Hokori
Great King of Evil
The new ledge mechanic sounds like it'll be a lot of fun. Especially since you can't stall and retain invincibility frames.
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Yeah, and with the absence of edgehogging it will take a bit more forethought to gimp an opponent and you won't be able to just get an easy stock of off the smallest mistakes, basically you always have a match now. The removal of over 100% attacks is also a good thing in my opinion, they probably wouldn't have worked in this new system at all. Also, most importantly, the player on the offensive is actually rewarded for cornering the other player and forcing them to the ledge because now it actually opens up more options instead of forcing them to deal with ledgestall tactics from the other player. I'm pretty excited to see what kind of matches this is going to result in once everyone learns the meta.The new ledge mechanic sounds like it'll be a lot of fun. Especially since you can't stall and retain invincibility frames.
Indeed. Players won't be able to plan out how they want to get back as much or wear out the patience of their opponent. Also nice because it keeps the pace of the match going.Yeah, and with the absence of edgehogging it will take a bit more forethought to gimp an opponent and you won't be able to just get an easy stock of off the smallest mistakes, basically you always have a match now. The removal of over 100% attacks is also a good thing in my opinion, they probably wouldn't have worked in this new system at all. Also, most importantly, the player on the offensive is actually rewarded for cornering the other player and forcing them to the ledge because now it actually opens up more options instead of forcing them to deal with ledgestall tactics from the other player. I'm pretty excited to see what kind of matches this is going to result in once everyone learns the meta.
Yeah, in the moveset demonstration video, they couldn't go off-stage with Whirling Fortress...wonder if that's going to be the case in the final version of the game.Fortress doesn't go off the stage? That's weird. What about if you roll into the edge to put you in that teetering state without the animation, if you know what I'm talking about.
Though come to think of it I remember from a video that you even have a special animation just for running off, I wonder if that factors in somehow.
Also, I'm starting to get tentative in my desire to main Bowser again. Half of the fun of picking him was his trashiness.
That's what we're basing the majority of our discussion from. It's the very first video that's posted in the original post. Don't worry about it though. At least you embedded the vid and we have access to it on the second page nowSomeone has probably already posted this but on the off chance someone hasn't I'll do it anyway VGB's Bowser Moveset Demonstration sorry if someone has already posted it
Bowser's jab cancel strings are going to be so menacingGood job find the Jab cancel! I've been trying to see if it's been in the game for a while. Really gonna need this.
What makes it so nuts for Bowser is his jab range. Really good for footsies.Bowser's jab cancel strings are going to be so menacing
Speaking of range, I believe his grab range was buffed slightly as well.What makes it so nuts for Bowser is his jab range. Really good for footsies.
It was buffed actually, he can grab from a bit past the tip of his knuckles, the clash tournaments Bowser vs Zero Suit Samus video shows this when Bowser does a banana throw into grab, you can slow it down and pause to see about how far away she is from him when the grab connects.Speaking of range, I believe his grab range was buffed slightly as well.
Yeah, that's the video I was referring to. Nice, I'm just running through all of the potential jab cancel shenanigans through my headIt was buffed actually, he can grab from a bit past the tip of his knuckles, the clash tournaments Bowser vs Zero Suit Samus video shows this when Bowser does a banana throw into grab, you can slow it down and pause to see about how far away she is from him when the grab connects.
http://youtu.be/lL0F2BNCU2k?t=1m41s
Ha ha. Well aside from his jab, what are your thoughts on the new Bowser so far?Bowser Jab is good. Nothing new here. lol
Lol.mollywhopping.
You know what they say about Koopas with big claws.
Yeah, I'm sure a lot of players will be hesitant to challenge some of the moves in which he displays his resistance (although I'm sure in the beginning, people are really going to be surprised...unless they've been studying up on Bowser as much as we have ) as well as respecting landing hitboxes and hitboxes that linger for awhile.@ Hokori He'll be handing out those flying lesson to everyone for sure. I'm really liking how much respect it's looking like players will need to give him now; I bet it's going to be a lot of fun meeting people who try to fight him like it's Brawl.
I was thinking about this awhile ago actually. Was also wondering about Bowser's D-Air regarding the move's spiking feature. If the whole shell spikes, then recoveries adjacent to the ledge and coming from below could be in danger of being denied without Bowser actually jumping off the stage to use the move since the hitbox for it is so large. Kind of like Falco's D-Air in Melee in the sense that if you connect even a little bit with it it'll spike...that's what I was thinking aboutBowser's UpB is now a edge guard instead of a edge specifc technique now. Since most recovery moves no longer go past the edge(Fox side B, Bowser Up B), you can have perfect edge coverage with it. Some hits to seem to be pseudo spike as well.
From the demo we see ledge snapping is not always present. Samus seems to have a hard time with it and Sonic and Mega Man look like they'll have trouble no matter what.
I was actually thinking about this as well, and if you miss with the spike then the landing hitbox might still be useful, it appears to semi-spike. Not as good, but still a dangerous situation when recovering.I was thinking about this awhile ago actually. Was also wondering about Bowser's D-Air regarding the move's spiking feature. If the whole shell spikes, then recoveries adjacent to the ledge and coming from below could be in danger of being denied without Bowser actually jumping off the stage to use the move since the hitbox for it is so large. Kind of like Falco's D-Air in Melee in the sense that if you connect even a little bit with it it'll spike...that's what I was thinking about
Exactly why I'm seeing more potential for D-Air as a viable edge-guard option rather than just for suicidal kills (Koopaciding with the Side-B can still serve that role as well). And the lag isn't all too bad to worry excessively about getting punished.I was actually thinking about this as well, and if you miss with the spike then the landing hitbox might still be useful, it appears to semi-spike. Not as good, but still a dangerous situation when recovering.
If the only recovery option is to go up then it's certainly a good edgeguarding tool. On the other hand if IASA frames are present we can UpB OoS if we miss.I was thinking about this awhile ago actually. Was also wondering about Bowser's D-Air regarding the move's spiking feature. If the whole shell spikes, then recoveries adjacent to the ledge and coming from below could be in danger of being denied without Bowser actually jumping off the stage to use the move since the hitbox for it is so large. Kind of like Falco's D-Air in Melee in the sense that if you connect even a little bit with it it'll spike...that's what I was thinking about
Maybe, either way it still looks a lot better than the old grab, just need some good footage for dash and pivot grabs to get a nice range approximation overall.Noticed the update to the OP.
Welp, the other Bowser was just out of reach, but it has noticeably improved. Seems like the cooldown is about the same, but I wonder if the hitbox comes out a little earlier compared to his former T-Rex grab...
Would've been nice if that Smash 4 event that took place in Japan was streamed. Could have seen more footage that way. But at this point, we'll probably have to wait until the game is out in Japan to snoop on some content. Doubt Bowser would be shown some more in a Smash segment of the Nintendo Direct expected in August.Maybe, either way it still looks a lot better than the old grab, just need some good footage for dash and pivot grabs to get a nice range approximation overall.
Unless during further play-testing they feel as though the shield breaking properties is a bit "too much", I don't feel like it would change. Marth received a Shield Breaker buff and well...Bowser is meant to be immensely powerful, and he's just big in general. Seems pretty natural for him to be busting shields coming down like thatDo you guys think there's a good chance his down+b insta Shield Break will stay?
Down B is so easy to avoid that I can't see it being an issue, but who knows. I want to believe though.Do you guys think there's a good chance his down+b insta Shield Break will stay?
As long as it can properly link now from both hits then we can see it finally being much more reliable as an anti-air. Also, I agree on the shield break, it's already super punishable if the opponent rolls or spot dodges, especially with Luigi. So it's nice that there's at least one defensive option which actually loses to it. It actually means we have another reason to condition a player to shield, nothing against the Klaw or Bowser's grab game of course but a shield break is HUGE you can get the most optimal attack whether you want big damage or huge knockback.Bowser players just shouldn't be using the move willy nilly every time they're high in the air though. Good judgment can make this move something, you know...hitting people having the audacity to challenge you, catching someone off guard that they panic into their shield last second or can't get out of the range of the landing hitbox...although it got buffed, that doesn't mean that the move should be used often in a match.
I'll probably end up charging up the drop kick (F-Smash) all the way upon shield break. After I saw how it literally destroyed Marth on Pilotwings at 43%, that move is almighty and it needs to be feared. Seems like it'll have both the damage output and the huge knockback I'm looking for in a major punish.As long as it can properly link now from both hits then we can see it finally being much more reliable as an anti-air. Also, I agree on the shield break, it's already super punishable if the opponent rolls or spot dodges, especially with Luigi. So it's nice that there's at least one defensive option which actually loses to it. It actually means we have another reason to condition a player to shield, nothing against the Klaw or Bowser's grab game of course but a shield break is HUGE you can get the most optimal attack whether you want big damage or huge knockback.