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Walk.Best approach option?
Every Bowser at some point during the Super Arcade tournament last Saturday, including Zigsta, underestimated how helpless we are in the initial dash frames. Don't dash when they're within a certain range (character specific) unless you know you're gonna get something sweet or you're gonna dash backwards right away. Bowser's dash stop isn't fast enough to save him against the people you will face in the future. If you know your options for pressure, definitely dash in to get within the optimal range unless you need to walk + power shield through projectiles or jump over stuff. Example would be Mario forgoing fireballs to charge his fludd. Get in there and exert pressure for free if he does that.Eh, walking all the way up seems unnecessarily slow. Reverting to neutral from a run in this game seems really fast compared to brawl. But yeah, in general, if you're not trying to pin down someone, walking is a really good option. Bowser is a tank with sick defensive punishes and great normals. Watch how Snakes in Brawl spent a lot of time walking around.
How does ledge trumping work with Bowser? I realized you can ledge trump (or hard punish) with downB, and I get the feeling that's probably the easiest way to do it... But what do I get afterwards? I'd say fair, but I can't get this guy to turn around in midair. Is Bair fast enough?
This. This is what determined my victories in the loser's bracket.You run to close the distance when your opponent is really far away, but I usually stop running a large distance away from my opponent. I'm talking like 10 feet or more.
@ Kooky Koopa In what situation exactly are you throwing it out? Are they in your face high above FD? Are they on the ground after a follow-up and you're high up? Are you low to the ground and suffering from an attack string? There are proper responses based on what the expected follow-ups are, and none of them should immediately be dair unless they've already committed by throwing out an attack.
It's because your facing away from the stage, this can be tested in training mode, if your facing the stage your up-b will always snap but if your facing away from the stage you will not snap until the attack is done and you go into fortress' falling animation even if you sit right at the edge during the whole attack it won't snap until it's over.Need help regarding recovery with bowser. Straight vertical recoveries to ledge don't always auto grab for me. Any way to fix this? I'm not holding anything when I hit upB and it still ignores the ledge and I land on the ground leaving me vulnerable...
Great! Thank you so much!It's because your facing away from the stage, this can be tested in training mode, if your facing the stage your up-b will always snap but if your facing away from the stage you will not snap until the attack is done and you go into fortress' falling animation even if you sit right at the edge during the whole attack it won't snap until it's over.
I've gotten accustomed to just side-b towards the stage instantly after my attack when jumping out to edge guard. That way I'm always going to snap in case they evade the attack and get to the stage first I won't get punished. Just save your double jump until after you side b so either run of fair, sh/fh fair, or RAR bair, side b towards the stage then jump and up b. I've also managed to snatch them with the klaw if all they did was air dodge my fair and they're usually so shocked they give me full control of the side b so if I was a stock ahead I take them to the blast zone so they can't recover or just take them back on the stage.
Landing the 2nd hitbox of the attack offers little knockback but has enough hitstun for a frame trap right into a Bowser Bomb or followup. If you can get it to hit near the ground that is.Could someone help me figure out how to make Bowser's Nair useful? I read a little bit on the moveset data thread. Apparently it can catch airdodges, it has purposes in edgeguarding, it can lead into some other moves, and a couple other things that I didn't manage to remember. This all sounds cool and all, but I have trouble visualizing it in my head. I can't get a good picture of how that's supposed to work. Can someone elaborate on this, or perhaps redirect me to a video or something? I think my Bowser play could really improve from understanding this move.
If they're waiting for you to jab first, then that's a good sign. It means they're respecting you. You just need even moar patience. If they continue to respect you, then you can transition into the air. Keep your double jump to bait the dash grab. If you don't have a double jump, you can supplement with klaw, firebreath, or dair's rise, depending on if you think they're going for the straight dash grab or dash to shield grab.Any advice how to stop speedy characters who just grab you? Specifically the likes of Sonic and Captain Falcon. In FG today I encountered a Sonic who two stocked me by obsessively grabbing me, throw, waiting for me to land and just grabbing again until I was at high %. With the odd f-air and b-air thrown in. I know the obvious answer is to spot dodge all of them, but they can simply wait for me to whiff and grab me anyway.
This seems to have become really popular with those characters lately, especially the more experienced ones. Anything else besides desperately trying to do an up-b and praying my spot-dodge actually avoids a gab or is this just a situation Bowser will struggle with from here on out? I tried the walking approach and jabbing but Sonic either got his grab time perfect or ran up, shielded my jab and just grabbed again. Was pretty tedious to fight against.
That actually does work when I'm fighting slower characters like Mario or Megaman. But when it comes to the likes of Sonic or other fast characters, a single grab whiff will see you getting grabbed as punishment. The timing is very difficult, despite the range. I probably just need to practice but when you're in the heat of things and fighting amongst the quickest of the cast, I think it's just too difficult to pin down the timing. It's far more easier for them to bait out a grab, dodge or tumble back, than it is for you to land that grab at the crucial time. At least that's what I've found recently.Ignore this if I'm spouting nonsense here. I'm not really experienced in this specific situation, but I want to share a thought regardless. And maybe I'll learn a thing or two from this myself.
Additionally to what UltimaLuminaire says in his second paragraph, couldn't your own grab simply beat out your opponent's (with good timing, of course)? Bowser has pretty good grab range from what I can tell. Not sure how this goes for Sonic and Falcon, but I wonder. And perhaps your command grab, the Flying Slam might be meaningful as well? I think it's range is a little shorter (just a guesstimate), but it's a lot more powerful, and since it sends your opponent a good ways upwards, you might be able to put your opponent in a tough spot. Theoretically.
As far as I understand here are the mechanics behind the Mecha koopa.What is bowser's best response to a Jr that likes to use Mecha Koopa and approach while walking behind it
Dealing with Koopa pretty much forces you to shield or jump, and from my experience, Jr has an easy time punishing both options on reaction. I've had the most luck with PS'ing the koopa and then running up and grabbing the jr, but that option gets very predictable very quick.
Any thoughts?
you predicted well a roll.I'm always terrified to use DSmash, or not finding an good use for it, especially since I have whirling fortress which moves much quicker, and I don't ever feel as open if I miss. What are some good situations to use DSmash, or even if it's worth it to use?
If you know they will roll from ledge then use it and they will scream obscenities if they are high on percent and then they die.I'm always terrified to use DSmash, or not finding an good use for it, especially since I have whirling fortress which moves much quicker, and I don't ever feel as open if I miss. What are some good situations to use DSmash, or even if it's worth it to use?
You can follow a ledge trump with it, generally if the character goes low for a ledge grab, and some characters will have trouble getting past it otherwise. If they lack disjointed hitboxes, they won't have an easy time challenging it either. A yoshi tried to Fair me out of Dsmash from offstage yesterday, only to get sucked in and K.O'd for the game. It's not an easy tool to use but it does have it's niche uses.I'm always terrified to use DSmash, or not finding an good use for it, especially since I have whirling fortress which moves much quicker, and I don't ever feel as open if I miss. What are some good situations to use DSmash, or even if it's worth it to use?