Zigsta
Disney Film Director
Oops, I totally missed your post, Uncle. XD
I agree that Peach isn't that bad. +1 or +2.
I agree that Peach isn't that bad. +1 or +2.
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1. The way the ratios are presented is more than fine, but some of them are outdated, like I said. Also, almost everything below the ratios is a mess.Okay, first of all I like the way the ratios are presented on the front page. You can see at a glance what match-ups are manageable, which are bad, and which is the closest thing we have to a gift (Ivysaur). And it's the best I could do without the necessary software to make a fancy image.
Secondly, anyone who knows anything about Bowser also doesn't want to tell anybody anything about how to play him.
Third, should I go ahead and include the BBR version?
some of them are probably rushed/a bit shorthanded (example, B is for Bowser most of the time) but whatever. it's what i had written up from a while ago. i have a few skype chats with zigsta and i too that i'll probably post later too or somethingMatchups (Including Ratios IMO)
Ratios read as “Bowser:Opponent”
Overview: Bowser has 40:60s across the board, especially on the higher end of the tiers, and a random disadvantage vs Yoshi at the end. The key point is that they are indeed 40:60s. Not in Bowser’s advantage, but they are certainly manageable, and some of them are far from unbearable.
MK [30-70]: If the Metaknight is half smart, he’ll realize nado is a ***** to get through when you’re in the air. The metaknight player should be abusing nado like hell when you’re in the air, especially if you run out of jumps. However, if that does happen, be sure to space Nair/Klaw/Bowser Bomb somewhat perfectly break through Nado. For God’s sake, don’t try to fight MK in the air…it won’t help. DI down and away when MK does dthrow, there’s absolutely no benefit from DI’ing up or in any other direction. When grounded, up-b beats nado, and FTilt beats nado at an early start.
In this MU it’s pretty crucial to understand when to use what move. Chances are Bowser won’t be chilling with the lead, so you’ll be putting in work. Learn how far which moves go, and in what situation. For example, if an MK is abusing downsmash, a dash klaw or iDA will reach him; don’t even bother trying for jab/ftilt or anything.
Grabs are pretty important too. If you’re struggling with a kill, gr > dtilt is a legitimate followup and can net early kills at around 95+% around the edges. If you’re not by the edge, you can air release cg him to the ledges. If you’re on BF your best bet would probably be to just ground release, unless the air release distance goes through the platforms and leads you to the center. If grab released at the edge, a gr > offstage klaw can be timed most of the time to abuse grab frames (aka shuttle loop/nair will damage but klaw will break through)
When you’re offstage…oh my God. Just don’t. MK shouldn’t fear clinching that stock and getting that gimp, because he has 5-6 jumps vs your second and your below average up-b. see the problem?
Snake [40:60]: Don’t fear grenades at all. If you’re free, just instant throw them back. If not, just walk on through. It’s kinda important to learn the snake counter of counting up in your head. I mean, it becomes tedious after a while, but you can keep track of grenades that way, and if you can multitask it becomes even easier. Snake is cooking grenades? Klaw, he can’t do anything. Fire is cool, but don’t overdo it because Snake can DI into you and Bair you. You can trick him if you want and stop the fire if you see him moving towards you, and then grab him out of his lag or whatever. You can klawhop over mines, so if you run out of jumps, don’t worry. UpSmash’s jump goes higher than Snake’s C4 explosion. If f/utilt is ps'd, psc into a jab or upb
Snake’s weak point is obviously the air, so try to get him up there as often as possible, which is simple, especially via grab releases and stuff.
As Bowser, you’re really easy to read off of DThrows, so be careful to not get grabbed too much. Your roll is terrible, and you’ll be adding on over 10% everytime he dthrows you.
Diddy [35:65]: klawhopping over bananas is possible, aerial klaw also has ghost frames so zgrabbing a thrown banana or a banana that is lying there is possible during the klaw animation, klawhopped aerials can catch bananas, including klawhopped airdodge the banana lock is stupidly difficult (or maybe im dumb). Diddy’s fliphop can be pivot grabbed, so don’t worry about that. If a banana bounces off of your shield, you can z-grab it or Fair to grab it. Keep track of all the bananas and you should be fine. I personally don’t think the MU is any worse than 35:65 because with a bit of smart playing you can still put up a decent fight. It’s nowhere near as bad as Ice Climbers.
Wario [40:60/35:65]: pivot grab stuff. pay attention to the amount of jumps he has so you can air release regrab him and be a douche. dthrow sucks. You have a lot of options out of a grab release, including a grab release infinite, so if you do happen to get a grab, make the most of it because the Wario player certainly will with his down throw. REMEMBER, Wario’s second jump, up-b, and bike jump don’t snap to the ledge, so if you can gauge the distance between him and the ledge and come to the conclusion that he will be over the ledge, you can sneak in a DTilt, downward FTilt, grab or FSmash for a nasty kill.
The good news is, when B gets a grab, he beats the **** out of Wario, but the problem is, Wario is ridiculously difficult to grab sometimes. Sometimes you have to let certain moves go because he can just weave in and out and poke your shield or come down with a bite attack. Speaking of bite, he has a move that gives the middle finger to shields, and B is all about shields. So don’t shield camp that much.
G&W [40:60]: ftilt trades with bair, up-b > dair all of the time. SDI is crucial in this mu because you can escape Bair a lot earlier if your SDI is top notch. Grab wise, you can air release into Fair and aerial klaw, so be sure to remember that if you’re struggling for a kill.
PREDICT THE ****ING LANDINGS OF G&W AND YOU WIN THIS MU. SO SERIOUS.
Falco [40:60]: I personally like to play close to the ledge until I reach around 50% damage, because the closer you get to Falco’s end, the more throws he gets. So for the first half of the stock, let Falco do what he wants, but avoid getting grabbed. If you do, and you’re near the ledge, you should have nothing to worry about. Remember that SDI’ing to the stage gets rid of the opportunity for a dthrow -> spike. Fortress also beats and sometimes trades with phantasm, it depends on what frame you get him at. If Falco ends up getting grabbed, air release him to the edges of the stage and work magical gimps. Killing, as usual, will probably be relied off of grab releases which is somewhat problematic, but if you get the grab, get ‘er done. DTilt is a monster. You can also pivot grab Falco out of the grab release, so if you have that timing down, go for it.
Marth [45:55]: up angled forward tilt. Seriously. Marth isn’t anything to worry about IMO. Reason being is that you can get away with so many things against him. For example, Bowser’s dumb yet godlike FSmash outranges Marth’s Fair, FSmash, and Grab, simply due to his drawback animation. I’m not saying to recklessly use FSmash on a marth, but it’s just dumb things like that which kinda take the seriousness out of this. Granted, Dancing Blade is annoying, but you can SDI it if you want…if you’re shielding it, keep it up and just react as soon as the Marth is done. There’s enough lag on the fourth forward and down-slash, so if the marth goes for the full db you can grab/dashgrab/jab/ftilt/klaw, depending on the distance. Marth does have a pretty intense pressure game though, especially when Bowser’s on the ledge, and that can’t be overlooked. A Marth can keep Bowser caged in at the ledge, and can manipulate his movements because Bowser’s movements are slow as hell and are even slower past 100%. On the flipside, marth’s ledge options are kinda linear as well…and Bowser has a friend in bair. It has ******** range, and is a good frame trapper and early killer off of the ledge as well. And a good gimper.
FTilt also cancels out Marth’s FSmash if used in a simultaneous fashion. Go figure.
Ice Climbers [20:80]: a ridiculous MU, and i'd probably give up using bowser against them, but if you're using bowser, stay at the ledge at all times. You have to be ridiculously careful with your usage of moves, because ic’s can grab you out of any lag that you have. So, use UpB sparingly, and even FTilt, because if that’s powershielded, they can grab you via your extended arm. When you fortress, be sure to drive straight to the ledge, regardless of if you hit them or not. It’ll be difficult to klaw one of them if both are present because the player can use the spare climber and fsmash you.
Olimar [35:65/40:60]: a complete pain in the *** and I abhor this matchup, but some small things. You can air release olimar into an aerial klaw (has to be frame perfect though -_-). Not only is it free damage via pummels that refresh the klaw, but it also sets up for bowsercides, or just getting him offstage. The only problem is, when will you ever grab olimar? Easy. Predict his landings—if he nairs looking for the upsmash, just up-b oos, or pivot grab oos or something, just shield the nair. Olimar’s pikmin throw is annoying, but I wouldn’t worry about them latching onto you. Nair doesn’t work though..i only have success with fair and fortress.
I think Bowser’s FSmash outranges Olimar’s grab with the purple pikmin, im not sure.
Pikachu [35:65…im not that sure]: Pikachu’s FThrow is annoying. It can chain that on you up until 60something…I would say try not to get grabbed by Pikachu, but that’s kinda obvious. The Pikachu will FThrow you to the ledge, and then either upsmash or nair or something like that. The main problem in this mu is the thunder jolting, and the bull**** Pikachu can pull off against Bowser while off of the ledge (edgeguarding). Pikachu has a much better recovery than Bowser, and doesn’t fear going low or far to ensure that Bowser won’t return to the ledge. TJolts are its only means of camping, and it’s not that good. Annoying, but can be jabbed/ftilted/powershielded if anything.
A thing to note about Bowser’s grab release, is that if you’re going for the klaw, remember that you have to dash slightly. It’s still possible, just keep that in mind.
Dedede [40:60 w/o inf., 20:80 w/]: the ratios are kinda obvious…Dedede isn’t too difficult without the infinite, but with it, it’s just hell. You should be abusing klaw in this matchup and nothing else. I’m completely serious. If you get a grab, just chaingrab him and get him offstage. Dedede’s kinda linear and simple offstage, just get a few good hits and capitalize on his recovery. Bair is your friend, again. UAir is a good frame trapper here as well. Don’t fear his inhale because you can klaw through it. Powershield Waddle Dees.
Note: Bowser’s FSmash outranges D3’s grab and ftilt.
I did a big *** writeup on this, so there's no need to repeat myself.
Lucario [45:55]: Fair strings are annoying, Aura camping is meh…jabs go through baby aura spheres, but nothing else, so be careful not to jab somewhat/fully charged spheres. Don’t fear DAir above you, just UpSmash during his break. Bowser’s shell stretches out far enough that you can get him when he’s trying to slyly poke your head with DAir. Lucario is another one of those characters that doesn’t really care about going low or far. His recovery may not be the best, be he certainly can gimp you with fair/dair strings and other bull****. Lucario’s FSmash has VERY deceptive range, but it’s laggy as hell. iDA can reach Lucario before the FSmash lag ends if the FSmash isn’t tippered. So yes, it is possible to just walk and shield if you’re expecting the FSmash, and then dash attack. B personally shouldn’t try too hard with edgeguarding Lucario, but certainly wouldn’t miss the opportunity to manipulate his recovery and get him onstage and punish his lag.
ZSS [40:60]: the ratio is kinda negotiable, kingkong thinks Bowser goes 45:55 with ZSS, and I can kinda see why, but not really. Item pieces aren’t that big of a deal. Treat them like Diddy Kong's bananas; keep in mind that you can klaw right above them and just hold the l/r/z button and you'll grab them upon landing. I'm not sure if instant throwing is an option though.
MrEh mentioned just going up to her face and jabbing her shield because she can't really do too much against shield pressure. Zamuses shouldn't be grabbing too much unless you're shield happy as a Bowser, but if the grab is missed, there's more than enough time to FSmash her or do something extremely damaging. The Paralyzer beam can easily be shielded, but be careful of ZSS' followups on that when your shield is up. ZSS' side b is a pain as well. I personally just like to stay a certain range away from her all throughout the match, especially once the item pieces are done/thrown away. That way, if she goes to space her Side B, you won't have to worry about it that much and can rush in when necessary.
Lucario’s FSmash has VERY deceptive range, but it’s laggy as hell
I've done it, but the Marth started like right in front of me.idk if this works because Bowser may be too big for this, but you can even SDI behind marth i think. idk bowser's a huge character anyway :/
:<[3/29/2011 11:30:36 PM] Chris Hewitt: Olimar's really annoying
I would actually be interested in taking it off you, dude. I don't see any major changes happening either, but things could use elaboration and organization. I'm thinking about it........By the way, if anyone thinks they can do a better job with this thread, you're welcome to take it. I don't foresee any major changes happening, but I'm long since done trying to make them happen. If someone else thinks they can make it happen, have at.
-JayDeth, Master of the Drunken Boozer Style
Everything Limit has said here is important to know, ESPECIALLY the part about SDI.{Fox}
Ratio:{50:50/45:55} (I believe in 45:55/-1 myself.)
Secondary:{Pikachu/Sheik?} (Both of them are excellent, as are the Ice Climbers.)
What to look out for: {DAir, Shine gimps, UTilt, USmash when approaching 120%} (Also watch out for his Uair, it's a capable kill move while Bowser is airborne and damaged. In addition, auto-cancelled Fairs can be dangerous to Bowser's frame.)
How they will KO you: {Shine gimps, USmash, DSmash (at higher percents), BAir} (Add Uair to that list as well, a careless aerial Bowser could get KO'd easier than you think.)
Best spacing zone: {FTilt/Klaw zone imo, Fox should just keep shooting so you have to get into his face.} (You got that right. Bowser should always keep Fox within arm's length.)
Grab-Release
- For damage: {Chaingrab + Klaw} (A staple that all Bowsers should know.)
- For the KO: {FTilt} (Ditto.)
Firebreath: {Use when possible, Fire is pretty useful} (Definitely use it, but don't get too pyro-happy, because he has the reflector.)
Stages
- Strike: {FD?} (And Smashville as well. In general, Bowser doesn't want stages where Fox can comfortably shoot lasers at him.)
- Ban: {FD} I'm not really sure about Fox stages but I THINK Halberd is good too b/c of low ceilings but that's the same for us too...right...? (Halberd is a good Fox stage, but Bowser can also take advantage of the ceiling well and doesn't need to move too far to catch him. FD should be our primary ban.)
- Pick: {I'd personally run with YI or PS1} (Both of those work. I think Brinstar is solid as well.)
Link to discussion: {...}
Alright, so Fox...uh, when the match is distanced, expect Fox to be shooting lasers until you approach. There's no real reason for him to come at you, even if you have the lead, because he can shoot and even it out. Laser's don't do any physical damage/hinder anything, so you have nothing to worry about. You're not facing Falco.
To deal with this, you can approach from the air and just go from there. If you feel like it.
When you do get to Fox, he can do a multitude of things. He can either FI to the other end of the stage and repeat the process, DAir, FAir, or reach out and grab you.
When dealing with DAir or FAir, it is IMPORTANT IMPORTANT IMPOOOOOOORRRRTANT that you SDI and get the **** out of there to minimize the damage you can receive and possibly punish the Fox.
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I'll add more tomorrow, I have to go. I'm trying to model this similar to my D3/MK writeups. I know KingKong can add to this because he's played Guard/[NAKAT I think]. I've played LinkX and Rookie, that's really about it I guess...