Event43
Smash Rookie
- Joined
- Jan 4, 2016
- Messages
- 10
- NNID
- Event43
- 3DS FC
- 3625-8407-7440
I enjoy finding new tricks for characters, I'm happy to both share and learn more tricks.
Short-Hop Air Dodge, Special Follow Ups.
Although if Bowser does a short-hop + Air dodge, he will suffer from the landing lag. However, if you input a special move just as Bowser lands, he will initiate the move instead. This alows you to cancel the landing lag, but will initiate the inputed special move. This is good at punishing opponent with a mobile spotdodge like airdodge.
Theres is only a handful of frames between the end of the invincibility frams of the air dodge and the initiating frames of the special move to punish, which is a few frames less to punish than spotdodge to any move. Although you have less moves to punish with, the special moves still replaces many of your other moves to punish. Flying Slam can be used against shielding opponents as a replacement of grabs and the Bowser Bomb is a more powerful replacement of the smash attacks (except for F-Smash).
Whirling Fortress is a solid replacement of jab, although there is not any jab to ... follow ups. Although Whirling Fortress hitbox is active 1 frame earlier than jab.
Fire breath does not replace any good non special moves, but it is a good move to punish attacks that you can't reach with any other moves. It can be used to counter any punishing attempts from your opponent, if they whould happen to attempt to punsish your attempted punish.
Basically a more situational, mobile spotdodge. However is not a direct replacement of spotdodges. It is very good att dodging and punishing far reaching moves.
A situational up-Throw finisher.
If the opponent does not DI very well and does not air dodge in time, a UThrow to Bowser Bomb can be perforemed, it kills abount 5% than Bowser Bomb (Grounded). The Finisher works at around mid-high %.
This, however is not a true combo, unlike the Up-Throw-UAir. But it does kill at earlier % (Around 50-80, Depending on stage and rage. It does not work on the % which UThrow-UAir kills at FD, due to the large amount of knockback growth.
The opponent can easily Air Dodge out of the move or DI in another direction. Not recomended unless you know it will hit.
Additional Ledgde Options.
If you let go of the ledge (not moving the joystick downwards but away from the ledge, to nod fast fall) and jump onto the ledgeuse Flying slam, the move wont suffer from landing lag and will command grab shielding opponents. This can, however, be easily punished with a move.
If you time i pretty alright, you can FAir immediatly as you jump and you will land onto the ledge without landing lag, the move will auto cancel upon landing much like the Flying Slam. However the timing is strict, unlike the Flying Slam.
The FAir from ledge is good at hitting opponents anticipating you to use Flying Slam to command grab them, it is also a stronger getup attack, although is does not have any invincibility frames.
Halt!
This is rather an attribute most slow running characters have, but for some reason Bowser also has it. If you stop running, you'll go into a halting animation. The animation is dependent on mostly speed and friction on ground. However, Bowser has one of the quickest halting animation, being able to stop and do any attack only a few frames later than if Bowser would dash attack.
Bowsers halting is quick enough to catch most opponents of guard.
With the quick halting animation, it is possible to run up, stop and space a f-smash. Since the legs are invincible, you'll end up either hitting through any attempts of stoping you.
This attribute is good for characters to effeiciently punish any attempts of hitting you as you run in for the grab.
Use this as a way to hit opponents expecting you to run in for a grab. Just make sure to space correctly.
Many other useful tricks will probably be in the comment section, if there is a comment section at all... This thread was made to remind me of all the things Bowser has, that can suprise opponents.
Short-Hop Air Dodge, Special Follow Ups.
Although if Bowser does a short-hop + Air dodge, he will suffer from the landing lag. However, if you input a special move just as Bowser lands, he will initiate the move instead. This alows you to cancel the landing lag, but will initiate the inputed special move. This is good at punishing opponent with a mobile spotdodge like airdodge.
Theres is only a handful of frames between the end of the invincibility frams of the air dodge and the initiating frames of the special move to punish, which is a few frames less to punish than spotdodge to any move. Although you have less moves to punish with, the special moves still replaces many of your other moves to punish. Flying Slam can be used against shielding opponents as a replacement of grabs and the Bowser Bomb is a more powerful replacement of the smash attacks (except for F-Smash).
Whirling Fortress is a solid replacement of jab, although there is not any jab to ... follow ups. Although Whirling Fortress hitbox is active 1 frame earlier than jab.
Fire breath does not replace any good non special moves, but it is a good move to punish attacks that you can't reach with any other moves. It can be used to counter any punishing attempts from your opponent, if they whould happen to attempt to punsish your attempted punish.
Basically a more situational, mobile spotdodge. However is not a direct replacement of spotdodges. It is very good att dodging and punishing far reaching moves.
A situational up-Throw finisher.
If the opponent does not DI very well and does not air dodge in time, a UThrow to Bowser Bomb can be perforemed, it kills abount 5% than Bowser Bomb (Grounded). The Finisher works at around mid-high %.
This, however is not a true combo, unlike the Up-Throw-UAir. But it does kill at earlier % (Around 50-80, Depending on stage and rage. It does not work on the % which UThrow-UAir kills at FD, due to the large amount of knockback growth.
The opponent can easily Air Dodge out of the move or DI in another direction. Not recomended unless you know it will hit.
Additional Ledgde Options.
If you let go of the ledge (not moving the joystick downwards but away from the ledge, to nod fast fall) and jump onto the ledgeuse Flying slam, the move wont suffer from landing lag and will command grab shielding opponents. This can, however, be easily punished with a move.
If you time i pretty alright, you can FAir immediatly as you jump and you will land onto the ledge without landing lag, the move will auto cancel upon landing much like the Flying Slam. However the timing is strict, unlike the Flying Slam.
The FAir from ledge is good at hitting opponents anticipating you to use Flying Slam to command grab them, it is also a stronger getup attack, although is does not have any invincibility frames.
Halt!
This is rather an attribute most slow running characters have, but for some reason Bowser also has it. If you stop running, you'll go into a halting animation. The animation is dependent on mostly speed and friction on ground. However, Bowser has one of the quickest halting animation, being able to stop and do any attack only a few frames later than if Bowser would dash attack.
Bowsers halting is quick enough to catch most opponents of guard.
With the quick halting animation, it is possible to run up, stop and space a f-smash. Since the legs are invincible, you'll end up either hitting through any attempts of stoping you.
This attribute is good for characters to effeiciently punish any attempts of hitting you as you run in for the grab.
Use this as a way to hit opponents expecting you to run in for a grab. Just make sure to space correctly.
Many other useful tricks will probably be in the comment section, if there is a comment section at all... This thread was made to remind me of all the things Bowser has, that can suprise opponents.
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