Bowser (SSBM)/Edge getups (fast)
Overview[edit]
When Bowser has less than 100% damage and is hanging on the ledge, he can perform one of five possible actions: letting go, doing his fast ledge attack, or three other actions, which are laid out below. These options, except in a few notable scenarios, are almost always a terrible idea, and are usually superseded by the aforementioned ledge attack, an aerial from ledge, or his ledgedash, which, while not amazing, is still better than them, as it has the potential to give Bowser up to 8 frames of intangibility, rather than leaving him vulnerable.
Neutral getup[edit]
Bowser's quick neutral getup, aka his ledge stand, is likely the worst option, even among the other two options, similar to most other characters' ledge stands. It takes longer than double a typical human's reaction time and provides the least amount of movement on the Bowser's end; it's so sluggish and immobile that a shielding Fox standing near the ledge can react with a partially-charged up smash. Bowser players should steer clear of this option.
Jump getup[edit]
Bowser's quick ledge jump is the option spectators are likely to see chosen the most among these 3 options. However, this is largely only on a single map: Yoshi's Story. This is due to a quirk in the way the move interacts with the stage layout, which is that it will no-impact land on the side platforms, thus removing the endlag and, assuming he had enough remaining ledge intangibility, making him intangible for several frames. On stages other than Yoshi's Story, the move is likely to see little use, although it sees some due to it being on the quicker end of fighters' quick ledge jumps.
Roll getup[edit]
Bowser quickly moves into a standing position on a single foot on stage, before putting his other foot down and pushing himself forward, doing a slow slide across the ground on both feet. The move, like most other ledge rolls, is rarely used while the opponent is on stage, owing to its laggy nature; when the opponent is off stage, it still sees little use, arguably less use other characters' ledge rolls. This is because it is outclassed in ledgehogging by his quick ledge attack, which holds onto the ledge for longer and is an amazing edgeguarding tool.
Timing[edit]
*All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
*Characters who ledge jump can fast fall once they reach their jump's apex while they're still stuck in end lag.
Neutral getup[edit]
| Intangible | 1-30 |
|---|---|
| Animation length | 34 |
Jump getup[edit]
| Intangible | 1-3 |
|---|---|
| Jump | 4 |
| Soonest fast fall | 22 |
| Animation length | 37 |
Roll getup[edit]
| Intangible | 1-34 |
|---|---|
| Animation length | 49 |
Vulnerable |
State change |
Intangible |
|