Small details can make or break a matchup. Let's take another look at Yoshi. If you ignore the dash grab, Bowser can run in and beat most of Yoshi's options. But if you don't... ...Bowser has to be on the lookout constantly. Even if Yoshi is standing still halfway across the stage, he can grab Bowser in a quarter-second. And as I mentioned, this grab beats every single one of Bowser's ground attacks. This single move completely changes the matchup. Instead of running in, powering through Yoshi's defenses, and landing powerful attacks/grabs, Bowser needs to stay on the defensive until Yoshi messes up. If you try to test the matchup without taking Yoshi's grab into account, your results won't be much use. You talked about how much Yoshi struggles to out-space Bowser, when in reality, Bowser struggles to avoid Yoshi. This is why I didn't bother making my own list. I haven't played as/against Bowser enough to be confident in most of my assessments. (I only feel confident in this Yoshi-Bowser analysis because Mimsy already confirmed it.) Though to be fair, your G&W analysis seems about right. I wouldn't personally trust the bacon to stop Bowser, but it would rack up some damage at least, so I'd use it now and then. Also, I'd try to land dtilt -> dair or dtilt -> frying pan because those put Bowser in a worse spot than dtilt -> nair. Your Ike analysis underestimates Ike's mobility a little bit, and neglects to mention his nair as a combo starter, so I'd say that matchup is about even. Midair Quick Draw -> nair -> fast fall lets Ike slide on the ground with a fair amount of speed and perform any move out of it. If Bowser tries to anticipate Ike landing early, Ike can choose to land later, or even jump out of Quick Draw for extra height. And that's what we're trying to do. Personally, I'm willing to change my opinions if someone comes along and points out some way Bowser counters G&W and/or Ike. In fact, I'm kind of counting on it - I started practicing Bowser at one point, but I definitely don't know all his options.