Hi WGWOLVERINE and Gimpyfish, thanks for posting this Bowser guide! I'd like to contribute a few things to the guide, if you don't mind adding them. They are a combination of things I've tried during matches and also things that other players have posted in other threads scattered about. I posted in me14k's/uraj's bowser guide before and then realized that this thread is also stickied and has a ton more views so i figured posting here would be the best place to put information out for the most players to see. If any of this was mentioned previously in the thread, or this is the wrong place to post this stuff, my apologies.
-It seems that control of the lateral movement of the Flying Slam/Koopa Klaw depends on you and your opponent's percentage. The player with the lesser percentage has more influence over the movement. The greater the difference between the two player's percentages, the more influence the player with the lesser percentage has over the movement.
-The match result of a Bowsercide when both players have 1 stock depends on which controller port the two players are using (1>2>3>4). If the Bowser player is plugged into a controller port with a lower number than their opponent, the game will result in a win. Otherwise, sudden death will occur. For example: if the bowser player plugs into controller slot 1, this move is a guaranteed win regardless of which slot the other player has their controller plugged into. Ex2: If the bowser player plugs into controller slot 4, this move is guaranteed to result in sudden death, regardless of which controller slot their opponent is plugged into. If the bowser player uses the bowsercide in sudden death and they are in a higher controller port than their opponent, it will result in a loss for the bowser player.
-You can grab the edge while coming down from the Bowser Bomb (down-B) if you are facing away from the edge. If you do this from the ground and grab the ledge behind you on the way down, it is a fairly safe move with great potential both to kill or edgehog quickly.
-Bowser's Nair reflects Pit's arrows. I don't know whether it can reflect other projectiles because I don't have a wii or the game, but I know it can't reflect Falco's or Wolf's lasers. It would be good to test this extensively to be able to know all the projectiles this works against.
-The f-tilt can cancel out some projectiles, such as samus' missiles, leaving Bowser unharmed. Again, it would be good to test this extensively to be able to know all the projectiles this works against.
-While on the ground the whirling fortress can be used in conjunction with walking/dashing forward as a technique to close ground on Pit if they are shooting arrows at you. The whirling fortress can cancel out arrows, quickly resetting bowser to do something else if used on the ground. If you move forward in between canceling arrows with the WF, you can decrease the distance between you and your opponent while remaining unharmed and saving your shield power. Would also be good to test the grounded whirling fortress extensively to determine any other projectiles this works against.
-There are several practical uses for Bowser's infinite jump. You can use the infin jump to make yourself less predictable when landing. Sometimes your opponent will try to place themselves somewhat close but just out of your reach as you are landing on the stage from your second jump, so they can quickly smash you or rush in and attack. I found that when I used the infin jump instead of just landing my second jump, it left my opponent guessing when I would land and sometimes it would result in them whiffing an attack. So in that way it can keep you moving and mix up your play a little bit to make you less predictable.
-You can use the infin jump to keep yourself mobile and dodge attacks just before setting up perfect positioning for a Pillar of Flame (descending upon your opponent with fire breath angled towards them), Flying Slam/Koopa Klaw, or air attack.
-If you time the infin jump right to hop over projectiles, you can use it to dodge projectiles while moving/getting closer to your opponent.
-If done immediately while rising, air attacks can be done in between starting infin jumps. So, if the player times it correctly they can continually infin jump and attack while mid-jump.