Guide to Bowser's Grab Release Options
Important things to note:
Important things to note:
- Bowser has 11 frames of advantage over characters that are ground-released (1 against Donkey Kong and 21 against Lucas and Ness)
- Bowser has 31 frames of advantage over characters that are air-released (30 against Jigglypuff)
- The advantage Bowser gains from air-releases is shorter if the opponent lands before the release animation is over
- Air-releases cannot be DI'd until the release animation is over
- Ground-releases cannot be DI'd if the character's feet are touching the ground
- Ground-releases can be DI'd if the character's feet do not reach the ground
- In order to force a ground-release, you should input a pummel every 28 frames
- There are 8 frames during Bowser's pummel during which the opponent can air-release, hence why ground-releases aren't guaranteed
- Pummels and grab release options that aren't grabs when done correctly will count as a combo hit in training mode.
[collapse="Table with best release options"]
Excel file with details
How to:
- Buffer a dash grab: Tap diagonal Down-Forward then Z- Buffer a dash attack: Tap forward on the control-stick then down on the C-stick
- Buffer a Forward Tilt: Hold the control stick forward while pummeling, let go and immediately after press A to buffer
- Do a stutter Over B: Time holding the control stick forward at the end of the release animation and press B afterwards
- Do Down B/Down Tilt: Hold the control stick down but not enough to crouch, mash B/A
- Do a pivot-grab: Input Down-Backward, Down, Down-Backward, Down-Forward + Z (yes it's very hard)
- Do prolonged dashes: Tap forward to buffer a dash, then hold forward when dash starts
- Do an edge-cancelled jump: Press jump immediately when you run off the stage - if done correctly you will do a full jump even if you only tapped the jump button
Slopes:
- (Almost?) Any slope of any angle will force the opponent's feet to touch the ground- Nobody can be standing chaingrabbed on a slope
- Rule of thumb is that you lose the ground-release option that requires the most proximity
- Over B can still work but require a larger stutter
- In terms of range: Dash Attack > Up-angled Forward Tilt > Dash Grab > Stutter Over B > Down Tilt
Practice:
- Inputting a pummel every 28 frames- Using Over B on:
-- Kirby's air release (full hop Over B)
-- Mario's air release (short hop Over B)
-- Pikachu's pummel release (stutter Over B)
- Using Forward Aerial on:
-- Yoshi's air release (full hop Forward Aerial)
-- Pikachu's air release (short hop Forward Aerial)
- Buffering a dash grab after forcing a ground-release
- Buffering a Forward Tilt after forcing a ground-release
- Holding the control stick so that you can Down B without crouching
- Edge-cancelling a jump to use Over B on Peach
- Other unique release tecniques that are relevant to your metagame