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Wasn't sure. But if anyone didn't know well there you go.It was always 20 seconds.
I would say so. Not a huge one but certainly a helpful one. It's kind of nice how with the new system, the importance of perfect shielding and parrying is far more emphasized. I've found perfect parrying with jab and f-tilt pretty helpful.Anyway, perfect parry apparently became more important and Bowser has great pparry options, as well as decent frame trap options. Think this might mean a stealth buff?
It's important.Sheik has crap like Penetrating Needles that do 3/4 Shield damage so...
Main issue with this is how rolling was implemented into both shields and rolls being mapped to the same button. If we could make rolls mapped to one button and shields to another I'd be just peachy.I wish perfect shielding didn't cause you to lose any momentum while running. Yes, you can immediately mash run again after perfect shielding, but it would be so much better if you just literally never had to release the control stick...
This would give Bowser one of the best approaches in the game against projectiles, due to his runspeed.
In this case, you wouldn't be rolling because you're still just holding the same direction. Powershielding something, dropping shield and immediately running IS definitely possible, it just costs you some momentum.Main issue with this is how rolling was implemented into both shields and rolls being mapped to the same button. If we could make rolls mapped to one button and shields to another I'd be just peachy.
Her Nair used to give her 50% more shieldlag than the defender because of the innate hitlag modifier on electric attacks. Now, that dumb shieldlag quirk has been booted. The shieldlag suffered by attacker and defender has been equalized in the patch, in addition to the global shieldstun increase. In addition, ZSS's Nair is kind of hard not to space due to its design. Her short hop height places her high enough to be over pokes, but low enough to connect with grounded targets from outside shieldgrabbing range.It feels like it's a hell of a lot safer on regular shields now because it's an electric attack. I think those have more shield stun or something. On top of the fact that she has a 1 frame jab. CQC is just stupid. I have to bank on perfect shields or hitting her before the NAir comes out, which is harder to do as Bowser, but pretty straightforward as Sheik
Not bad for a day's worth of practice. Be sure to hit us up for the details on Bowser's moves and tech. Have you tried jab 1 into other moves like Dtilt or dash grab? Punishing opponents with Bowser Bomb? How about his pivot grab?Hello everyone! I have now free time to spend. So I decided to start playing competitively at smash. I started last wednesday playing bowser in smash 4. ( Even if I was playing sometimes with friends, I was using zelda) I went to a weekly tourney in my area the day after and I placed 7th out of 57 with bowser. Lets see what I can do this time with more pratice
Regarding which characters can make it back to the ledge after being released from Bowsercide, I made this thread a while back. The information we have on stages is unreliable, as we have since learned that it's based on Bowser's vertical position upon grabbing an opponent. Grabbing from the ground and bowserciding on FD, for example, always kills both characters at once. But if you air grabbed an opponent or grabbed them while on a platform, there's no way to know if they will be released or not. A coin flip.I would like to know if there is a thread with information about bowsercide. In which stage, both characters die at the same time and which character doesnt survive even if they can jump out of it. If nobody did the research, Ill do it. I love to suicide my first stock with the second stock of my opponent but sometimes I dont do it since im not sure if they can comeback.
The situation is actually totally different for 1.1.1. We don't have exact data yet but smashville now can cause losses. Duck Hunt can also cause ties. It may be character dependent. It may be percent dependent. It may be distance dependent. I honestly have no idea. It needs a lot of testing.Regarding which characters can make it back to the ledge after being released from Bowsercide, I made this thread a while back. The information we have on stages is unreliable, as we have since learned that it's based on Bowser's vertical position upon grabbing an opponent. Grabbing from the ground and bowserciding on FD, for example, always kills both characters at once. But if you air grabbed an opponent or grabbed them while on a platform, there's no way to know if they will be released or not. A coin flip.