WEEK 4: BOWSER
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Character Description: Bowser, sometimes known as
King Koopa (Japanese: 大魔王クッパ,
Daimaō Kuppa or "Great Demon King Koopa"), is the main antagonist of the
Mario series and the King of the
Koopa. He has repeatedly kidnapped or attempted to kidnap
Princess Peach and take over the
Mushroom Kingdom. He has also attempted to conquer other lands, such as the
Mushroom World,
Dinosaur Land,
Sprixie Kingdom, and even the entire universe. Despite his villainous nature, he has occasionally helped the heroes of the Mushroom Kingdom against common threats and participates with them in their numerous sporting events in spin-off games.
Gerudo Follow Ups (If not Teched): For a full chart of gerudo follow ups for all characters,
click here. If unteched, Bowser is vulnerable to jab, side tilt, and down tilt. A short hop stomp also covers of his unteched options of rolling in, away, getting up and getup attack due to Bowser's large size.
Teching into place will still lead to down tilt, and down tilt will still catch Bowser if he rolls away. Choking to jab can lead to other followups as well.
How to Deal with Projectiles: Bowser's only projectile is Fire Breath. Bowser spews fire; the range decreases if the button is held too long. The outer layer of the flames deal damage but do not cause flinching.
The endlag from the Fire Breath is long enough for a well-spaced Ganondorf to punish with a Wizard's Foot. Despite the endlag from the WizKick, meaning there is no guarantee of a followup, it is still a good punish option.
Fire Breath can also be punished through reads or good reaction. Full hop fast fall F-air or N-air will knock Bowser away and cancel Fire Breath. Due to the endlag from Fire Breath, it is an attack that can be punished on reaction.
Understanding the Match-up: Both of these characters are heavy damage dealing characters, both with a different playstyle. Bowser is graced with superior grounded mobility; he has fire breath to control the stage, a good grab range, and a great Out of Shield option in Whirling Fortress (up B), which is a good way to punish Ganon's unsafe approaches, as well as gain distance. Whirling Fortress is a multi-hit move with he final hit being a stronger hit that launches you away. On the ground, Whirling Fortress has punishable landing lag, meaning if it is shielded or if it misses, Ganondorf can easily retaliate with Wizard's Foot, if Bowser is far apart, or forward smash if Bowser is close enough. However, Bowser can has many ways to approach and close in with Up-B through Dodge Canceling. If anticipating Whirling Fortress, Ganondorf should shield, or if there is enough space to punish the endlag, use Side-B. Bowser has setups that lead to said move, such as jab1, his fastest move. It's important to bear in mind Bowser's arms are invincible on the attacks that use them, which include jab1, jab2, Down Tilt, and Side Tilt, but he leans into those attacks, which means he is still vulnerable.
Bowser is fairly decent at punishing Ganondorf as well as Ganondorf can punish him. Bowser has seen an increase in mobility and range, especially grab range. Not only is Bowser's grab range very large, his pivot grab range is great as well. This means spacing aerials on Bowser is not as safe as it is on most others, due to the ease Bowser can have when retaliating with a shield grab. Due to the nature of Ganondorf's Wizard's Kick, Bowser can also punish the endlag of that move as well. Bowser's options are, when confronted with Wizard's Kick: grab, Flying Slam (Side B), and Bowser Bomb (down b). Fire Breath, when active, can also cancel Wizard's Kick, and halt any punishment from going through. In addition, due to both Bowser and Ganondorf's mass, Bowser can deliver the maximum damage from his Nair, which will cause Ganondorf to fall back. All that percent matters in the long run, especially through his down tilt and forward tilt in higher percents, both of which have good kill potential.
Ganondorf, on the other hand, suffers from mobility, but can capitalize far harder when punishing, and is more capable in chaining consecutive attacks. Because Bowser is a character with large mass and heavy weight, he is easily punished, as well as juggled with up air, a move with disjointed hitboxes through his feet. To get back down, Bowser has few options, such as dair, Bowser Bomb, and air dodge. Though the timing is difficult, Bowser's dair loses to the transcendent up air, as well as up smash. Up air can juggle past air dodge as well, but again, the timing must be precise. Bowser Bomb can also be punished through up air if Ganon is in the air, or a properly spaced forward smash. Both dair and Bomb are extremely laggy moves, so a skilled Bowser would use them carefully.
Despite most of Ganondorf's moves requiring a lot of commitment and being more punishable, his aerial moves have far less lag than Bowser's, as well as outspace. Bowser is more mobile on the ground, but Ganondorf's best bet is to take Bowser to the air and juggle him there. However, Ganondorf should be careful not to go too much in the air, or he will be victim to Bowser's up smash, which has also a landing hitbox, which makes air dodging less safe.
There tends to be something similar to a rock-paper-scissors effect in this matchup, in which Bowser's Fortress beats the majority of Ganondorf's moves, but is beaten (through the endlag) by his choke, which leads to a lot of follow ups and potential problems for Bowser. However, choke is beaten by Fire Breath, if it misses, which is beaten by a well spaced Wizard's Foot, which is also beaten by Out of Shield Fortress.
Arguably, on the ground, Ganondorf's best move to use against Bowser would be the Flame Choke. If unteched, Flame Choke leads to numerous options. Ganondorf can send Bowser up high with down tilt, to the side with side tilt, and just a little bit away with jab. Of these three followups, the first two have kill potential. Alternatively, short hop down air also beats many options, such as rolling in, rolling out, getting up, no reaction, and get up attack. Another punish for rolling towards Ganon is turn around Forward Smash, which will deliver massage damage, and seal stocks at mid to high percents.
If teched, it is important to note due to the short duration of his tech roll and his size, a Bowser rolling away from Ganon will still eat a down tilt. That said, down tilt covers many options.
When Bowser is offstage, it is important to note the nature of Whirling Fortress, Bowser's Up-B move. It travels far horizontally, but is poor vertically. This means it is difficult to down air spike him , as well as hit him with other aerial moves when Ganondorf is above him. The exception is Wizard's Foot; the initial hitbox will go through Bowser's Up-B and spike him down anyway. However, it is very difficult to interrupt Bowser's Up-B when Ganon is above him, due to the spikes on Bowser's shell when he spins. However, if Ganon is below or near-level to Bowser, an up air will interrupt Bowser's recovery.
Although both characters have suicide options, Ganondorf's kills his opponent first, while Bowser dies first in his variant. This is important to note in a gamebreaker. Ganondorf's aerial choke is very limited in usage and can only be used near the ledge, while Bowser's offers more range and distance. However, Bowser's flying slam can be controlled by the one with a lower percent. Ganondorf can take control of this move and win a match if the Bowser player carelessly uses Flying Slam with a higher percent.
Summary of the Match-up: The battle between the two evil kings is truly a battle to behold. Both parties hit hard and can exploit a weakness the other has. Ganondorf can take advantage of Bowser's large stature to pull off choke strings and follow ups, while Bowser is far more mobile than Ganondorf on the ground, which forces Ganondorf to play more defensively than he would like.
Bowser has more options than Ganondorf in terms of dealing damage and does not need to commit as Ganondorf does. However, Ganondorf excels at ending stocks easier than Bowser, as well as continuing combo strings. Ganondorf's aerials also outspace Bowser's, though by a margin, which means in the air, Ganondorf has a slightly better time getting momentum. Due to Ganon's effective juggling game on heavier characters, as well as good offstage game, Ganondorf can easily combo Bowser even up to mid or high percent, and even end stocks.
CM Ratio of the Match-up: 50:50 - Even
Ratio of the Match-up: 50:50 - Even
WEEK 5: Please discuss and analyze the other major dinosaur/dragon and how he matches up with the Lord of Evil: Yoshi
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