Sliq
Smash Master
- Joined
- Jan 13, 2006
- Messages
- 4,871
I was playing in an Online tournament, and I went to stall with the Bowser Bomb, and when I dropped of the ledge to double jump down b, I ended up foot stooling a Kirby I was playing, leading me to believe that this might be a useful technique for edge guarding.
Ultimately, you could do the same thing, but instead of bombing, do the Fortress (much like DK, except not nearly as glorious).
I'm thinking this would be useful against opponents that have slow vertical recoveries or multi jump recoveries.
Furthermore, you can use the Bowser Bomb to survive vertical KO's. Unfortunately, it leaves you a sitting duck, but it is better than dying off the top.
Also, I figured out a use for the infinite jump with Bowser. If you sh over b at someone in order to grab them, and they spot dodge, you can bounce to their back and preform another grab, and of course bounce again if this one fails, either to safety, or to preform another offensive feat.
I've found that the bounce isn't useful for avoiding punishment as you fall, as you have to do it too close to the ground in order to avoid being hit with an upsmash or aerial.
Bowsers up air can kill Snake at 90%, which is completely badass.
Also, if you grab characters that can attack out of their up b's, and let them break out, they lose their up b, and fall to their doom. Just grab them after they have executed their up b, then don't hit anything. Hitting them with anything will cause them to regain their up b.
For example, shield near the ledge, and if a Sonic springs, and attacks you with a fair, sheild grab the fair, and let him mash out. Instant death.
It is the sam principle that applies to Snake, except for him the cipher auto breaks him out.
It also works on GW and Pit, but they auto sweetspot the ledge, so it is less useful.
Also, a lot of times I do multiple jabs by double tapping a, and after I start executing the second one, I've realized they have avoided it and will punish me.
So what you can do is simply hit a once, then hold it, but then also hold shield. If the first one hits you'll finish the combo. If it misses, you'll shield.
Ultimately, you could do the same thing, but instead of bombing, do the Fortress (much like DK, except not nearly as glorious).
I'm thinking this would be useful against opponents that have slow vertical recoveries or multi jump recoveries.
Furthermore, you can use the Bowser Bomb to survive vertical KO's. Unfortunately, it leaves you a sitting duck, but it is better than dying off the top.
Also, I figured out a use for the infinite jump with Bowser. If you sh over b at someone in order to grab them, and they spot dodge, you can bounce to their back and preform another grab, and of course bounce again if this one fails, either to safety, or to preform another offensive feat.
I've found that the bounce isn't useful for avoiding punishment as you fall, as you have to do it too close to the ground in order to avoid being hit with an upsmash or aerial.
Bowsers up air can kill Snake at 90%, which is completely badass.
Also, if you grab characters that can attack out of their up b's, and let them break out, they lose their up b, and fall to their doom. Just grab them after they have executed their up b, then don't hit anything. Hitting them with anything will cause them to regain their up b.
For example, shield near the ledge, and if a Sonic springs, and attacks you with a fair, sheild grab the fair, and let him mash out. Instant death.
It is the sam principle that applies to Snake, except for him the cipher auto breaks him out.
It also works on GW and Pit, but they auto sweetspot the ledge, so it is less useful.
Also, a lot of times I do multiple jabs by double tapping a, and after I start executing the second one, I've realized they have avoided it and will punish me.
So what you can do is simply hit a once, then hold it, but then also hold shield. If the first one hits you'll finish the combo. If it misses, you'll shield.