MasterDoom1666
Smash Cadet
Bowser is really good, but he needs a bit more speed.
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It's already a strong attack, and it already can cancel into the best ledge attack. I'd rather he have a more general movement change.Maybe instead he could cancel his grounded Up Special into an attack
Why do people think Bowser can't/shouldn't wavedash? Too scared?If is more faster or becomes a wavedash-able character I'll start flipping tables (not the heavy ones...)
Good point, I just thought that this would be a good replacement for a wavedash. But now that I look back at it it isn't the best idea.It's already a strong attack, and it already can cancel into the best ledge attack. I'd rather he have a more general movement change.
Why do people think Bowser can't/shouldn't wavedash? Too scared?
Nah. He's got plenty of ways to do that if you're good at moving - his shield is big, he's not a fast-faller, and he can dash-attack through close projectiles or crawl through weak ones. He's actually got -more- options for dealing with them than most fatties or melee-oriented fighters.Bowser needs a way to deal with projectiles.
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You are servery overrating his mobility.Nah. He's got plenty of ways to do that if you're good at moving - his shield is big, he's not a fast-faller, and he can dash-attack through close projectiles or crawl through weak ones. He's actually got -more- options for dealing with them than most fatties or melee-oriented fighters.
I mean, I'm just speaking from experience. I routinely place in the middle of events in my region (MD/VA) and I don't lose to projectile spammers (I beat Diddy Kongs, for example). I lose to characters who can combo me zero-to-death on punish (like Captain Falcon; Crescent Monkey has put me out of three tournaments so far and JJ Remo probably would have too if we weren't always seeded apart because we're from the same town) and characters who can play keep-away and/or have broken neutral games (Pit, Mario, Lucas). The only projectiles that really give me severe trouble are Link's, and those give EVERY CHARACTER IN THE GAME severe trouble because they're horribly broken at the moment, like that character in general. Other than Link, whose projectiles are you afraid of here? I'm legitimately asking because I can probably give you advice on how to get around them, or at least how to make them not matter in terms of the general MU.You are servery overrating his mobility.
He's fat and slow. If you happen to be able to be able to deal with the projectile(s) in the first place you then have to worry about catching the opponent. Good luck with that.
I think that's basically exactly right (and sort of what I was getting at with mentioning other character's broken neutral games). The only difference I have with you is I would rather gimp those characters' broken neutral games by adding lag, decreasing power, or other tweaks, than change Bowser because I absolutely LOVE his build right now, exactly like it is.I think the only thing bowser needs is a better neutral game. He's this game's Potemkin or Iron Tager, but unlike these, he has no real safe options. Feel free to correct me if I'm wrong, since I am still inexperienced, but I find that to be his biggest issue. TONs of kill potential, good edge game, but poor recovery and neutral. I saw buff his grab game and maybe let his neutral B last a bit longer.
I thought that would be the case. How about this?EDIT: As for jump-canceling his up-B, holy f*** would THAT ever be OP. That would make his ground movement so safe and free he'd make Pit look weak.
Now for something to help Bowser... maybe a Projectile? *Braces for impact* Sorry, I'm sorry but I have to bring it up.
So you know his Neutral Special right? Well, it stays. The change is however that if you activate it and hold the down button, Bowser keeps the flames in his mouth. Note that it does take a bit to start up, but nothing overly horrible. Now there's a few things this can do:
(Note, above values are just suggestions, I'm not 100% sure about the numbers)
- It can regen his fire breath at twice it's normal rate as long as it's below his starting charge. Above his starting charge, it starts at basic recharge rate and lowers to half this rate as the charge grows. Caps out at twice the starting charge.
- It can charge it past his starting charge, this is the only way to overcharge it and can be useful to get the most out of his Flame Breath.
- He can walk while charging if you input a downwards diagonal.
- He can go back to his normal flame breathing by letting go of down and store the charge by pressing shield.
- When he reaches a 2.80 charge, he flashes orange three times, shielding anytime after this will store a Fireball.
- If hit while charging he loses half of what he just charged. Switching between spew and charge modes is a good way to keep safe, but it leaves you open to attack.
Fireball is a Aura Sphere-type move that travels at a speed that is slow enough to react to, but not so slow it can be effortlessly avoided. I guess the speed of Mewtwo's fully charged Shadow Ball is good but I'm not completely sure. It deals a upwards and forwards knockback with moderately high damage. It looks like Bowser's SMB1 fireball. He can hold up to 2 fireballs and it has quite noticable startup lag, so it can only be used at a distance of during combos. It kills any projectiles it hits but clanks with any normally clankable attack. (IDK if that's possible though) It's main use is to allow Bowser to approach a little easier without giving it to him whenever he wants. He's quite vulnerable when charging so if you want to stop his fireball, that's when to use it.
Overall, I do not think this technique is overly powerful, but would help him quite a bit against projectile users. Oh, and if you want to say that charging is too free, keep in mind his Fire Breath cannot destroy projectiles and that if he gets hit with so much as a Spacie Lazer or Ninja Needle, he's losing his charge. However, he can shield them so there is t
Sorry to break it to ya, but the surface of all stages in this game is practically FRICTIONLESS. This fact can be see by the other fact that characters slide noticeably far when wavedashing. Look at Luigi. It doesn't matter how heavy you are; if there is practically no force of friction, you can theoretically slide forever. The surface is almost frictionless. Then again, this is a game we're talking about where physics is unrealistic. There's no point in mentioning his weight; therefore, I believe he deserves a better wavedash. This is coming from someone who doesn't play as him at all, but I've used his wavedash before at it takes slightly longer to initiate a very short wavedash. His jump frames need to be cut as well.Good point, I just thought that this would be a good replacement for a wavedash. But now that I look back at it it isn't the best idea.
As for why he shouldn't wavedash... He is a 500+ pound Dragon who is so fat attacks don't knock him back in the slightest when he attacks. Why should he be able to use a ground slide GLIDE power? Gliding usuall requires not much weight.
Good point, I guess I can't argue with that logic.Sorry to break it to ya, but the surface of all stages in this game is practically FRICTIONLESS. This fact can be see by the other fact that characters slide noticeably far when wavedashing. Look at Luigi. It doesn't matter how heavy you are; if there is practically no force of friction, you can theoretically slide forever. The surface is almost frictionless. Then again, this is a game we're talking about where physics is unrealistic. There's no point in mentioning his weight; therefore, I believe he deserves a better wavedash. This is coming from someone who doesn't play as him at all, but I've used his wavedash before at it takes slightly longer to initiate a very short wavedash. His jump frames need to be cut as well.
Speaking as someone who has played him since Day One of Melee, I don't think he needs a good wavedash. I've never missed it once and I play Spaceys, Samus, and Marth on the side.There's no point in mentioning his weight; therefore, I believe he deserves a better wavedash. This is coming from someone who doesn't play as him at all, but I've used his wavedash before at it takes slightly longer to initiate a very short wavedash. His jump frames need to be cut as well.
Actually, it's the opposite - I play fairly often against an extremely high-level technical Ness player who mained the character for six years in Melee before picking him up in PM, so I've kind of gotten acclimated to the MU better than most Bowsers have. I never said it was an easy match; it is unfavorable for Bowser. It's just not as bad as Captain Falcon or Zero Suit, or Link for that matter.Well all I can say is you haven't played against very good Ness'.
Oh Glob, it's a nightmare is what it's like. I play against https://www.youtube.com/watch?v=9TgHI4IKJj8 the Falcon in that video on a fairly regular basis and he just wrecks me no matter how much I adapt or how carefully I play. It's weird, because Bowser can totally ruin Falcon's day if he gets him over the edge, and can even juggle/tech-chase Falcon really well, but getting that one in on a competent Falcon is nigh-impossible because of his super-safe approaches and high ground and aerial speed. He just buzzes like a fly around you, just out of swatting distance, and the moment you try to do literally anything there he is with a Knee or (if you manage to shield) Knee-to-Gentleman-to-grab, which against Bowser is a pure frame-trap that has no safe response. I once played thirty or so matches back to back against him and won only two, and of those two only one involved no SDs on his part. And he's not that much better than me as a player - I've been playing and playing competitively longer than him and have more characters I'm proficient in. Another Falcon player in our area, Crescent Monkey, isn't even as good as Remo and he's still put me out of three tournaments. I'm probably good enough with Wario now to try taking his Falcon in that MU, so next time I think I'll go that way.(I haven't played against a competent Falcon main so I dunno what that is like)