Me14k
Smash Lord
Originally done by: Uraj
Edits: Me14k
MAX%: The rough maximum damage the move can do before Stale Move Negation (SMN)
MIN%: The rough minimum damage the move can do after SMN has reached a peak (to be completed later)
KILL%: The average percentage the opponent needs to be at before getting hit by the move (without SMN) in order to be knocked past the Blast Zone. Anything higher than 200% will be marked as 200+, and any move with no kill potential will be marked N/A
The killing power of the attacks were all tested with Mario used for standard weight, from the center of Final Destination.
Jab
Bowser swipes with his left claw, then the right (if attack button is pressed consecutively)
MAX%: 5 per hit, max 2 consecutive hits
MIN%: --
KILL%: 200+ (2nd hit only)
One of Bowser's faster attacks. While it doesn't pack as much punch as most of his other moves, it has good range for its speed and the second hit gives Bowser a little breathing space should the enemy come a little too close. 5% per swipe is still fairly good, and early in a stock this attack will help build up damage so that Bowser's other attacks can finish the job.
Dash Attack
Bowser throws his body forward, head first
MAX%: 11
MIN%: 6
KILL%: 200+
Just don't use this attack. This attack asks to be punished. I can't think of any situation where dash attack is the best move to use.
Forward Strong attack/Ftilt
Bowser throws a punch with his right fist
MAX%: 11
MIN%: --
KILL%: ~165
A good tilt with low startup and respectable recovery rate. This move should be used copiously, as it allows Bowser to turn and attack at the same time should an enemy roll behind him. It deals decent damage and at higher percentages has a high likelihood of knocking the opponent off the stage, allowing Bowser to chase for the kill.
Crouching Strong attack/Dtilt
Bowser swipes at the opponent twice with his claws while lying on his belly
MAX%: 14
MIN%: --
KILL%: ~125
Slower on startup and recovery than his ftilt; however, Bowser's dtilt kills at least 30% earlier than the former. The fact that you'll more than likely use it less than his ftilt also means that it'll retain its killing power more easily, making it a good choice for a quicker kill move. While it doesn't boast the early killing power of Bowser's stronger attacks, it is a good alternative if the opponent has already taken substantial damage and you want a safer move to use.
Upwards Strong attack/Utilt
Bowser swipes a claw over his head
MAX%: 12
MIN%: --
KILL%: ~110
Generally in Smash Bros. Brawl, it is easier to kill off the top of a stage rather than the side: this becomes more apparent when looking at the killing power of Bowser's strong attacks. Utilt is the easiest to kill with, taking opponents on the ground out as early as 110%. The attack strikes quickly and has little recovery, and the hitbox for it is fairly large above Bowser's head. Larger opponents can be caught on the ground if directly in front of Bowser, but smaller opponents can be hit as well if behind Bowser due to the animation he goes through while using Utilt. This attack is particularly great to use on levels with low platforms such as Battlefield and Lylat Cruise.
Forward Smash/Fsmash
Bowser rears his head back and swings it into the opponent with concussive force
MAX%: 10 first hit, 23 2nd hit for max 33% (uncharged); 14 first hit, 32 2nd hit for max of 46% (fully charged)
MIN%: --
KILL%: ~85 (uncharged), ~40 (fully charged)
Bowser's infamous fsmash, possibly the most terrifying move to have flying at you if you're not prepared for it. This attack boasts the killing power you'd expect, but obviously is incredibly slow to start up and leaves him open for a good while should it miss or be blocked. It hits twice, but Bowser must be next to the opponent for the first, weaker part of the smash to connect.
It's a wild card attack that can give Bowser very early kills if the window opens for him to land it, but can also doom Bowser should he use it arbitrarily. As it is a risky move, the best time to attempt it is if an opponent makes an equally risky move and fails (i.e. Lucas or Ness attempt a PK Thunder Missile attack and fall short of hitting Bowser or are dodged).
Down Smash/Dsmash
Bowser twists his body, then retreats into his shell and spins wildly on the ground, sucking in opponents for several hits before shooting them out
MAX%: 7 hits for max 21% (uncharged); 7 hits for max 29% (fully charged)
MIN%: --
KILL%: ~100 (uncharged); ~65 (fully charged)
Bowser's dsmash comes out quickly but leaves him vulnerable should he miss. Still, this move will eat up people who like to rolldodge behind Bowser, and the move is useful as both a damage dealer at early percents and a kill move at higher percents; It's up to you to decide how you'd rather use it. It seems more effective in this game at sucking the opponent in and dealing damage than it did in Melee, on a sidenote. It's also obviously bigger thanks to Bowser's bulk.
Up Smash/Usmash
Bowser rears down and shoves his spiked shell into the air with a short hop
MAX%: 20% (uncharged); 28% (fully charged)
MIN%: --
KILL%: ~95 (uncharged); ~50 (fully charged)
Bowser's Usmash is a fairly reliable move to use as an anti-air counter, but earns its keep on levels with floating platforms such as Battlefield/Lylat Cruise, as Bowser crouches when charging the smash (thereby avoiding some attacks that can pass through platforms to hit him) and will shoot through the same platform to nail the target upon their landing.
The strongest point of the smash is the tip of Bowser's shell spike at the apex of his hop, which is where you want to try and land the hit as often as possible. Should the opponent be grounded, they can be hit by Bowser's landing animation for roughly 10% and a reasonable amount of knockback...of course, this isn't what you want to try and get from Usmash, but it's better than nothing should the opponent dodge the upswing and attempt a groundside counterattack.
Neutral Aerial/Nair
Bowser retreats to his shell and spins a few times, knocking away anyone nearby
MAX%: 13
MIN%: --
KILL%: ~175
Deals decent damage, but doesn't pack much of a killing punch. Most of the time, Bowser's Fair or Bair will give better results, but if the opponent is jumping around next to Bowser and you're unsure whether you can land one of the aforementioned, Nair is a reasonable choice to deal some damage and get them away from you.
Forward Aerial/Fair
Bowser slashes out with his claw
MAX%: 12
MIN%: --
KILL%: ~150
Bowser's Fair was his best attack in Melee, and it comes as no surprise to many that it's still his best aerial attack. While it lacks the same killing punch it did in Melee, it's still just as fast to start up, and is possibly even faster for recovery. It doesn't kill very well from the center of a stage, but it's Bowser's best tool for killing people when chasing them off a stage. It will often be used frequently, so SMN will cause it to lose a good deal of its punch, but even then it's often enough to push the opponent past the Point of No Return. All in all a very good move.
Back Aerial/Bair
Bowser shoves his shell backward in an arc
MAX%: 15
MIN%: --
KILL%: ~140
Bowser's bair in Melee was useful as an edgeguard attack, but seems to have lost its spiking properties when properly sweetspotted. However, what it lost in properties it gained in sheer killing power and size thanks to Bowser's jumbo appearance. The lack of L-cancelling means this move isn't very safe to use as an air-to-ground attack, but when intercepting airborne opponents the sheer size and strength of this move gives it good value.
Up Aerial/Uair
Bowser swings his arm rapidly over his head, striking ferociously
MAX%: 17
MIN% --
KILL%: ~85 (in air, close to ground)
This move is, in essence, an aerial Bowser forward smash. This move is easily Bowser's strongest aerial, in terms of percentage and knockback. It comes out quicker than it did in Melee, though the range seems to be slightly lower. It has minimal recovery, though, considering the strength behind it. It's possible to kill people as early as 60% with this move if you catch them while they're a decent way into the air. However, it lacks almost any ability to hit a grounded opponent, save for perhaps the largest. Of course, it's not an attack you should be trying to land on a ground level foe anyways.
Down Aerial/Dair
Bowser flips upside down, retreats into his shell, and spins, grinding into the opponent with his spikes
MAX%: ~18-20
MIN%: --
KILL%: N/A
Probably the least useful of Bowser's moves. It can deal some decent damage, but it leaves him horribly exposed if it ends while he's on the ground: he has to first flip himself over before he regains control. Using it very sparingly can produce some results, but it's almost always better to use one of his other aerials. When he lands on the ground, it does create a small pushback that can help him recover before the opponent can counterattack, but this pushback can be blocked.
Grab Pummel
Bowser slams his head into the opponent
MAX%: 3
MIN%: --
KILL%: N/A
A basic grab pummel. Fairly slow, but worth using once or twice to get a little extra damage in before a throw. Nothing special here.
Forward throw
Bowser flings the opponent into the air with his head
MAX%: 10
MIN%: --
KILL%: 200+
Unfortunately, Bowser's throws are one of his assets from Melee that have actually lost killing power. While his forward throw wasn't the strongest of his throws in Melee, in Brawl it's even more lacking. However, should you grab the opponent while facing the edge of a stage this throw is usable, if only to get them off the stage and proceed to chase them for the kill.
Back throw
Bowser turns quickly and throws the opponent with both hands
MAX%: 10
MIN%: --
KILL%: 200+
Sadly, this is the most weakened of Bowser's throws in terms of killing power. While in Melee this was a fairly decent kill move for Bowser, it now only packs slightly more of a punch than his forward throw; That is to say, not much at all. Still, it's got the same uses as his forward throw: if you grab them with your back to the edge, a back throw can get them off the stage and into the air where Bowser can proceed to try and kill them.
Up throw
Bowser places the foe on his back, retreats into his shell, and spins around. The opponent is hit repeatedly by Bowser's spikes until finally thrown off on the last hit.
MAX%: 10
MIN%: --
KILL%: N/A
One of 2 of Bowser's throws that have no potential to kill whatsoever. This here is solely for damage, and to get the opponent into the air. If you grab a foe, aren't near an edge, and know they're bad at defending against Bowser whilst airborne, this is probably the best way to go. It doesn't combo into anything, but the chance to land Bowser's uair is certainly a tempting prospect...
Down throw
Bowser lays the foe on the floor, rears back, and belly flops directly on top of them
MAX%: 12
MIN%: --
KILL%: N/A
Another throw that can't kill no matter how high the opponent's percentage is. However, this throw deals 2% more damage than any of Bowser's other throws; What's more, the opponent only pops up a short distance in front of Bowser. This opens up the chance to attempt spacing a tilt or fair against them, or (the more bold approach) running in for an usmash. This throw is more often than not the better one to use on an opponent in the center of a stage, though if SMN is starting to weaken it up throw is a decent alternative.
B attack
Fire Breath-- Bowser breathes a constant stream of fire that dwindles over time
MAX%: N/A-- Damage Over Time effect
MIN%: N/A-- “ “ “ “
KILL%: N/A
This attack, while rarely useful in Melee, does have its place in Brawl. The most obvious new addition is the ability to angle the fire Bowser breathes up and down by using up and down on the control stick. This allows you to follow the opponent's DI and hence land more hits with the attack. The attack appears to come out and recover slightly quicker than its Melee counterpart, but it's still better advised to start the move while advancing from the air, in order to give the opponent less time to react. If used sparingly but wisely, this attack can easily tack on an extra 15-20% per use: enough to bring opponents within the killing range of Bowser's more concussive attacks.
It's also a fairly reliable edgeguarding weapon against people who like to recover low, and will eat through characters with tether recoveries.
Forward B attack
Flying Slam-- Bowser grabs the opponent, flips into the air, and lands on them with...well, a flying slam. Bowser can move left and right while in the air
MAX%: 18
MIN%: --
KILL%: ~150
The only drastically changed move in Bowser's arsenal from Melee (considering it's completely different from his old Side B, the Koopa Klaw), and arguably one of Bowser's best moves. This move is a grab-style attack, meaning that it will hit opponents who are shielding, and can be used in the air, meaning that Bowser essentially has an aerial grab (not unlike what the Koopa Klaw was in Melee). This attack is great to use on opponents who constantly shieldgrab aerial approaches.
The most notorious of uses for this move, however, is the dreaded “Bowsercide”. Since Bowser can control movement while in the air, if he grabs an opponent with this move he can, if he chooses, carry himself and his opponent off the edge of the stage and cause them both to lose a stock. If Bowser is a stock ahead, this can essentially ensure a victory for him if he uses it to take his foe's last stock; However, while it is assumed that the opponent would die first (being that they're under Bowser when he uses this), there are times when Bowser will use this technique when both he and his foe are at 1 stock, yet he will die at the same time and thus send the match into Sudden Death. It is not yet known what affects this outcome, but once it is discovered it will be promptly put here.
Of course, the Bowsercide tactic isn't completely flawless even after ruling out the possibility of Sudden Death. The foe caught in the Flying Slam can also influence the flight path of Bowser's move while in the air; The character with more control over it is dependent on the percentages of each character (higher percentages will result in less control for either side). So, while this is a guide for Bowser, here's a tip for anyone fighting Bowser-- if you get caught in a Flying Slam, I suggest you press the opposite direction of the nearest edge if you fear being carried over.
Regardless of its suicidal properties, the Flying Slam on its own is also a formidable attack. It deals an impressive 18% when at full strength and has respectable killing power. If you land this attack and want to try and kill simply with the knockback it deals, a good strategy is to try and guide Bowser so that he lands on the highest possible platform in the level: this move kills off the top, so the closer you are to the top the better chance you have of killing earlier. However, considering how good the move is, you're likely to find its killing power diminished from SMN thanks to repeated use of this attack.
At lower percents, you can follow the opponent's DI and punish them for it. Examples of DI punishment after the slam could vary from another claw/fair(up/no/towardsDI) or you can follow up with fire breath(down DI)
Infinite Jump
This is a huge part of bowser's game. Simply jump->SideB and then jump when part of the claw's animation is happening and you are near the ground. This is fairly simple to do. This can be applied with a full jump fair, when the fair animation ends sideB and jump; gotta be fast and well timed to do this.
Down B attack
Bowser Bomb-- Bowser goes into a sitting position and falls rapidly, smashing through any opponents in his way. If he's on the ground when using this attack, he'll jump forward and up into the air first
MAX%: 24 (used on ground); 20 (used in air)
MIN%: --
KILL%: ~95 (if opponent is on ground and attack is used in the air); ~85 (if opponent is on ground and attack is used on ground)
Few changes have been made to this move from Melee. The biggest change would be the fact that the opponent will now be carried into the air and directly under Bowser if he starts the attack while grounded and isn't blocked or dodged. It boasts good killing power, but its use is mostly limited to when opponents attempt to jump after Bowser while he is above them. Bowser can power through projectiles like Pit's arrows and the Psychic Children's PK Thunders while using this, so if your foe is foolish enough to try these tactics while standing under Bowser, let it rip.
Up B attack
Whirling Fortress: Bowser tucks into his shell and spins at high speeds like a buzzsaw. If airborne, Bowser will lift slightly into the air while performing the move
MAX%: 2 hits for max 16 (on ground); 9 hits for max 31% (in air)
MIN%: --
KILL%: ~135
Whirling Fortress is the fastest attack Bowser can unleash, but the opponent must be next to Bowser for it to hit. Since it is usable from shield without having to drop the shield, it's a good way to either 1) punish people who approach Bowser from behind and hit his shield, or 2) attempt a kill on someone hitting his shield, regardless of direction they come from.
It's lost killing power since Melee (like most attacks have in comparison) but is still fast and potentially lethal, and can score multiple hits in the air to rack up the opponent's damage. Obviously, though, the most use you'll likely get from this move is as a recovery move to get Bowser back to the stage. It has more horizontal coverage than vertical, so try to use it while higher in the air to prevent falling short of the edge.
=THE OVERVIEW=
Bowser in Brawl is all about killing potential. With the more potent Stale Move Negation mechanic in place (that drastically drops both the percentage dealt and the killing power of moves that are used repeatedly in a row), characters will find themselves having a harder time killing with their best kill moves if they are used too often. Bowser, however, has found an easy way around this problem- over half his moves have killing potential.
While the killing %s listed for his moves above may sound high, remember that many characters are living to much higher percentages in Brawl. It's not too uncommon to see Bowser live well past 200% (though he is the heaviest character in the game of course), yet many of Bowser's attacks contain the ability to kill medium weight characters at percentages of 150% or lower...from the center of Final Destination. Obviously this means that if you hit an opponent close to the edge they can be killed at even lower percentages.
The fact that most of his moves can be considered kill moves means that he can freely use and overuse his best attacks to build percentage, then switch to a different attack to land the finishing blow. As far as building up damage goes, his best moves to get this done are often liberal use of jabs, ftilt, and fair. Combine these with grabs, pummels, and throws (since these have no decent killing potential anyways, piling damage on with them is the next best thing) and Bowser can land kills far earlier than most other characters.
Bowser is also more capable of holding his own when chasing opponents off the edge of the stage, thanks to the improved recoveries that all characters are enjoying. While running off the stage and using fair in Melee was a good but risky strategy for a Bowser player who wasn't used to it, Bowser can employ this and easily make it back with no worries while still sending the opponent past the Point of No Return.
Of course, the biggest change to Bowser's game is his new and (arguably) improved Forward B, the Flying Slam. If you can manage to get a stock ahead of your opponent, then you automatically place the threat of immediate Bowsercide over their head, causing the possibility for mistakes that will cost them dearly. While it may seem somewhat unfair to use Forward B liberally to suicide, it's not a difficult move for them to counter...hence, if you can land it and it benefits you, by all means, use it.
Of course, Bowser is by no means unbeatable. He's still the largest character in the game, and therefore the biggest target. He also lacks a real projectile, the closest thing him having being his Fire Breath, so any character with a halfway decent projectile can keep him at bay indefinitely. The only way to really counter this is to force yourself close enough to render their projectile pointless. Bowser has good range on many of his attacks; once you're in his sphere of influence, you can start fighting on his terms.
Another big problem Bowser has to overcome is characters with high priority attacks, more notably characters that possess disjointed hitboxes. The most notable foes with this advantage over him are Marth, Meta Knight, Olimar, etc. Characters that don't attack directly, but rather swing something that isn't part of their body can space themselves from Bowser and hit him while keeping themselves safe. In these cases, it's wiser to stick closer than usual and shield often. Grabs and throws are more useful here; They might not deal as much damage as quickly as Bowser's other moves can, but a landed grab is guaranteed damage, and if you can get the opponent off the edge Bowser gains a bit more leverage to work with.
The most important thing to remember is that Bowser is not only about power, but survivability. He packs the heaviest weight class in the game, and can survive attacks that would kill pretty much any other character. Learning what attacks send you which direction is important when fighting an opponent, so that you can DI properly and hence survive to the last possible iota of damage.
So, in all, when practicing Bowser it's a good idea to get used to all of his attacks and when to use them. The more attacks you know how to use successfully, the better you'll become at landing killing blows at earlier percentages. Bowser has the potential to become a frightening force when fought; you just have to know the right moves.
Edits: Me14k
MAX%: The rough maximum damage the move can do before Stale Move Negation (SMN)
MIN%: The rough minimum damage the move can do after SMN has reached a peak (to be completed later)
KILL%: The average percentage the opponent needs to be at before getting hit by the move (without SMN) in order to be knocked past the Blast Zone. Anything higher than 200% will be marked as 200+, and any move with no kill potential will be marked N/A
The killing power of the attacks were all tested with Mario used for standard weight, from the center of Final Destination.
Jab
Bowser swipes with his left claw, then the right (if attack button is pressed consecutively)
MAX%: 5 per hit, max 2 consecutive hits
MIN%: --
KILL%: 200+ (2nd hit only)
One of Bowser's faster attacks. While it doesn't pack as much punch as most of his other moves, it has good range for its speed and the second hit gives Bowser a little breathing space should the enemy come a little too close. 5% per swipe is still fairly good, and early in a stock this attack will help build up damage so that Bowser's other attacks can finish the job.
Dash Attack
Bowser throws his body forward, head first
MAX%: 11
MIN%: 6
KILL%: 200+
Just don't use this attack. This attack asks to be punished. I can't think of any situation where dash attack is the best move to use.
Forward Strong attack/Ftilt
Bowser throws a punch with his right fist
MAX%: 11
MIN%: --
KILL%: ~165
A good tilt with low startup and respectable recovery rate. This move should be used copiously, as it allows Bowser to turn and attack at the same time should an enemy roll behind him. It deals decent damage and at higher percentages has a high likelihood of knocking the opponent off the stage, allowing Bowser to chase for the kill.
Crouching Strong attack/Dtilt
Bowser swipes at the opponent twice with his claws while lying on his belly
MAX%: 14
MIN%: --
KILL%: ~125
Slower on startup and recovery than his ftilt; however, Bowser's dtilt kills at least 30% earlier than the former. The fact that you'll more than likely use it less than his ftilt also means that it'll retain its killing power more easily, making it a good choice for a quicker kill move. While it doesn't boast the early killing power of Bowser's stronger attacks, it is a good alternative if the opponent has already taken substantial damage and you want a safer move to use.
Upwards Strong attack/Utilt
Bowser swipes a claw over his head
MAX%: 12
MIN%: --
KILL%: ~110
Generally in Smash Bros. Brawl, it is easier to kill off the top of a stage rather than the side: this becomes more apparent when looking at the killing power of Bowser's strong attacks. Utilt is the easiest to kill with, taking opponents on the ground out as early as 110%. The attack strikes quickly and has little recovery, and the hitbox for it is fairly large above Bowser's head. Larger opponents can be caught on the ground if directly in front of Bowser, but smaller opponents can be hit as well if behind Bowser due to the animation he goes through while using Utilt. This attack is particularly great to use on levels with low platforms such as Battlefield and Lylat Cruise.
Forward Smash/Fsmash
Bowser rears his head back and swings it into the opponent with concussive force
MAX%: 10 first hit, 23 2nd hit for max 33% (uncharged); 14 first hit, 32 2nd hit for max of 46% (fully charged)
MIN%: --
KILL%: ~85 (uncharged), ~40 (fully charged)
Bowser's infamous fsmash, possibly the most terrifying move to have flying at you if you're not prepared for it. This attack boasts the killing power you'd expect, but obviously is incredibly slow to start up and leaves him open for a good while should it miss or be blocked. It hits twice, but Bowser must be next to the opponent for the first, weaker part of the smash to connect.
It's a wild card attack that can give Bowser very early kills if the window opens for him to land it, but can also doom Bowser should he use it arbitrarily. As it is a risky move, the best time to attempt it is if an opponent makes an equally risky move and fails (i.e. Lucas or Ness attempt a PK Thunder Missile attack and fall short of hitting Bowser or are dodged).
Down Smash/Dsmash
Bowser twists his body, then retreats into his shell and spins wildly on the ground, sucking in opponents for several hits before shooting them out
MAX%: 7 hits for max 21% (uncharged); 7 hits for max 29% (fully charged)
MIN%: --
KILL%: ~100 (uncharged); ~65 (fully charged)
Bowser's dsmash comes out quickly but leaves him vulnerable should he miss. Still, this move will eat up people who like to rolldodge behind Bowser, and the move is useful as both a damage dealer at early percents and a kill move at higher percents; It's up to you to decide how you'd rather use it. It seems more effective in this game at sucking the opponent in and dealing damage than it did in Melee, on a sidenote. It's also obviously bigger thanks to Bowser's bulk.
Up Smash/Usmash
Bowser rears down and shoves his spiked shell into the air with a short hop
MAX%: 20% (uncharged); 28% (fully charged)
MIN%: --
KILL%: ~95 (uncharged); ~50 (fully charged)
Bowser's Usmash is a fairly reliable move to use as an anti-air counter, but earns its keep on levels with floating platforms such as Battlefield/Lylat Cruise, as Bowser crouches when charging the smash (thereby avoiding some attacks that can pass through platforms to hit him) and will shoot through the same platform to nail the target upon their landing.
The strongest point of the smash is the tip of Bowser's shell spike at the apex of his hop, which is where you want to try and land the hit as often as possible. Should the opponent be grounded, they can be hit by Bowser's landing animation for roughly 10% and a reasonable amount of knockback...of course, this isn't what you want to try and get from Usmash, but it's better than nothing should the opponent dodge the upswing and attempt a groundside counterattack.
Neutral Aerial/Nair
Bowser retreats to his shell and spins a few times, knocking away anyone nearby
MAX%: 13
MIN%: --
KILL%: ~175
Deals decent damage, but doesn't pack much of a killing punch. Most of the time, Bowser's Fair or Bair will give better results, but if the opponent is jumping around next to Bowser and you're unsure whether you can land one of the aforementioned, Nair is a reasonable choice to deal some damage and get them away from you.
Forward Aerial/Fair
Bowser slashes out with his claw
MAX%: 12
MIN%: --
KILL%: ~150
Bowser's Fair was his best attack in Melee, and it comes as no surprise to many that it's still his best aerial attack. While it lacks the same killing punch it did in Melee, it's still just as fast to start up, and is possibly even faster for recovery. It doesn't kill very well from the center of a stage, but it's Bowser's best tool for killing people when chasing them off a stage. It will often be used frequently, so SMN will cause it to lose a good deal of its punch, but even then it's often enough to push the opponent past the Point of No Return. All in all a very good move.
Back Aerial/Bair
Bowser shoves his shell backward in an arc
MAX%: 15
MIN%: --
KILL%: ~140
Bowser's bair in Melee was useful as an edgeguard attack, but seems to have lost its spiking properties when properly sweetspotted. However, what it lost in properties it gained in sheer killing power and size thanks to Bowser's jumbo appearance. The lack of L-cancelling means this move isn't very safe to use as an air-to-ground attack, but when intercepting airborne opponents the sheer size and strength of this move gives it good value.
Up Aerial/Uair
Bowser swings his arm rapidly over his head, striking ferociously
MAX%: 17
MIN% --
KILL%: ~85 (in air, close to ground)
This move is, in essence, an aerial Bowser forward smash. This move is easily Bowser's strongest aerial, in terms of percentage and knockback. It comes out quicker than it did in Melee, though the range seems to be slightly lower. It has minimal recovery, though, considering the strength behind it. It's possible to kill people as early as 60% with this move if you catch them while they're a decent way into the air. However, it lacks almost any ability to hit a grounded opponent, save for perhaps the largest. Of course, it's not an attack you should be trying to land on a ground level foe anyways.
Down Aerial/Dair
Bowser flips upside down, retreats into his shell, and spins, grinding into the opponent with his spikes
MAX%: ~18-20
MIN%: --
KILL%: N/A
Probably the least useful of Bowser's moves. It can deal some decent damage, but it leaves him horribly exposed if it ends while he's on the ground: he has to first flip himself over before he regains control. Using it very sparingly can produce some results, but it's almost always better to use one of his other aerials. When he lands on the ground, it does create a small pushback that can help him recover before the opponent can counterattack, but this pushback can be blocked.
Grab Pummel
Bowser slams his head into the opponent
MAX%: 3
MIN%: --
KILL%: N/A
A basic grab pummel. Fairly slow, but worth using once or twice to get a little extra damage in before a throw. Nothing special here.
Forward throw
Bowser flings the opponent into the air with his head
MAX%: 10
MIN%: --
KILL%: 200+
Unfortunately, Bowser's throws are one of his assets from Melee that have actually lost killing power. While his forward throw wasn't the strongest of his throws in Melee, in Brawl it's even more lacking. However, should you grab the opponent while facing the edge of a stage this throw is usable, if only to get them off the stage and proceed to chase them for the kill.
Back throw
Bowser turns quickly and throws the opponent with both hands
MAX%: 10
MIN%: --
KILL%: 200+
Sadly, this is the most weakened of Bowser's throws in terms of killing power. While in Melee this was a fairly decent kill move for Bowser, it now only packs slightly more of a punch than his forward throw; That is to say, not much at all. Still, it's got the same uses as his forward throw: if you grab them with your back to the edge, a back throw can get them off the stage and into the air where Bowser can proceed to try and kill them.
Up throw
Bowser places the foe on his back, retreats into his shell, and spins around. The opponent is hit repeatedly by Bowser's spikes until finally thrown off on the last hit.
MAX%: 10
MIN%: --
KILL%: N/A
One of 2 of Bowser's throws that have no potential to kill whatsoever. This here is solely for damage, and to get the opponent into the air. If you grab a foe, aren't near an edge, and know they're bad at defending against Bowser whilst airborne, this is probably the best way to go. It doesn't combo into anything, but the chance to land Bowser's uair is certainly a tempting prospect...
Down throw
Bowser lays the foe on the floor, rears back, and belly flops directly on top of them
MAX%: 12
MIN%: --
KILL%: N/A
Another throw that can't kill no matter how high the opponent's percentage is. However, this throw deals 2% more damage than any of Bowser's other throws; What's more, the opponent only pops up a short distance in front of Bowser. This opens up the chance to attempt spacing a tilt or fair against them, or (the more bold approach) running in for an usmash. This throw is more often than not the better one to use on an opponent in the center of a stage, though if SMN is starting to weaken it up throw is a decent alternative.
B attack
Fire Breath-- Bowser breathes a constant stream of fire that dwindles over time
MAX%: N/A-- Damage Over Time effect
MIN%: N/A-- “ “ “ “
KILL%: N/A
This attack, while rarely useful in Melee, does have its place in Brawl. The most obvious new addition is the ability to angle the fire Bowser breathes up and down by using up and down on the control stick. This allows you to follow the opponent's DI and hence land more hits with the attack. The attack appears to come out and recover slightly quicker than its Melee counterpart, but it's still better advised to start the move while advancing from the air, in order to give the opponent less time to react. If used sparingly but wisely, this attack can easily tack on an extra 15-20% per use: enough to bring opponents within the killing range of Bowser's more concussive attacks.
It's also a fairly reliable edgeguarding weapon against people who like to recover low, and will eat through characters with tether recoveries.
Forward B attack
Flying Slam-- Bowser grabs the opponent, flips into the air, and lands on them with...well, a flying slam. Bowser can move left and right while in the air
MAX%: 18
MIN%: --
KILL%: ~150
The only drastically changed move in Bowser's arsenal from Melee (considering it's completely different from his old Side B, the Koopa Klaw), and arguably one of Bowser's best moves. This move is a grab-style attack, meaning that it will hit opponents who are shielding, and can be used in the air, meaning that Bowser essentially has an aerial grab (not unlike what the Koopa Klaw was in Melee). This attack is great to use on opponents who constantly shieldgrab aerial approaches.
The most notorious of uses for this move, however, is the dreaded “Bowsercide”. Since Bowser can control movement while in the air, if he grabs an opponent with this move he can, if he chooses, carry himself and his opponent off the edge of the stage and cause them both to lose a stock. If Bowser is a stock ahead, this can essentially ensure a victory for him if he uses it to take his foe's last stock; However, while it is assumed that the opponent would die first (being that they're under Bowser when he uses this), there are times when Bowser will use this technique when both he and his foe are at 1 stock, yet he will die at the same time and thus send the match into Sudden Death. It is not yet known what affects this outcome, but once it is discovered it will be promptly put here.
Of course, the Bowsercide tactic isn't completely flawless even after ruling out the possibility of Sudden Death. The foe caught in the Flying Slam can also influence the flight path of Bowser's move while in the air; The character with more control over it is dependent on the percentages of each character (higher percentages will result in less control for either side). So, while this is a guide for Bowser, here's a tip for anyone fighting Bowser-- if you get caught in a Flying Slam, I suggest you press the opposite direction of the nearest edge if you fear being carried over.
Regardless of its suicidal properties, the Flying Slam on its own is also a formidable attack. It deals an impressive 18% when at full strength and has respectable killing power. If you land this attack and want to try and kill simply with the knockback it deals, a good strategy is to try and guide Bowser so that he lands on the highest possible platform in the level: this move kills off the top, so the closer you are to the top the better chance you have of killing earlier. However, considering how good the move is, you're likely to find its killing power diminished from SMN thanks to repeated use of this attack.
At lower percents, you can follow the opponent's DI and punish them for it. Examples of DI punishment after the slam could vary from another claw/fair(up/no/towardsDI) or you can follow up with fire breath(down DI)
Infinite Jump
This is a huge part of bowser's game. Simply jump->SideB and then jump when part of the claw's animation is happening and you are near the ground. This is fairly simple to do. This can be applied with a full jump fair, when the fair animation ends sideB and jump; gotta be fast and well timed to do this.
Down B attack
Bowser Bomb-- Bowser goes into a sitting position and falls rapidly, smashing through any opponents in his way. If he's on the ground when using this attack, he'll jump forward and up into the air first
MAX%: 24 (used on ground); 20 (used in air)
MIN%: --
KILL%: ~95 (if opponent is on ground and attack is used in the air); ~85 (if opponent is on ground and attack is used on ground)
Few changes have been made to this move from Melee. The biggest change would be the fact that the opponent will now be carried into the air and directly under Bowser if he starts the attack while grounded and isn't blocked or dodged. It boasts good killing power, but its use is mostly limited to when opponents attempt to jump after Bowser while he is above them. Bowser can power through projectiles like Pit's arrows and the Psychic Children's PK Thunders while using this, so if your foe is foolish enough to try these tactics while standing under Bowser, let it rip.
Up B attack
Whirling Fortress: Bowser tucks into his shell and spins at high speeds like a buzzsaw. If airborne, Bowser will lift slightly into the air while performing the move
MAX%: 2 hits for max 16 (on ground); 9 hits for max 31% (in air)
MIN%: --
KILL%: ~135
Whirling Fortress is the fastest attack Bowser can unleash, but the opponent must be next to Bowser for it to hit. Since it is usable from shield without having to drop the shield, it's a good way to either 1) punish people who approach Bowser from behind and hit his shield, or 2) attempt a kill on someone hitting his shield, regardless of direction they come from.
It's lost killing power since Melee (like most attacks have in comparison) but is still fast and potentially lethal, and can score multiple hits in the air to rack up the opponent's damage. Obviously, though, the most use you'll likely get from this move is as a recovery move to get Bowser back to the stage. It has more horizontal coverage than vertical, so try to use it while higher in the air to prevent falling short of the edge.
=THE OVERVIEW=
Bowser in Brawl is all about killing potential. With the more potent Stale Move Negation mechanic in place (that drastically drops both the percentage dealt and the killing power of moves that are used repeatedly in a row), characters will find themselves having a harder time killing with their best kill moves if they are used too often. Bowser, however, has found an easy way around this problem- over half his moves have killing potential.
While the killing %s listed for his moves above may sound high, remember that many characters are living to much higher percentages in Brawl. It's not too uncommon to see Bowser live well past 200% (though he is the heaviest character in the game of course), yet many of Bowser's attacks contain the ability to kill medium weight characters at percentages of 150% or lower...from the center of Final Destination. Obviously this means that if you hit an opponent close to the edge they can be killed at even lower percentages.
The fact that most of his moves can be considered kill moves means that he can freely use and overuse his best attacks to build percentage, then switch to a different attack to land the finishing blow. As far as building up damage goes, his best moves to get this done are often liberal use of jabs, ftilt, and fair. Combine these with grabs, pummels, and throws (since these have no decent killing potential anyways, piling damage on with them is the next best thing) and Bowser can land kills far earlier than most other characters.
Bowser is also more capable of holding his own when chasing opponents off the edge of the stage, thanks to the improved recoveries that all characters are enjoying. While running off the stage and using fair in Melee was a good but risky strategy for a Bowser player who wasn't used to it, Bowser can employ this and easily make it back with no worries while still sending the opponent past the Point of No Return.
Of course, the biggest change to Bowser's game is his new and (arguably) improved Forward B, the Flying Slam. If you can manage to get a stock ahead of your opponent, then you automatically place the threat of immediate Bowsercide over their head, causing the possibility for mistakes that will cost them dearly. While it may seem somewhat unfair to use Forward B liberally to suicide, it's not a difficult move for them to counter...hence, if you can land it and it benefits you, by all means, use it.
Of course, Bowser is by no means unbeatable. He's still the largest character in the game, and therefore the biggest target. He also lacks a real projectile, the closest thing him having being his Fire Breath, so any character with a halfway decent projectile can keep him at bay indefinitely. The only way to really counter this is to force yourself close enough to render their projectile pointless. Bowser has good range on many of his attacks; once you're in his sphere of influence, you can start fighting on his terms.
Another big problem Bowser has to overcome is characters with high priority attacks, more notably characters that possess disjointed hitboxes. The most notable foes with this advantage over him are Marth, Meta Knight, Olimar, etc. Characters that don't attack directly, but rather swing something that isn't part of their body can space themselves from Bowser and hit him while keeping themselves safe. In these cases, it's wiser to stick closer than usual and shield often. Grabs and throws are more useful here; They might not deal as much damage as quickly as Bowser's other moves can, but a landed grab is guaranteed damage, and if you can get the opponent off the edge Bowser gains a bit more leverage to work with.
The most important thing to remember is that Bowser is not only about power, but survivability. He packs the heaviest weight class in the game, and can survive attacks that would kill pretty much any other character. Learning what attacks send you which direction is important when fighting an opponent, so that you can DI properly and hence survive to the last possible iota of damage.
So, in all, when practicing Bowser it's a good idea to get used to all of his attacks and when to use them. The more attacks you know how to use successfully, the better you'll become at landing killing blows at earlier percentages. Bowser has the potential to become a frightening force when fought; you just have to know the right moves.