B!squick
Smash Master
You can also poke at max range with Firebreath and not be punished at all. Just a thought.
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Wrong. Fire is a terrible damage racking tool. It is a good spacing tool.Firebreath is not a viable move in high level play and will be SDI punished.
If you're not doing 30% with each of your grabs, then you are doing it wrong.It usually does similar damage if not more than what Bowser can do.
It's called spacing back.I'd like to know what dumb thing G&W is doing at the spacing at which Firebreath is in fact not punishable.
Speak for yourself. If you're not doing outrageous damage with the grab, then you need to practice more.idk what you're trying to say in the other statement, the point is Bowser's GR really doesn't net him spectacular damage.
Yeah, have you seen that Gaston, fella? He also does mad tech chases with aerial DownB.Speak for yourself. If you're not doing outrageous damage with the grab, then you need to practice more.
You keep assuming that Bowser will constantly shoot fire. Read this again...Assuming no DI.
Although it's not specified, when a Bowser player "pokes" with Fire, they generally shoot fire for the shortest amount of time possible. I figured you would know this, considering you use Bowser.JayDeth said:You can also poke at max range with Firebreath and not be punished at all. Just a thought.
Simple. Every character can do damage from a grab by knowing options and predicting. The problem with that is this: the damage is not guaranteed.MrEh, virtually any character can do a ton of damage from a grab provided they know options. What makes Bowser's GR so much better that it warrants the huge risk?
Bowser Bomb is a useless move in theory. Which is why it's extremely difficult to explain to people why the move is useful in certain situations.Yeah, have you seen that Gaston, fella? He also does mad tech chases with aerial DownB.
It's still punishable. It requires technical skill definitely, but I'm saying, the effects of good SDI are massive even for a brief period of time.You keep assuming that Bowser will constantly shoot fire. Read this again...
Although it's not specified, when a Bowser player "pokes" with Fire, they generally shoot fire for the shortest amount of time possible. I figured you would know this, considering you use Bowser.
It's less prediction and more playing smart when you talk about good setups and followup options, which in the case of vs G&W, he is quite good at this. Many characters can go for damage that is virtually guaranteed if they don't screw up. What does being guaranteed do to make this really significantly better? Marginally less risk? The effect is not amazingly significant.Simple. Every character can do damage from a grab by knowing options and predicting. The problem with that is this: the damage is not guaranteed.
With enough practice, outrageous damage from Bowser's grab release is guaranteed. (except against Zelda, DK, and Yoshi)
Yeah, it's good against people who make dumb mistakes and commit too much to linear juggling strats. Or you can get away with it if you ledge cancel it. Still shouldn't actually hit anyone.Bowser Bomb is a useless move in theory. Which is why it's extremely difficult to explain to people why the move is useful in certain situations.
Have fun SDI'ing all the way through like 3 hits and reacting fast enough to do so. Is it possible? Of course it is. It's hilarious to imagine someone doing it consistently in an actual match though. At max range, Fire is a pro spacing tool. Unpunishable? No. Still good? Yes.It's still punishable. It requires technical skill definitely, but I'm saying, the effects of good SDI are massive.
Simple. If you're playing against a player smarter then yourself, then non-guaranteed followups are less likely work. They will know your options, and they will do everything in their power to limit them, or to outsmart you.What does being guaranteed do to make this really significantly better? The effect is not amazingly significant.
If you really think that it's most likely to hit from an overexerted juggle, you're mistaken.Still shouldn't actually hit anyone.
Good traps, such as G&W's U-air juggles are hard enough to avoid to the point where it basically doesn't matter in high level play. You get put into the trap, and your options are limited enough that the other player is capable of covering all of them for virtually guaranteed damage. It's the exact same principle for G&W's BF ledge trap against Bowser. Bowser cannot work around it without getting severely punished.Simple. If you're playing against a player smarter then yourself, then non-guaranteed followups are less likely work. They will know your options, and they will do everything in their power to limit them, or to outsmart you.
Right, but Bowser isn't normally taking half your stock with this (depends a lot on forcing a non-guaranteed ground break anyway), and there is the problem of safely getting a grab due to its fail speed and ending lag. Jab canceling is mostly reliable minus the fact you usually have to take a step forward and hope it isn't spotdodged.When something is guaranteed, all of that is moot. Their only option is to accept it or attempt to break your concentration.
It is true facts though. We have seemingly moved on to G&W, but it's A2ZOMG's theorycrafted G&W. And wow wee is it a doozy.Jay, that change wasn't really necessary <_<
You mean with DTilt from the platform? How is that a trap? Bowser can easily get to the ledge and... well, what's G&W going to then? Stay there? Attempt to run out the clock? What?G&W's BF ledge trap against Bowser. Bowser cannot work around it without getting severely punished.
Pretty much.Bowser Bomb is lol.
Ground releases are guaranteed. If you aren't ground releasing when you want, then you need to practice more.Right, but Bowser isn't normally taking half your stock with this (depends a lot on forcing a non-guaranteed ground break anyway)
I never worry about ending lag because I never miss.and there is the problem of safely getting a grab due to its fail speed and ending lag.
It depends on what frames the opponent mashes out on, so it's not guaranteed.Ground releases are guaranteed. If you aren't ground releasing when you want, then you need to practice more.
It's a trap because anything Bowser does to get up will be punished. A trap is anything that limits your opponents options in a way that can put you in a favorable situation.You mean with DTilt from the platform? How is that a trap? Bowser can easily get to the ledge and... well, what's G&W going to then? Stay there? Attempt to run out the clock? What?
No johns. You're just not trying hard enough.It depends on what frames the opponent mashes out on, so it's not guaranteed.
This.A2, the release is guaranteed, although it depends on the time you pummel and the time the opponent is being released. You can pummel at a perfect rate to influence a ground release all of the time [I actually might be wrong on this, but Flayl made a detailed description about the pummel a while back
No. I say we just leave it. It's funnier this way.Guys since the thread is so outdated, do you want to just restart and rediscuss all of the matchups again?
Does FAir beat it? I'm not asking A2Z because he obviously wouldn't know, but does FAir beat G&W's DTilt? Also, I'm certain that letting go of the ledge, DJ, Fortress would beat DTilt. So no Admiral Akbar, it's not a trap.It's a trap because anything Bowser does to get up will be punished. A trap is anything that limits your opponents options in a way that can put you in a favorable situation.
Pfft, noob. Don't you know anything about match-up discussions? Theorycraft > practical experience. Please leave your knowledge of what works and what doesn't at the door, sir.every single character that we felt we had decent experience on
I vote we hijack other threads, go in and post something along the lines of 'Hey guys your Bowser matchup is outdated/wrong it's actually more like this:' give ratio + short synopsis of the matchup, then have another 2 Bowser mains come in and agree with the first one, thread successfully hijacked.Everything is outdated we should rediscuss but at a much more faster rate how would that be possible I have no clue.
What's your point? We know this already.The ending lag frames and the startup frames of the pummel allow aerial grab breaks, since hitstun only lasts a certain number of frames.
Put every matchup down as 60-75.I think, before we go anywhere else from here, is decide. Do we want to continue debating with A2ZOMG, go one-by-one on which matchups we need to re-discuss or continue and do the rest of the matchups.