Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I find the Marth matchup pretty hard. Properly utilize ccing to counter his aerial approaches can be very helpful. You need to force Marth to approach you and look for trades and punish opportunities. As far as avoiding chain grabs, there isnt too much you can do. You can start by trying to avoid getting stuck shielding- opt for more offensive options like up-b or jab when under pressure. Stuffing his approaches with properly spaced d-tilts and occasional flames can also be very useful. One redeeming point of this matchup is that Bowser can combo Marth pretty hard and is generally pretty good at edge-guarding his recovery.Does anyone have any tips for fighting Marth? I find that I have difficulty getting out of chain grabs and being juggled at relatively low percents.
I'd add dtilt to that, but you can cc that too. Marth's approaching with aerials is going out of style anyways because it's pretty unsafeAgainst Marth, recognize that his only approaches are basically SH nair/fair, or running up to grab you.
I agree.^
Bowser's dtilt is really, really good for footsies against Marth because of the low commitment level, and how Marth has a really hard time beating it on the ground.
As someone who's training partner is a Zelda player, let me tell you--it's not good. At all. Zelda has no issues camping him all day with Din's Fire, getting easy F-Air and B-Air sweetspots, and generally punishing Bowser for trying to approach her. It's a match-up you have to play aggressively, and she can and will punish you for it.So I'm doing this project on the Zelda boards for MUs where I ask people who have experience on both character boards to give their ratios for the MU.
In this case, I mean the Bowser:Zelda MU. @ Anyone who has MU experience here as Bowser playing against Zelda, what do you think the MU ratio is?
EDIT; Also posting this to the MU thread for bowser (Accidentallly missed it. )
Congrats. We need more Bowser players. I'd be a lot more active personally if I could play more often than I do and bring more beneficial tournament videos to the table. Unfortunately my stuff rarely gets recorded.Wow you people are inactive.
So I've become a full Bowser main, and something legitimately concerns me about this character:
Why doesn't Bowser have Giga Bower's Dthrow animation? Current Dthrow looks like poop and a quarter.
Also Bowser is only -1 vs Diddy; come @ me :]
I'm active and check here regularly but there isn't much to say about Bowser...Wow you people are inactive.
^ same and pretty much. I could ask for more help with the Roy/Marth MU but I'm getting there...I'm active and check here regularly but there isn't much to say about Bowser...
I know my bad mu's and there isn't a lot of tech Bowser can explore any more than we already have.
So unless anyone posts some new stuff.. What is there to say?
Yea looking between the two versions, 2.5 Bowser seems slighty better.Probably 2.5, although he was pri good in 2.6 as well.
This is very possible with many characters, but I wouldn't depend on it ever as it's not worth it 99% of the time. I've landed a few side-b moves in a row and it felt great, but its something a higher level player can avoid extremely easily and you will feel stupid trying to go for another over-b and getting punished when you could of just follow up with an aerial attack. It's better to be safe then sorry.So recently I was attending a semi-private smashfest with some friends and I discovered something kinda useful as a mix-up. Don't know if anyone has realized this before so I figured I'd post it just to share, this was done on Roy at about 60%.
So to start land a side+b putting them at around 80% that's the hard part, the next part is luck based depending on their DI. If they happen to stay above you (yay!) you can land another side+b in air and due to the fact the animation isn't the quickest you'll usually fall back to stage and they'll be at the perfect percent/height to land the killing blow u-air.
I haven't tested it much but since I've learned of it I've managed to pull it off a few times, I even did it three times in a row on a friend who isn't the best. Also noticed on fox at about 10% you can land two in a row simply standing there.
This is very possible with many characters, but I wouldn't depend on it ever as it's not worth it 99% of the time. I've landed a few side-b moves in a row and it felt great, but its something a higher level player can avoid extremely easily and you will feel stupid trying to go for another over-b and getting punished when you could of just follow up with an aerial attack. It's better to be safe then sorry.
Also, I've been working on a pretty neat kinda reset with side-b. If the opponent is at a pretty low percent (talking around 25% and lower) and you manage to get an over-b to connect, try and opt for the back throw move as it will put them in a pressured situation, and you can either run straight at them and jump towards them to try and get them to shield to land another over-b to get an easy 35%.
Really it's just practicing enough to know when it'll work and learning the armor on it. I've fought Roy so much recently I've started armoring through smashes at lower percents to great effect. I like to run up jump and wavebounce going for the actual hit as a mixup to fair sometimes.I found out a few traps with bowser while playing my friend online. Against people who like to sit back and wait, you can throw out an F-smash to lure them in, and when they rush in to punish, do an Up B and send em flying. It worked pretty consistently , but I wouldn't make a habit of doing it too much. More of a way to surprise them at high percents and possibly get a KO.
Though I would like to hear some advice on how you guys setup for a side B, since I can't seem to land it. I know if I did my kil potential would go through the roof, since I know it follows up into down B for the kill on a lot of characters, but LANDING it, that's where I'm having trouble.
I rarely do it standing. Its a pretty solid mix-up with approaching fair, bairs, and nairs. Its best to throw it out in tight situations. as opposed to throwing it straight of the neutral game. This is were being patient and cool headed helps out bowser players a lot. When things get heated, you'll be able to land a side-b with more success, as people tend to shield in pressured situations. And in my own opinion the less you throw side-b the more likely you are to land it as they will shield expecting a short hop fair for example.I found out a few traps with bowser while playing my friend online. Against people who like to sit back and wait, you can throw out an F-smash to lure them in, and when they rush in to punish, do an Up B and send em flying. It worked pretty consistently , but I wouldn't make a habit of doing it too much. More of a way to surprise them at high percents and possibly get a KO.
Though I would like to hear some advice on how you guys setup for a side B, since I can't seem to land it. I know if I did my kil potential would go through the roof, since I know it follows up into down B for the kill on a lot of characters, but LANDING it, that's where I'm having trouble.
Tried it and I don't think its possible.This is just a bit of theorycraft, but technically it could be possible to instantly start up flamethrower on any platform by drop canceling flamethrower (as in inputting a platform drop and then pressing by one frame later).
If anyone is able to put this to the test I'd love to see the results.