Kerthorok
Smash Apprentice
If anything all this patch has done is made Bowser more deadly, but require more skill to use.
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Pretty much. Less herp-a-derp, more skill, similar result.If anything all this patch has done is made Bowser more deadly, but require more skill to use.
This is absurd hypocrisy. Saying pre patch luigi and diddy are linear but bowser AKA up throw the character isn't?He has plenty of options to do this. If anything, it adds variety instead of him being focused around a single option like pre-patch Luigi and pre-patch Diddy Kong.
Fun fact! Check the patch data dump thread, it appears that this actually happened!, like increase the hitbox size of klaw
Wow, I THOUGHT that might've been the case but I wasn't sure...Fun fact! Check the patch data dump thread, it appears that this actually happened!
Do you work for Nintendo? =P
Bowser's game wasn't centralized around the grab because a Bowser player fishing for a grab is hideously predictable. The threat of his grab, however, was enough to force opponents to respect him which helped Bowser land his other options. Once you know what Bowser's options are limited, he's a lot easier to deal with.I really don't think this is the end of the world. Bowser still has the same combos, but it makes the character less reliant on just one option all the time and forces him to get creative to end the stock (and he can still do it with up air, it's just tighter now). He has plenty of options to do this. If anything, it adds variety instead of him being focused around a single option like pre-patch Luigi and pre-patch Diddy Kong.
See above.This is absurd hypocrisy. Saying pre patch luigi and diddy are linear but bowser AKA up throw the character isn't?
Wait. Did I not read about that? Falcon never needs to go for U-throw so I guess that doesn't affect him.I find it funny that for Captain Falcon players the nerf to uthrow->uair windows may as well have not happened.
Fireball to grab never was a reliable set up and never will be. Not to mention there's such things as perfect shield, spotdodge, JAB, reflectors, absorb, etc.Diddy and Luigi were linear because they both have projectiles that allow them to open their opponent to the grab, and if the projectile doesn't land, the most effective thing for them to do was throw another friggin' projectile. Ergo, linear.
Seeing that bowser's entire meta revolves around up throw and the only reason why he's "good", I call that being really linear and a one trick pony. Pre patch luigi and diddy were capable of combos without grabs. For Bowser, If you don't abuse this one move, up throw, you're a bad bowser main.Bowser doesn't have a tool to open opponents to a grab. All he can do is try to grab, and if you know that Bowser is going to try to grab you, it should be easy to shut him down. Even in 1.1.3, Bowser had to mix it up. The fear of grab was more of a tool than the grab itself.
If you think it wasn't, then you have no idea just how good his fireballs were (which is why they nerfed them).Fireball to grab never was a reliable set up and never will be.
With his old fireball, the only thing that would've saved you from it is perfect shielding. Spotdodging would allow him to grab, the lag from jabbing it would allow him to grab, a reflector was never going to be fast enough to punish Luigi for it, and before they buffed it, Ness' absorption would probably also allow for the grab.Not to mention there's such things as perfect shield, spotdodge, JAB, reflectors, absorb, etc.
Bowser's meta revolves around plenty of things that aren't his grab (ledge trumping > Bair, SHADC > special, breaking shields on platforms via baiting, etc.), but the problem with Bowser is that his frame data is objectively awful. His fastest move, grounded fortress, comes out on frame 6 and can be fsmashed by nearly everyone if it gets shielded. Bowser is built to take a LOT of damage, and that's a good thing because he's GONNA be taking a lot of damage.Seeing that bowser's entire meta revolves around up throw and the only reason why he's "good", I call that being really linear and a one trick pony. Pre patch luigi and diddy were capable of combos without grabs. For Bowser, If you don't abuse this one move, up throw, you're a bad bowser main.
Slightly bigger. Not by much.I don't think the up throw nerf is worth complaining about when it's still an amazing tool for building damage, and I also don't think it's fair to say Bowser's gameplay is or was completely braindead.
How big is Klaw now? I haven't really tested it specifically but I have noticed that I've been getting it more reliably.
You know how somebody comes in to the Luigi boards and says Luigi has nothing but his grab and is super annoying? That's what you're doing. Look anywhere else on the Bowser boards and you'll find our year's worth of tech.Seeing that bowser's entire meta revolves around up throw and the only reason why he's "good", I call that being really linear and a one trick pony. Pre patch luigi and diddy were capable of combos without grabs. For Bowser, If you don't abuse this one move, up throw, you're a bad bowser main.
Frame 8. 17 in the air. It still doesn't reach quite as far as jab 1, but it's extremely close. And every legal stage besides FD allows for reasonably early kills with Flying Slam. We're the best character to make use of rage, and a stock lead can be turned into an instant victory with Bowsercide.The threat of a FRAME 3 COMMAND GRAB from a decent distance is very real too, no?
Also if you CP Umbra Clock Tower assuming it's legal you can probably do some hilarious stuff with the high up platforms and flying slam.
Check the OP.How big is Klaw now? I haven't really tested it specifically but I have noticed that I've been getting it more reliably.
My B on the frame data. I am inclined to agree about Side-B though, it scales SUPER well with Rage and with the range increase on the grab part, should be easier to land now. Couple that with the platform stuff and.....well....You know how somebody comes in to the Luigi boards and says Luigi has nothing but his grab and is super annoying? That's what you're doing. Look anywhere else on the Bowser boards and you'll find our year's worth of tech.
Frame 8. 17 in the air. It still doesn't reach quite as far as jab 1, but it's extremely close. And every legal stage besides FD allows for reasonably early kills with Flying Slam. We're the best character to make use of rage, and a stock lead can be turned into an instant victory with Bowsercide.
Check the OP.
In before it actually becomes frame three next patch, because you said that.FRAME 3 COMMAND GRAB
Could you imagine? Literal SPD in Smash Bros rofl.In before it actually becomes frame three next patch, because you said that.
If you are a Roy player, then you should beware that the uthrow uair combo range is still pretty generous for him. I just finished testing it on Roy, and found that it true combos and kills from 92 all the way up to at least 142.From the eyes of someone fighting AGAINST Bowser, this is definitely a nerf.
After the last patch when it was buffed. I had to drastically change my playstyle to match in order to respect that buff. Playing the MU the way I used to would get me taking a lot of damage and eating deaths where I never would before. If this is less of an issue and works in smaller windows of percents, then it frees up my playstyle some more instead of having to completely play footsies and projectiles. Allows me to take more risks which allows for great variety in mix ups I can use vs Bowser vs when I just had to completely respect that option and it shut out a lot of the ways I can approach the matchup.
That's just coming from a perspective as someone fighting vs Bowser (especially maining someone like Roy, who is most effective up close. Playing super footies the whole time at the tip of my sword doing drastically less damage and knockback the entire match is a huge deal)
The true combo range against Cloud is very similar to that against Roy. Cloud however has such a big advantage against Bowser in neutral that he makes a good counter pick regardless.He's my main, but was just using it as an example. I don't use Roy in that MU since the last patch. I go w/ Cloud for that one.
For uthrow -> nair: I also do just a FH rising nair at lower percents. I find it works a lot better. With the patch now, I find that once the percents get more to mid range or higher, a quick double jump starts becoming the more effective option.Out of curiosity, how quickly are people pressing jump to chase into the air?
I've been rolling my thumb onto the jump button then onto attack to perform a FH rising Nair, but for chasing with Uair, do people bother to FH or do you just double tap jump to get up there faster?
How soon do you double jump in the later % ranges? Do you wait until Bowser rises to the full height of a FH? Half way?For uthrow -> nair: I also do just a FH rising nair at lower percents. I find it works a lot better. With the patch now, I find that once the percents get more to mid range or higher, a quick double jump starts becoming the more effective option.
For uthrow -> uair: at the lower end of the kill percent range, you can do either full hop or a quick double jump, at least on most characters. Both work fine, but I think the double jump gets you there a little bit quicker. Once you start moving higher up that kill range, the double jump becomes mandatory for getting enough vertical distance. Since the double jump works for the full range, and hitting earlier during the window of opportunity technically seems to kill slightly better, I always double jump for this combo.
Getting true combos out of up throw still, % changes drastically per character and there are definitely characters it doesn't work on at all.Any up smash testing yet? Is it possible anymore?