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< SSBU‎ | Bowser
Bowser


Combos

General Notes

Because Smash Ultimate's combos are very freeform, the following strings aren't full combos (unless stated otherwise). Think of a Smash combo as a LEGO building, in which you assemble different strings of moves in order to achieve a big combo.

Example Combos




Combo Theory

Common combo starters



Low Percents

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Mid Percents

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High Percents / Kill Confirms

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Juggling

Bowser jugglingKing Koopa's sovereign grant


When it comes to juggling, Bowser's gameplan is relatively simple although it does deviate from some other characters in this game. Up tilt is a phenomenal tool for Bowser and provides the ability to cover an enormous amount of space at one time. The thinking when juggling is to stay grounded and use Bowser’s great initial dash and run speed to try to stay directly under them and swipe them out of the air. This is the main basis of juggling and allows for more mixups to come into play.

If your opponent starts double jumping close to you in order to bait out the up tilt and potentially punish you, it's your job as king to swat them out of the air with an up air (although fair and bair also has its uses if they aren't jumping directly on top of you. With fair covering more space and bair being able to delete stocks at high % at a moment's notice). This becomes more threatening the higher % you are as up air doesn't provide much outside of this purpose.



Due to bowsers excellent out of shield and dash speed. Shielding where you think your opponent is going to land when they are closer to the ground/ committing to a fast fall is perfect as a non committal way to gain information and be able to punish overly aggressive landings. You’re unsure on what your opponent is going to land with? Just shield! You are able to either react and up b if they land an aerial on your shield or they land away from you and you know what they might do next time!


Some little extra things to note:

dashing back and punishing a landing aerial (usually also non committal and options like f tilt that hurtbox shift are the main tools for this job)

Up smashing as a callout for an aerial (its invincibility from frames 14-27 and heavy armour allows this call out to work on most of the cast)

Side b’ing landings towards a platform (the command grab being only frame 6 makes it perfect to catch the endlag of aerials or b reverses for movement to platforms (characters like snake do this a lot for example))


Edgeguard

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Ledgetrap

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Common Set-ups

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Bowser


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