybe two of these were posted at around this date I'll just consider them all the same date. Let me know if I'll need to break them into a three or four groups instead of two, there are a lot of links in there. The information compiled in the original post is going to mostly be little bits and peices of information looking at what Bowser can do from an entirely objective standpoint. So the links to these videos will just show things that Bowser is actually confirmed doing.
All theorycraft and speculation will take place outside of the original post, from percieved match-up viability to possible plays as long as it's related to Bowser's moveset in some way. Any contributions to the original post are appreciated but it will need to be factual data backed up, preferably, with visual proof; have fun!
---------------------------------------------------Here's a major contribution made by ibmutt--------------------------------------------------
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(9/2/14) http://youtu.be/32lkYHahXck?t=34s I notice that Bowser can act pretty quickly out of his back throw, it seems like he has a bit less downtime afterwards, also up smash beating Link's down air.
http://youtu.be/jlU46WW3TS4?t=2m57s It looks like Bowser's dsmash activates Greninja's substitute, Greninja attempts to counter but the down smash, which was still active, beat the counter. Hazy footage, but it's not hard to see what's happening.
We're gonna compile Bowser gameplay footage here and discuss confirmed changes to the moveset and perhaps formulate a few reasonable theories, nothing too out there please.
I forgot to label my findings as I posted them but since i'm pretty sure all but maybe two of these were posted at around this date I'll just consider them all the same date. Let me know if I'll need to break them into a three or four groups instead of two, there are a lot of links in there. The information compiled in the original post is going to mostly be little bits and peices of information looking at what Bowser can do from an entirely objective standpoint. So the links to these videos will just show things that Bowser is actually confirmed doing.
All theorycraft and speculation will take place outside of the original post, from percieved match-up viability to possible plays as long as it's related to Bowser's moveset in some way. Any contributions to the original post are appreciated but it will need to be factual data backed up, preferably, with visual proof; have fun!
Here's a general comprehensive look at Bowser's moves; we'll probably be able to base most of our discussion off of this.
www.youtube.com/watch?v=eOEo0A7zVMU
Here are complete playthroughs of matches with Bowser that have been provided for analysis
http://www.youtube.com/watch?v=2bnI3Sx4Hrc - (ImaClubYou's Contribution)
Here is some footage demonstrating Bowser's Launch resistance on some of his moves.
http://youtu.be/TvV3dYTEFNg?t=5m57s - Aerial Fortress
http://youtu.be/f0rnJeXedJY?t=2m1s - Up Smash Charge (This also confirms the landing hit of upsmash.)
http://youtu.be/SKC5KFwEhNM?t=1m35s - The airborne portion of the Flying Slam (Also, watch on a bit further to see the flying slam's new landing hitbox.)
Bowser bomb appears to have either armor or improved priority in the air, here's some footage of it winning against various hitboxes.
http://youtu.be/h3CugGrHnF0?t=3m16s - Villager's Up air (Three turnips)
http://youtu.be/kzURoGXCFPw?t=29s - Thrown Firebar
Bowser bomb also has a larger hitbox.
http://youtu.be/CtR6Jx_Dlu8?t=15m46s
http://youtu.be/jSVzk6sktUw?t=1m19s
Here's a good approximation of his standing grab range.
http://youtu.be/lL0F2BNCU2k?t=1m41s
Crawling is back!
http://youtu.be/eOEo0A7zVMU?t=19s
Bowser canDash Cancel cancel his dash stop animation
http://youtu.be/eOEo0A7zVMU?t=1m35s
Bowser's new Bair can be short hop auto canceled
http://youtu.be/eOEo0A7zVMU?t=3m53s
www.youtube.com/watch?v=eOEo0A7zVMU
Here are complete playthroughs of matches with Bowser that have been provided for analysis
http://www.youtube.com/watch?v=2bnI3Sx4Hrc - (ImaClubYou's Contribution)
Here is some footage demonstrating Bowser's Launch resistance on some of his moves.
http://youtu.be/TvV3dYTEFNg?t=5m57s - Aerial Fortress
http://youtu.be/f0rnJeXedJY?t=2m1s - Up Smash Charge (This also confirms the landing hit of upsmash.)
http://youtu.be/SKC5KFwEhNM?t=1m35s - The airborne portion of the Flying Slam (Also, watch on a bit further to see the flying slam's new landing hitbox.)
Bowser bomb appears to have either armor or improved priority in the air, here's some footage of it winning against various hitboxes.
http://youtu.be/h3CugGrHnF0?t=3m16s - Villager's Up air (Three turnips)
http://youtu.be/kzURoGXCFPw?t=29s - Thrown Firebar
Bowser bomb also has a larger hitbox.
http://youtu.be/CtR6Jx_Dlu8?t=15m46s
http://youtu.be/jSVzk6sktUw?t=1m19s
Here's a good approximation of his standing grab range.
http://youtu.be/lL0F2BNCU2k?t=1m41s
Crawling is back!
http://youtu.be/eOEo0A7zVMU?t=19s
Bowser can
http://youtu.be/eOEo0A7zVMU?t=1m35s
Bowser's new Bair can be short hop auto canceled
http://youtu.be/eOEo0A7zVMU?t=3m53s
---------------------------------------------------Here's a major contribution made by ibmutt--------------------------------------------------
Introduction
I thought you would be interested in what I found out.
Main Points
Bowser's stopping animation - not his dash animation - was interrupted by either his pivot animation or certain animations - jabbing or ducking. His stopping animation starts when you release the analogue stick or point it up or down. Bowser's stopping animation is interruptible, by most inputs, on frame 8. Bowser's stopping animation in Brawl was interruptible by most inputs as early as frame 14; the demo Bowser has a 43% decrease in stopping lag compared to Brawl.
Analysis
The main point is Bowser can interrupt his stopping animation on a frame eight. You can interrupt his stopping animation sooner for some attacks so seven frames is the maximum amount lag. In other words, assuming you've already started a dash you have a maximum commitment of seven frames.
Bowser can likely interrupt stopping with dashing on frame 8. For changing direction, this is faster than cancelling a dash with a shield in Brawl. I think shielding has a minimum of thirteen frames before it can be interrupted. In Brawl, the buffering window for reverse dashes is very tight. I'm not sure how the movement option compares with melee.
Explanation
"Bowser's stopping animation - not his dash animation - was interrupted by either his pivot animation or certain animations. "
In the video at least, ducking or jabbing never interrupted his dashing animation only his stopping animation. Play it frame by frame to see for yourself. I'll leave pivoting for another time or person.
"His stopping animation starts when you release the analogue stick or point it up or down."
To get a feel for this in Brawl, set the speed to one quarter speed. Dash for a while then quickly let go. Notice how quickly Bowser stops; it should be equivalent to how quick a shield appears.
"Bowser's stopping animation is interruptible, by most inputs, on frame 8."
In the VGBootCamp video, Players interrupted Bowser's stop animation with a duck and jab no earlier than a certain frame - likely an IASA frame. "Likely" because I don't know for certain if they buffered those inputs.
The frame rate for the VGBootCamp video and subsequent videos is approximately 30 fps. So, you count by two instead of one if the count of one is the first frame of an action. [Or you count in ones, double the final value and take away one] 30 fps footage adds a degree of uncertainty so the actual frame length lies within a range which is plus or minus what you count to. If you try this with the two videos below, you should find a range between six and eight. I used another method to find out the frame number was eight exactly. Because I've just figured it out, any explanation I give would probably be long winded.
Stopping animation starts at 0:06
Duck starts and interrupts at 0:09
Stopping animation starts at 0:06
Jab starts and interrupts at 0:09
Brawl's Bowser an earliest frame for jabbing and ducking.
Stopping animation starts at 0:05
Duck starts and interrupts at 0:18
Stopping animation starts at 0:05
Jab starts and interrupts at 0:18
Brawl and SSB4 are similar with respect to the stopping animation here. So, if we use Brawl mechanics, we can guess some mechanics in the demo at least.
From testing, Bowser can interrupt the stopping animation with attack inputs, running, ducking and crawling as early as frame 14. Most inputs that can immediately interrupt dashing can be used on frame 14 and specials can interrupt the stopping animation on any frame. Putting it all together, most inputs can be used by frame 14 or earlier. Furthermore, the frame where a jab, for instance, comes out marks the frame where most actions can begin. For SSB4, this implies most inputs can be executed by frame eight. In other words, the lag for stopping is seven frames max for a full dash.
This means Bowser of SSB4 should be able to do the following on the eighth frame - quicker than shown here.
Stopping animation starts at 0:05
Dsmash starts and interrupts at 0:18
Stopping animation starts at 0:05
Dash starts and interrupts at 0:18
Stopping animation starts at 0:05
Standing grab starts and interrupts at 0:14 [note that he interrupts on frame 10 rather than 14]
You might be interested in the following video. He explains what I've talked about well. If you watch Bowser from 1:04, you should see the 13 frame delay. Setting the speed to X2 is a slight overestimate of the delay in SSB4 - 7 frames. When I look at it, the delay seems almost non-existent. Perhaps I should have made clearer in my previous post how little time seven frames is.
I thought you would be interested in what I found out.
Main Points
Bowser's stopping animation - not his dash animation - was interrupted by either his pivot animation or certain animations - jabbing or ducking. His stopping animation starts when you release the analogue stick or point it up or down. Bowser's stopping animation is interruptible, by most inputs, on frame 8. Bowser's stopping animation in Brawl was interruptible by most inputs as early as frame 14; the demo Bowser has a 43% decrease in stopping lag compared to Brawl.
Analysis
The main point is Bowser can interrupt his stopping animation on a frame eight. You can interrupt his stopping animation sooner for some attacks so seven frames is the maximum amount lag. In other words, assuming you've already started a dash you have a maximum commitment of seven frames.
Bowser can likely interrupt stopping with dashing on frame 8. For changing direction, this is faster than cancelling a dash with a shield in Brawl. I think shielding has a minimum of thirteen frames before it can be interrupted. In Brawl, the buffering window for reverse dashes is very tight. I'm not sure how the movement option compares with melee.
Explanation
"Bowser's stopping animation - not his dash animation - was interrupted by either his pivot animation or certain animations. "
In the video at least, ducking or jabbing never interrupted his dashing animation only his stopping animation. Play it frame by frame to see for yourself. I'll leave pivoting for another time or person.
"His stopping animation starts when you release the analogue stick or point it up or down."
To get a feel for this in Brawl, set the speed to one quarter speed. Dash for a while then quickly let go. Notice how quickly Bowser stops; it should be equivalent to how quick a shield appears.
"Bowser's stopping animation is interruptible, by most inputs, on frame 8."
In the VGBootCamp video, Players interrupted Bowser's stop animation with a duck and jab no earlier than a certain frame - likely an IASA frame. "Likely" because I don't know for certain if they buffered those inputs.
The frame rate for the VGBootCamp video and subsequent videos is approximately 30 fps. So, you count by two instead of one if the count of one is the first frame of an action. [Or you count in ones, double the final value and take away one] 30 fps footage adds a degree of uncertainty so the actual frame length lies within a range which is plus or minus what you count to. If you try this with the two videos below, you should find a range between six and eight. I used another method to find out the frame number was eight exactly. Because I've just figured it out, any explanation I give would probably be long winded.
Stopping animation starts at 0:06
Duck starts and interrupts at 0:09
Stopping animation starts at 0:06
Jab starts and interrupts at 0:09
Brawl's Bowser an earliest frame for jabbing and ducking.
Stopping animation starts at 0:05
Duck starts and interrupts at 0:18
Stopping animation starts at 0:05
Jab starts and interrupts at 0:18
Brawl and SSB4 are similar with respect to the stopping animation here. So, if we use Brawl mechanics, we can guess some mechanics in the demo at least.
From testing, Bowser can interrupt the stopping animation with attack inputs, running, ducking and crawling as early as frame 14. Most inputs that can immediately interrupt dashing can be used on frame 14 and specials can interrupt the stopping animation on any frame. Putting it all together, most inputs can be used by frame 14 or earlier. Furthermore, the frame where a jab, for instance, comes out marks the frame where most actions can begin. For SSB4, this implies most inputs can be executed by frame eight. In other words, the lag for stopping is seven frames max for a full dash.
This means Bowser of SSB4 should be able to do the following on the eighth frame - quicker than shown here.
Stopping animation starts at 0:05
Dsmash starts and interrupts at 0:18
Stopping animation starts at 0:05
Dash starts and interrupts at 0:18
Stopping animation starts at 0:05
Standing grab starts and interrupts at 0:14 [note that he interrupts on frame 10 rather than 14]
You might be interested in the following video. He explains what I've talked about well. If you watch Bowser from 1:04, you should see the 13 frame delay. Setting the speed to X2 is a slight overestimate of the delay in SSB4 - 7 frames. When I look at it, the delay seems almost non-existent. Perhaps I should have made clearer in my previous post how little time seven frames is.
Fortress is now multi-hitting before it launches and cannot go off the edge of the stage.
http://youtu.be/eOEo0A7zVMU?t=4m43s
The new Nair is a multi-hitting attack
http://youtu.be/eOEo0A7zVMU?t=58s
Short hop klaw approach is still viable
http://youtu.be/eOEo0A7zVMU?t=6m28s
This here is pretty interesting, Bowser unleashes his foward smash and Marth spot dodges as it comes out and still gets hit, looks like the spotdodge needs to be late in order to work, looks great for frame traps.
http://youtu.be/LxOU9RuoVP8?t=1m55s
Here's a fsmash vs a backroll, it seems like rolls might have a bit more I-frames or the villager was just out of range.
http://youtu.be/CtR6Jx_Dlu8?t=14m47s
Looks like it's easier to perform footstools now, though this may be a universal change.
http://youtu.be/NSZKO_CbD64?t=1m3s
Fair's hitbox is amazing.
http://youtu.be/h3CugGrHnF0?t=1m35s
It looks like Bowser can Dair stall.
http://youtu.be/kzURoGXCFPw?t=1m11s
http://youtu.be/TmfPtW1kDOs?t=43s
Dair's Landing hitbox seems to be larger
http://youtu.be/jSVzk6sktUw?t=1m7s
Dair Spike/Meteor footage.
http://youtu.be/lG0xXAZMcdQ?t=1m57s
Up Tilt's hitbox appears to hit in front of Bowser now.
http://youtu.be/ah3YfvaMvKs?t=3m26s (Note how it connects with the crouching Bowser in front of him. Also includes A Dair Spike/Meteor just before the uptilt.)
Jab cancel strings make a return
http://youtu.be/fZflqX7IuqU?t=59s (Jab 1 to Side b)
Whirling fortress may possibly semi-spike
http://youtu.be/OD_ZnB8yJuA?t=55s (Thanks to SKM_NeoN for pointing it out.)
http://youtu.be/fZflqX7IuqU?t=1m5s (Thanks again to SKM_NeoN for pointing it out.)
Judging by what's shown in this clip, the dropkick seems to be active from the point where the legs are thrust out up, and then remains active until he stops sliding along the ground it seems. You also get a general approximation of how far it can reach and when the late boxes appear. Note how the second Bowser makes contact with Bowser's torso and still gets hit even during the late hit, demonstrating the attack's improved coverage. We also see zero suit recover from the weak hit quickly enough to punish but this may have just been because the Bowser player didn't try to answer with anything.
http://youtu.be/KzyHM8i2Lg4?t=1m57s
http://youtu.be/eOEo0A7zVMU?t=4m43s
The new Nair is a multi-hitting attack
http://youtu.be/eOEo0A7zVMU?t=58s
Short hop klaw approach is still viable
http://youtu.be/eOEo0A7zVMU?t=6m28s
This here is pretty interesting, Bowser unleashes his foward smash and Marth spot dodges as it comes out and still gets hit, looks like the spotdodge needs to be late in order to work, looks great for frame traps.
http://youtu.be/LxOU9RuoVP8?t=1m55s
Here's a fsmash vs a backroll, it seems like rolls might have a bit more I-frames or the villager was just out of range.
http://youtu.be/CtR6Jx_Dlu8?t=14m47s
Looks like it's easier to perform footstools now, though this may be a universal change.
http://youtu.be/NSZKO_CbD64?t=1m3s
Fair's hitbox is amazing.
http://youtu.be/h3CugGrHnF0?t=1m35s
It looks like Bowser can Dair stall.
http://youtu.be/kzURoGXCFPw?t=1m11s
http://youtu.be/TmfPtW1kDOs?t=43s
Dair's Landing hitbox seems to be larger
http://youtu.be/jSVzk6sktUw?t=1m7s
Dair Spike/Meteor footage.
http://youtu.be/lG0xXAZMcdQ?t=1m57s
Up Tilt's hitbox appears to hit in front of Bowser now.
http://youtu.be/ah3YfvaMvKs?t=3m26s (Note how it connects with the crouching Bowser in front of him. Also includes A Dair Spike/Meteor just before the uptilt.)
Jab cancel strings make a return
http://youtu.be/fZflqX7IuqU?t=59s (Jab 1 to Side b)
Whirling fortress may possibly semi-spike
http://youtu.be/OD_ZnB8yJuA?t=55s (Thanks to SKM_NeoN for pointing it out.)
http://youtu.be/fZflqX7IuqU?t=1m5s (Thanks again to SKM_NeoN for pointing it out.)
Judging by what's shown in this clip, the dropkick seems to be active from the point where the legs are thrust out up, and then remains active until he stops sliding along the ground it seems. You also get a general approximation of how far it can reach and when the late boxes appear. Note how the second Bowser makes contact with Bowser's torso and still gets hit even during the late hit, demonstrating the attack's improved coverage. We also see zero suit recover from the weak hit quickly enough to punish but this may have just been because the Bowser player didn't try to answer with anything.
http://youtu.be/KzyHM8i2Lg4?t=1m57s
(7/8/14) Watch the brown bowser closely in this clip, if you watch his magnifier you can see that JUST before he hits the blast zone, he begins to recover from Dair. So it may be possible to recover from Dair offstage as long as we are high enough when we start the Dair. It may also be possible that the attack recovers sooner if it connects, allowing a recovery from lower heights with successful spikes, there's no confirmation on that just yet however, it's just a hypothesis.
http://youtu.be/KzyHM8i2Lg4?t=21s
(7/2/14) Here's another interesting piece of footage, Bowser does a down smash, which kirby then falls into. Megaman, sees an opportunity for free damage and fires a crash bomb. The bomb hits Bowser's down smash and explodes instantly, kirby is sent flying, and Bowser appears to finish the down smash animation uninterrupted. You can tell that this is a downsmash, as opposed to a fortress, by the lack of green lights and sparks off the surface of the stage, the fact that the start-up animation is clearly visible even without slowing down the video, in which you can see the white spark on Bowser's shell which is indicative of a down smash. Finally, the axis of his spin while in his shell is at where his tail would be, instead of a central axis.
http://youtu.be/1P3i5vsGvkw?t=2s
Here's Fsmash vs a Samus Usmash from on top of a platform. It looks like he avoids the hitbox when he jumps up then hits her arm while it's raised over her head. While I think this is part of it, if you slow the clip down and look carefully you can see the tale-tale klank bubble appear over Bowser where the hitboxes collide, so it seems like he also won the priority battle.
http://youtu.be/OD_ZnB8yJuA?t=1m12s
(7/3/14) Just a few whiffed standing grabs.
http://youtu.be/eOEo0A7zVMU?t=6m5s
(7/8/14) Samus Zair whiffing on Bowser's Dash grab whiff for some reason, probably a glitch.
http://youtu.be/9gbPDyaDszs?t=1m6s
Grab release footage, judging by how quickly Bowser managed to spotdodge, it seems like he may still retain frame advantage when the opponent breaks out. Feel free to compare this with the ground break footage on fox in the post right under this one. Samus breaks out into the air, so if she can still only act after the little mid-air turn she does in the release animation the Bowser has advantage. I might move this down with the other released grab footage. We'll see.
http://youtu.be/9gbPDyaDszs?t=1m36s
http://youtu.be/KzyHM8i2Lg4?t=21s
(7/2/14) Here's another interesting piece of footage, Bowser does a down smash, which kirby then falls into. Megaman, sees an opportunity for free damage and fires a crash bomb. The bomb hits Bowser's down smash and explodes instantly, kirby is sent flying, and Bowser appears to finish the down smash animation uninterrupted. You can tell that this is a downsmash, as opposed to a fortress, by the lack of green lights and sparks off the surface of the stage, the fact that the start-up animation is clearly visible even without slowing down the video, in which you can see the white spark on Bowser's shell which is indicative of a down smash. Finally, the axis of his spin while in his shell is at where his tail would be, instead of a central axis.
http://youtu.be/1P3i5vsGvkw?t=2s
Here's Fsmash vs a Samus Usmash from on top of a platform. It looks like he avoids the hitbox when he jumps up then hits her arm while it's raised over her head. While I think this is part of it, if you slow the clip down and look carefully you can see the tale-tale klank bubble appear over Bowser where the hitboxes collide, so it seems like he also won the priority battle.
http://youtu.be/OD_ZnB8yJuA?t=1m12s
(7/3/14) Just a few whiffed standing grabs.
http://youtu.be/eOEo0A7zVMU?t=6m5s
(7/8/14) Samus Zair whiffing on Bowser's Dash grab whiff for some reason, probably a glitch.
http://youtu.be/9gbPDyaDszs?t=1m6s
Grab release footage, judging by how quickly Bowser managed to spotdodge, it seems like he may still retain frame advantage when the opponent breaks out. Feel free to compare this with the ground break footage on fox in the post right under this one. Samus breaks out into the air, so if she can still only act after the little mid-air turn she does in the release animation the Bowser has advantage. I might move this down with the other released grab footage. We'll see.
http://youtu.be/9gbPDyaDszs?t=1m36s
(7/27/14) More grab release footage, this is Bowser releasing himself from grab.
Here's Bowser's ground release http://youtu.be/GAayYDWPkms?t=6m26s
If you slow it down, the Dark green Bowser clearly returns to neutral before the other one. It also seems like the lighter Bowser was mashing jab so while this isn't definative proof, I think it's yet another good argument in favor of Grab release combos still existing.
http://youtu.be/GAayYDWPkms?t=15m24s Here's the air release. You don't even need to slow this one down, it seems pretty apparent that the darker Bowser was able to move before the lighter one. Still not completely definative maybe, but yet another good bit of evidence pointing in it's favor.
Also here's an interesting look at ledge mechanics, look at when Bowser grabs the ledge here http://youtu.be/GAayYDWPkms?t=11m14s See how long his invcibility lasted?
Ok, then proceed a bit further and look at this here http://youtu.be/GAayYDWPkms?t=11m25s
Dark bowser was able to let go of that ledge very quickly but it seemed like the ledge drop canceled out his invincibility, but it could have just been that the game decided to give him fewer frames that time. Also, of course we still get to double jump to the stage and aerial no surprise there.
http://youtu.be/GAayYDWPkms?t=15m34s Now a little bit after the air release happens, we see, perhaps the only time in the tournament, ledge trumping. This seems to show off it's potential pretty well, we can see that it removes invincibility if you are knocked off, which also supports my earlier theory that releasing the ledge probably dumps the rest of your I-frames, we also see this with the darker Bowser, who uses a ledge jump but none of the ledge I-frames carry over at all. So there's a possibility that invincible attacks from the ledge have been removed.
http://youtu.be/I0s5WrGOlHc?t=1m20s There's a gif of this already, but I figured someone might want to watch the Bowser shield break in slow motion or something, if Bowser still has the strongest shield in the game then it's pretty safe to say that the Bowser bomb will probably break any full shield in one use as long as you land the sweetspot.
And finally, I noticed a few things about Bowser's firebreath, first there's this. http://youtu.be/I0s5WrGOlHc?t=8m24s it's been mentioned before, but here's a nice visual example, of firebreath being used offstage. This is actually very important for Bowser's recovery because he has a far-reaching guard breaking option for backing other characters away from the ledge or at least putting them into hitstun and messing with their timing.
Secondly, It seems like while firebreath does indeed have a larger hitbox, that the outermost tip of the fire, at least when at full size, is actually a push box instead of a hitbox. It appears to work in a similar manner to Mario's down B. http://youtu.be/I0s5WrGOlHc?t=4m6s Notice how once Bowser is in the tip of the fire he just falls down and is pushed away? The same happens here, http://youtu.be/GAayYDWPkms?t=9m17s and also here http://youtu.be/GAayYDWPkms?t=16m57s not how the darker bowser was moving at a faster speed until moving into the flame tip, where he appears to slow down but does not appear to take any damage.
This isn't Bowser specific but I thought it was pretty interesting, watch Mario and Pikachu. Mario ledgegrabs, then ledge attacks while pikachu attempts to ledge trump him. The result is Mario finishing his ledge attack normally while Pikachu does a ledge grab as normal. I could see some VERY interesting ledge play stemming from this.
http://youtu.be/_V1L3Br2GYk?t=5h36m
(7/28/14) Here's something rather amazing, it appears that Nair can combo into back air. http://youtu.be/Idw0P5x5b14?t=4h31m37s
(8/16/14) http://youtu.be/75k4eXbtbtk?t=1h14m3s Classic forward smash right here, seems like we can still avoid hits with it, nothing new or surprising but nice to have some footage of it anyway.
Here's Bowser's ground release http://youtu.be/GAayYDWPkms?t=6m26s
If you slow it down, the Dark green Bowser clearly returns to neutral before the other one. It also seems like the lighter Bowser was mashing jab so while this isn't definative proof, I think it's yet another good argument in favor of Grab release combos still existing.
http://youtu.be/GAayYDWPkms?t=15m24s Here's the air release. You don't even need to slow this one down, it seems pretty apparent that the darker Bowser was able to move before the lighter one. Still not completely definative maybe, but yet another good bit of evidence pointing in it's favor.
Also here's an interesting look at ledge mechanics, look at when Bowser grabs the ledge here http://youtu.be/GAayYDWPkms?t=11m14s See how long his invcibility lasted?
Ok, then proceed a bit further and look at this here http://youtu.be/GAayYDWPkms?t=11m25s
Dark bowser was able to let go of that ledge very quickly but it seemed like the ledge drop canceled out his invincibility, but it could have just been that the game decided to give him fewer frames that time. Also, of course we still get to double jump to the stage and aerial no surprise there.
http://youtu.be/GAayYDWPkms?t=15m34s Now a little bit after the air release happens, we see, perhaps the only time in the tournament, ledge trumping. This seems to show off it's potential pretty well, we can see that it removes invincibility if you are knocked off, which also supports my earlier theory that releasing the ledge probably dumps the rest of your I-frames, we also see this with the darker Bowser, who uses a ledge jump but none of the ledge I-frames carry over at all. So there's a possibility that invincible attacks from the ledge have been removed.
http://youtu.be/I0s5WrGOlHc?t=1m20s There's a gif of this already, but I figured someone might want to watch the Bowser shield break in slow motion or something, if Bowser still has the strongest shield in the game then it's pretty safe to say that the Bowser bomb will probably break any full shield in one use as long as you land the sweetspot.
And finally, I noticed a few things about Bowser's firebreath, first there's this. http://youtu.be/I0s5WrGOlHc?t=8m24s it's been mentioned before, but here's a nice visual example, of firebreath being used offstage. This is actually very important for Bowser's recovery because he has a far-reaching guard breaking option for backing other characters away from the ledge or at least putting them into hitstun and messing with their timing.
Secondly, It seems like while firebreath does indeed have a larger hitbox, that the outermost tip of the fire, at least when at full size, is actually a push box instead of a hitbox. It appears to work in a similar manner to Mario's down B. http://youtu.be/I0s5WrGOlHc?t=4m6s Notice how once Bowser is in the tip of the fire he just falls down and is pushed away? The same happens here, http://youtu.be/GAayYDWPkms?t=9m17s and also here http://youtu.be/GAayYDWPkms?t=16m57s not how the darker bowser was moving at a faster speed until moving into the flame tip, where he appears to slow down but does not appear to take any damage.
This isn't Bowser specific but I thought it was pretty interesting, watch Mario and Pikachu. Mario ledgegrabs, then ledge attacks while pikachu attempts to ledge trump him. The result is Mario finishing his ledge attack normally while Pikachu does a ledge grab as normal. I could see some VERY interesting ledge play stemming from this.
http://youtu.be/_V1L3Br2GYk?t=5h36m
(7/28/14) Here's something rather amazing, it appears that Nair can combo into back air. http://youtu.be/Idw0P5x5b14?t=4h31m37s
(8/16/14) http://youtu.be/75k4eXbtbtk?t=1h14m3s Classic forward smash right here, seems like we can still avoid hits with it, nothing new or surprising but nice to have some footage of it anyway.
(9/2/14) http://youtu.be/32lkYHahXck?t=34s I notice that Bowser can act pretty quickly out of his back throw, it seems like he has a bit less downtime afterwards, also up smash beating Link's down air.
http://youtu.be/jlU46WW3TS4?t=2m57s It looks like Bowser's dsmash activates Greninja's substitute, Greninja attempts to counter but the down smash, which was still active, beat the counter. Hazy footage, but it's not hard to see what's happening.
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