Bowser (SSBB)/Side special
Grabs the opponent with his hand and does a massive flying suplex. Can be used to commit Bowsercide, which under most circumstances KOs the opponent first. The slam KOs at 146% in Final Destination, and its angle makes DIing risky. Compared to Koopa Klaw, Flying Slam provides more uses to the table, as it provides a strategy to even stocks at a stock disadvantage and vise versa. At low percents, depending on the opponent’s DI, Bowser can either use his forward aerial, another Flying Slam, or his Fire Breath to rack up more damage. Although the move is quite powerful, opponents at lower percents have more ease at controlling where their landings will be, which can make the difference between the foe living or Bowser securing the stock. A lengthy startup time means that the attack can be difficult to land outside of proper reads, and that there are few setups to execute the attack. This is especially prominent against character like Ice Climbers and King Dedede, as a whiffed Flying Slam could potentially could risk Bowser sustaining an infinite chain grab.
Overall, despite its flaws, this move is one of Bowser’s most important moves in his toolkit, as its great power and threatening outcomes give Bowser the great power he needs to secure stocks.
Throw and Grabbbox Data
The timing only includes once Bowser lands.