Frost | Odds
Puddings: 1 /// Odds: 0
No, it's never guaranteed if the opponent DI's correctly.Further, KK-> KK is only guaranteed on about 10 members of the cast, at certain percents.
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No, it's never guaranteed if the opponent DI's correctly.Further, KK-> KK is only guaranteed on about 10 members of the cast, at certain percents.
Not really. Bowser could already edgeguard almost every recovery really consistently without it, killing/keeping someone off stage wasn't an issue. Klaw down throw just adds an option that's occasionally useful to Bowser's edgeguarding.KKDthrow is the thing that is making bowser a threat for edge guarding
I agree. Bowser already was a huge threat for edgeguarding, and Kk down throw is a great move that has been added to his box for edgeguarding.KKDthrow is the thing that is making bowser a threat for edge guarding
DK for sure, bowser and dedede most likely. But not 10, just the fat onesNo, it's never guaranteed if the opponent DI's correctly.
Thanks man! :D
Could you be more specific? Bowser has always been based on highly MU-knowledge based gimmicks, so I'm curious in what ways you think he's more matchup-based than before. Is it the new KK mechanics? Dash attack? Dsmash? The rolls/tech rolls?I've been playing some Bowser on the side with people in the MDVA area, and we pretty much think Bowser is even MORE polarized than before.
A lot of his new tools are match-up knowledge based gimmicks, and are incredibly focused on making what seemed like Bowser's strongest match-ups in 3.5 even more in his favor by opening up many more combo and kill options on fastfallers, but since it came at the cost of armor his most difficult match-ups now seem nearly unwinnable. Any character that struggles with dealing with new mixups is pretty much better off switching to like ICs or Sheik or something for a nearly free win rather than learning their character's Bowser match-up because of how stupid his new kit is.
The people I play with might not be "good enough" to count to you guys, but the highest skilled players I frequently play with are Sylvx and Swag Apocalypse (not huge names but they place decently at Xanadu), but in general our play group agrees Bowser is way too gimmicky right now.@ UltiMario Names plz?
It's the rounding of Bowser that's doing him worse. While armor everywhere might've not been the best design in the universe, stuff like his old Nair Armor really helped patch up bad match-ups by letting him Nair out of things that he now has to pretty much hopelessly tank. The only armor overhaul that I feel has been working in his favor to even our match-ups is the changes to his Smashes, but the reduction/removal in armor of other places has barely rounded out stuff like vs spacies while not helping the fact that he always has struggled with characters with strong grab games. And as I said earlier, Koopa Klaw DThrow Spike, while flashy and really damn cool, just punishes the fastfallers, the few match-ups where Bowser had an advantage, and pushed it even further since they now get to choose between DI that leads to an instant kill or DI that leads into a combo (and usually a kill) in far too many situations. It's nice to have better options when you get a Koopa Klaw facing the ledge (this is a huge issue 3.5 Bowser had), but this is just ridiculous. And again, none of these new tools are really helping Bowser cope with Sheik or Marth or ICs. It's ok for a character to have some lopsided match-ups, but how lopsided Bowser's are is simply ridiculous. Fox is the only character that I feel got evened out by these changes because while Bowser gained some extra mixups and kill options to utilize, I always felt like the massive armor on Nair was a key point in winning that match-up, making the match-up much more fair for both players than before.Could you be more specific? Bowser has always been based on highly MU-knowledge based gimmicks, so I'm curious in what ways you think he's more matchup-based than before. Is it the new KK mechanics? Dash attack? Dsmash? The rolls/tech rolls?
Yes. And perfect/regular wavelands.Is it a good idea to practice wavedashing with Bowser?
I think this is the problem, sorry. I'm having serious problems agreeing with almost anything stated in your last post. I don't think Bowser beats any fastfallers, or even comes particularly close to even, with the possible exception of Roy.The people I play with might not be "good enough" to count to you guys, but the highest skilled players I frequently play with are Sylvx and Swag Apocalypse (not huge names but they place decently at Xanadu), but in general our play group agrees Bowser is way too gimmicky right now.
This is blatantly untrue. Bowser was far stronger against fastfallers in 3.5, and if they DI correctly at most or all percents, they can avoid being comboed out of KK fthrow in any way.And as I said earlier, Koopa Klaw DThrow Spike, while flashy and really damn cool, just punishes the fastfallers, the few match-ups where Bowser had an advantage, and pushed it even further since they now get to choose between DI that leads to an instant kill or DI that leads into a combo (and usually a kill) in far too many situations.
I'm curious which matchups you think Bowser 'completely stomps'. If he even wins any, i'm highly skeptical that he has a single MU that's more than 55:45 in his favor.The level at which you have to ridiculously outplay a Bowser with the characters he completely stomps is pretty much unacceptable.
I personally feel Bowser wins at least 60-40 vs Roy.
this explains alot of things, also why does all get up attacks break armour way higher than the KB?@ cmart
wondering if this is intentional.
Bowser's armor value is set to 80 kb units while charging smash attacks.
however, while charging smash attacks, characters suffer increased knockback from all sources. this means that hitboxes that would normally induce fewer than 80 kb units are capable of inflicting more than 80 kb units while Bowser is charging a smash.
I'm not sure exactly what the bonus multiplier is, but it results in the smash charge armor being broken by many attacks that are incapable of breaking light armor.
I am deeply ashamed that I failed to notice this sooner.
We actually noticed this just a couple days ago. It's being looked into.@ cmart
wondering if this is intentional.
Bowser's armor value is set to 80 kb units while charging smash attacks.
however, while charging smash attacks, characters suffer increased knockback from all sources. this means that hitboxes that would normally induce fewer than 80 kb units are capable of inflicting more than 80 kb units while Bowser is charging a smash.
I'm not sure exactly what the bonus multiplier is, but it results in the smash charge armor being broken by many attacks that are incapable of breaking light armor.
I am deeply ashamed that I failed to notice this sooner.
For real, if i read your get up attack, its my god given right to wave land/dash, charge up a smash attack, and make you eat it.We actually noticed this just a couple days ago. It's being looked into.
Exactly, i barely ever actually notice charge armour, i use it more as a bluff than actual usei wonder if the charge kb increase effect could be taken out for just bowser or if its too ingrained in the programming. since bowser has that armor it seems unnecessary to also have the kb increase while charging.
actually I'm pretty sure most getup attacks break light armor at 0% as is. this could also be changed if the developers were to increase the amount of kb needed to break light armor (say, from 80 to 120 or whatever), but that would be a separate discussion. in this case, we're just observing a move that doesn't seem to function the way it's intended to.For real, if i read your get up attack, its my god given right to wave land/dash, charge up a smash attack, and make you eat it.
that seems unnecessary. it would make Bowser better at surviving KO moves while charging smashes, proportional to the rest of the cast. sure, it's an edge case, but if the light armor is more usable in a future patch, then we'll be seeing Bowser players attempting to use Smash charge in neutral more often than other characters, anyway.i wonder if the charge kb increase effect could be taken out for just bowser or if its too ingrained in the programming. since bowser has that armor it seems unnecessary to also have the kb increase while charging.
His forward smash already has medium armour and i was refering to all but super armour getting knocked out from a get up attack (ledge or normal)actually I'm pretty sure most getup attacks break light armor at 0% as is. this could also be changed if the developers were to increase the amount of kb needed to break light armor (say, from 80 to 120 or whatever), but that would be a separate discussion. in this case, we're just observing a move that doesn't seem to function the way it's intended to.
personally, I think it would be better if Smash charge armor was increased to Medium Armor (in addition to the aforementioned compensation for the Smash charge knockback multiplier) . Bowser used to have Heavy Armor on grounded sideB and Medium Armor on dashattack which he could use to punish approaches and also punish defensive options that he could force out of opponents who he pushed against the edge of the stage. although many people complained about it, I remain pretty fairly convinced that it was just about right, given how high the level of commitment was for each of the moves in question, and how bad Bowser is at punishing wavedash back and dashdance etc
ever since 3.6b he's had massively reduced options with regards to aggressive use of armor frames, which makes him fall back more on his shield. his oos options are great against opponents who try to pressure from within upB range, but folds really hard to people spacing aerials a moderate distance ahead of his shield due to his long jumpsquat and awful shieldgrab, among other factors
that seems unnecessary. it would make Bowser better at surviving KO moves while charging smashes, proportional to the rest of the cast. sure, it's an edge case, but if the light armor is more usable in a future patch, then we'll be seeing Bowser players attempting to use Smash charge in neutral more often than other characters, anyway.
True and maybe thats a better approach to it.actually I'm pretty sure most getup attacks break light armor at 0% as is. this could also be changed if the developers were to increase the amount of kb needed to break light armor (say, from 80 to 120 or whatever), but that would be a separate discussion. in this case, we're just observing a move that doesn't seem to function the way it's intended to.
personally, I think it would be better if Smash charge armor was increased to Medium Armor (in addition to the aforementioned compensation for the Smash charge knockback multiplier) . Bowser used to have Heavy Armor on grounded sideB and Medium Armor on dashattack which he could use to punish approaches and also punish defensive options that he could force out of opponents who he pushed against the edge of the stage. although many people complained about it, I remain pretty fairly convinced that it was just about right, given how high the level of commitment was for each of the moves in question, and how bad Bowser is at punishing wavedash back and dashdance etc
ever since 3.6b he's had massively reduced options with regards to aggressive use of armor frames, which makes him fall back more on his shield. his oos options are great against opponents who try to pressure from within upB range, but folds really hard to people spacing aerials a moderate distance ahead of his shield due to his long jumpsquat and awful shieldgrab, among other factors
that seems unnecessary. it would make Bowser better at surviving KO moves while charging smashes, proportional to the rest of the cast. sure, it's an edge case, but if the light armor is more usable in a future patch, then we'll be seeing Bowser players attempting to use Smash charge in neutral more often than other characters, anyway.
Marth? Ike? fox upsmash? Any sword character really. mario and luigi. I wanna say alot of characters can use smash attacks out of neutral pretty easilyTrue and maybe thats a better approach to it.
On a different note, I not sure how i feel about bowser players using smash attacks in neutral (or any character for that matter), which has made me feel a little meh about the light armor on charge to begin with. I feel like as it is smash attacks are generally either used as a read when their opponent is at a disadvantage or used when the opponent is in a position where they cant avoid it. I dont feel that it is good to entice players to just throw out smash attacks in neutral because the charge is safer, that seems like it would create an unnecessary reliance on using reads in neutral and i dont want to sound too heavily opinionated in saying this, but that reliance seems a little scrubby in its nature.