For starters, if you condition Bowser to read Nair/Fair/Dair, try Pound. sends him up, AND lets us use Uair. If we're on Battlefield, Bowser can't punish us from above as reliably because the platforms interfere with the Dair/Bomb. Heck, he can't even go under the platform and Dair, it puts him right back on it. This is why we can use Uair safely and prompt him to do something like air dodge or risk a downward plummet. Bowser Bomb can also reliably get us a Rest kill if a whiff or perfect shield happens.
As for the actual juggling, Bowser is similar to DK in that he has to recover horizontally. He has more leeway with a vertical recovery, but it's still not as good as most Up B recoveries. Because of this, it becomes very easy to juggle him sideways with Fair. This also holds true on the ground, as we can string Fairs to get him across the map easily, since he has to either dodge it perfectly, tech, or shield, all of which can be countered with a Pound. We still need to be careful at 50% range as his smashes can easily kill us despite their range. Usmash, Fair, Uair, and Bair however are the only real threats.
- Usmash has the best range AND can hurt us badly if he does it out of a perfect Shield.
- Fair comes out somewhat quickly, and can net kills if he chases us offstage.
- Uair is common for a below approach, and it can be stringed from Uthrow to catch dawdling players
- Bair is less common, but it's strong all the same.
Only other attack worth noting is his Flying Slam, which can kill us suplex or not (We lack the vertical recovery necessary to survive), but most Bowser players stay away from it unless they have a stock lead or reach kill% since it risks us killing him if we have a high enough percentage lead.