Yeah I can't see anything that's changed either. If something has, it's minor.
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Does it send more horizontal or vertical now?Better than nothing. Dsmash should at least KO now.
Awesome, now it should be even better for edge guarding.Horizontal.
Yeah probably, but it'd be nice if it started working on needles at least.That sort of thing isn't in the data dump but I don't think it was touched.
Tough guy itself wasn't made stronger. I'll keep my ears out for changes to moves that Bowser can armor in order to find new ranges. Come to think of it, I haven't reported on the DLC characters and what moves we armor from them.
Uh huh, Bowser can charge through the shakunetsu hadoken until past 150% damage. I also wrote down how Bowser can tough guy Lucas' PK thunder and Dtilt.Bowser can run right through Ryu's Fire Hadoken(Aint no got time to be trying to spell the name lol) at low to mid percents though last active hitbox will cause a flinch
Mmmm thanks for that Lucas tidbit. I'll take any an all info ya have to offer on the King and Jr too if ya got any~Uh huh, Bowser can charge through the shakunetsu hadoken until past 150% damage. I also wrote down how Bowser can tough guy Lucas' PK thunder and Dtilt.
Dtilt (far hit) 0-27%
PK Thunder (tail) 0-115%
Frame data wasn't available for the DLC characters when I tried to grab ranges for moves we armor, so I wasn't savvy of how Lucas has THREE hitboxes of varying power on his Dtilt, instead of two. And I think those hitboxes have had changes to their power in this latest update, so don't take that range seriously. I'll find the correct one sometime soon, along with any stuff I've missed. I'm sure people have compiled plenty of data on the DLC characters in the last month.
Face the ledge and look at the length of bowser's foot. You want to be about a quarter foot away from the ledge. You might be able to get closer and cover more types of ledge jumps but I didn't test it that much. That's the distance that worked for me to cover all of those.Where do you need to stand to cover all those options at once?
Try walking backwards immediately after a Jab 1.I never noticed that delayed jab 2 actually inches us backwards slightly. Herp derp.
This jab momentum is also pretty cool with Bowser's crouch. Jab, crouch(repeat.) He does a quick jab succession which can be linked together. Only thing is the momentum will shove Bowser back each time. I think you can get about 2 or 3 jabs in before you get outta range.Try walking backwards immediately after a Jab 1.
Bowser goes crazy with momentum. (this is actually good in certain matchups, since you can also jab 1, buffer a dash backwards, and pivot grab)
I actually just noticed this today when Dsmash beat DK's get up attack. Has this always been the case or is that actually new?Stray and I did some down smash testing on the ledge tonight. I really feel like this should be in every Bowser's kit. It kills at ~100%. It punishes:
- normal get up
- jump
- roll
- get up attack
- some types of ledge jumps
- hanging on the ledge without invincibility
If someone drops and moves away that can beat down smash. If someone delays on the ledge they can beat down smash but actually the beauty of using this post 100% is they have a very short ledge invincibility so hanging on might not even be a winning option after a certain percentage. The major issue with the move is that the spacing is very tight. His front foot should be about half a foot away from the ledge.
My opinion is that if someone is going to grab the ledge at ~100%, and you don't have a hard read on their get up option, we should always be defaulting to down smash.
Always. @ J Jerodak was the person who showed me this in the first place months ago. I just thought in light of the patch I should reintroduce this move to the boards as a move that has potential. Another fun fact I learned from @a stray cat yesterday is that it's a trivial thing to get to the 1 frame vulnerability when grabbing the ledge. He killed a rosa with it yesterday. Again always existed but the buff made this move even more useful on the ledge because it lowered the necessary kill percentage by like 20-30%.I actually just noticed this today when Dsmash beat DK's get up attack. Has this always been the case or is that actually new?
Debatable, but......Klaw sucks now?
It definitely can, but its finicky hitbox is the bane of most of our existences and the liability of someone potentially using it to kill YOU just sucks in general.I think this Klaw isn't as insane and useful as it was in Brawl, but it's excellent for killing.
It was hugely nerfed in several ways:Klaw sucks now?
Oh...Oh, that? I was referring if it changed since the last patch, since I don't have access to a WiiU or the latest patch for 3DS...
It's definitely doable, as custom tournaments usually see Bowsers using it.Flying Slam is honestly pretty important to Bowser. I don't know how I'd play him without it.
It was just a thought, though I don't think it'd be THAT bad, especially not if the SA frames didn't happen immediately and you'd have to time it perfectly to get the benefit. A 4-5 frame window would still be crazy hard to exploit.And a few frames of super armor would just be a weird gimmick. A move that beats shields and incoming attacks? There's almost no room for counterplay besides avoiding it entirely. In other words: broken.
This is what we've wanted for a while but Sakurai seems like he has no intention of giving it to us.If they increased the aerial hitbox for the move, that would be a fantastic buff.