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Last Resort - Let's seriously consider Bowsercide

Zapp Branniglenn

Smash Lord
Joined
Apr 13, 2014
Messages
1,707
Location
Santa Ana, CA
It's time we talk strategy about Bowser's most infamous option. When earning the first stock in a close match, Bowser can take his current, near-death stock and spend it taking the opponent's next one. This turns a slight advantage into a full stock advantage. Taking an opponent over the edge is certain death for Bowser, but it's a bit more complicated for the victim. When Bowser dies, the victim is released a moment before death and can attempt a recovery back to the ledge, saving themselves for free. It's a raw deal for us, but that doesn't make Bowsercide useless since not every opponent can make it back to the ledge, even if they have all of their resources.


:ultmario:Mario
:ultdk:Donkey Kong
:ultlink:Link
:ultsamus::ultdarksamus:Samus/Dark Samus
:ultyoshi:Yoshi
:ultluigi:Luigi
:ultfalcon:Captain Falcon
:ultpeach::ultdaisy:Peach/Daisy
:ultbowser:Bowser
:ulticeclimbers:Ice Climbers (just check to make sure you grabbed the playable climber.)
:ultdoc:Dr. Mario
:ultmarth::ultlucina:Marth/Lucina
:ultroy:Roy
:ultchrom:Chrom
:ultzss:Zero Suit Samus
:ultike:Ike
:ultpokemontrainer:Pokemon Trainer
:ultdiddy:Diddy Kong
:ultolimar:Olimar
:ultwolf:Wolf
:ultlittlemac:Little Mac
:ultryu::ultken:Ryu/Ken
:ultcorrin:Corrin
:ultsimon::ultrichter:Simon/Richter
:ultmiifighters:Mii Brawler



:ultkirby:Kirby: needs three of his five jumps and Up B to grab the ledge. Barely reaches high ledges with all jumps.
:ultfox:Fox: Needs his double jump and Up B straight up. :bowser:Fails on high ledges
:ultpikachu:Pikachu: needs his double jump and Up B
:ultness:Ness: Needs his double jump and Up B straight up, or a bonk refresh :bowser:Fails on high ledges
:ultjigglypuff:Jigglypuff: Needs all five jumps, or four with an air dodge upward. :bowser:Fails on high ledges
:ultsheik:Sheik: Needs her double jump and Up B straight up. :bowser:Fails on high ledges
:ultzelda:Zelda: Needs her double jump and Up B straight up. :bowser:Fails on high ledges
:ultpichu:Pichu: needs his double jump and Up B
:ultfalco:Falco: Needs his double jump and Up B. :bowser:Fails on high ledges
:ultyounglink:Young Link: needs his double jump and to have pulled a bomb immediately before being grabbed.
:ultmewtwo:Mewtwo: needs his double jump and Up B.
:ultgnw:Mr. Game & Watch: Needs his double jump, and Up B. Can reach high ledges with a well timed Parachute cancel into airdoge straight up.
:ultmetaknight:Meta Knight: Needs one of his five jumps and Up B or Side B.
:ultpit::ultdarkpit:Pit/Dark Pit: Needs one of his three jumps and Up B
:ultwario:Wario: Needs double jump, his bike, and Up B. For high ledges he needs at least the second to last charge of waft.
:ultsnake:Snake: Needs double jump and Up B
:ultlucas:Lucas: Needs double jump and a bonk refresh on Up B or an Up B straight up
:ultsonic:Sonic Needs double jump, Up B, and needs air dodge straight up to reach high ledges
:ultkingdedede:King Dedede: Needs just one of his jumps and Up B.
:ultlucario:Lucario: Needs his double jump, and Up B. And about 15% of aura for high ledges.
:ultrob:R.O.B. Needs his double jump, and some of his fuel. He can also airdodge for additional height.
:ulttoonlink:Toon Link: Needs his double jump and a bomb in his hands pulled approximately one second before being grabbed.
:ultvillager:Villager: Needs his double jump and some fuel for Up B
:ultmegaman:Mega Man: Needs his double jump and Up B. :bowser:Can't reach high ledges
:ultwiifittrainer:Wii Fit Trainer: Needs her double jump and Up B :bowser:Can't reach high ledges
:ultrosalina:Rosalina: Needs her double jump and Up B. :bowser:Can't reach high ledges
:ultgreninja:Greninja: Needs his double jump and Up B
:ultpalutena:Palutena: needs her double jump and Up B straight up :bowser:Can't reach high ledges
:ultpacman:Pac-Man: Needs his double jump and Up B.
:ultrobin:Robin: Needs his double jump and both shots of Up B. :bowser:Can't reach high ledges
:ultshulk:Shulk: Can activate Jump Art with good timing during Double jump, but for high ledges he needs it activated before being grabbed and lasting long enough for the 4 seconds of time he needs to make his recovery (Arts only last six seconds)
:ultbowserjr:Bowser Jr: Needs his Double Jump, a Kart jump, and Up B.
:ultduckhunt:Duck Hunt: Needs his double jump and Up B :bowser:Can't reach high ledges
:ultcloud:Cloud: Needs access to Limit when grabbed. :bowser:Can't reach high ledges
:ultinkling:Inkling: Needs her double jump and Up B straight up.
:ultridley:Ridley: Needs both jumps and Up B. :bowser:Can't reach high ledges
:ultkrool:King K Rool: Needs double jump and Up B
:ultisabelle:Isabelle: Needs double jump and some fuel for Up B
:ultmiifighters:Mii Swordsman: Needs double jump and his Default Up B :bowser:Can't reach high ledges
:ultmiifighters:Mii Gunner: Needs double jump and arm rocket Up B :bowser:Can't reach high ledges

I also marked the 16 characters that will never make it up to high ledges on certain stages. What are the high ledge stages? From currently considered legal stages: Battlefield, FD, Battlefield and FD forms, and Unova League. Everything else appears to have the approximate same lower altitude.
So there you have it. The list of characters that can make it back is large, but is cut almost in half if you're keeping the fights on Battlefield or FD forms. And some of the remaining names need some kind of resource, like Young Link and Toon Link who need a bomb in their hands pulled at precise moments before getting grabbed, or Lucario needing some amount of damage to reach high ledges. It also creates more depth in decision making, like not going over the edge when Cloud has Limit or choosing to grab somebody when you know they don't have their double jump.

The purpose of this research is not just to bring Bowsercide into serious discussion of viability, but also to enrich the details we think of when picking stages or strategies against certain opponents, thereby expanding the depth of Bowser's unique meta. No MU discussion should be considered complete without the details on Bowsercide. There is also the danger of some opponents knowingly taking Bowser over the edge so that they can take his stock and then recover, which any Bowser main must prepare themselves for.


The amount of control both players have over where Side B lands is based mainly on the direction they are attempting to travel, as well as a variable level of control based on both player's damage percents which can be hard to quantify. In general, when Bowser is attempting to travel in the direction opposite he is facing, he and the victim have about the same amount of control, with a slight advantage toward Bowser as the damage percents climb equally between both players. It's also noteworthy that Side B's maximum distance is reduced when traveling in the direction opposite where he is facing. When Bowser is attempting to travel in the direction he is facing, his advantage in control increases to a point where the victim needs about 50-60% less damage in order to match him.
 
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